2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
41 #define GLINFO_LOCATION (*gl_info)
56 } glsl_sample_function_t
;
60 HEAP_NODE_TRAVERSE_LEFT
,
61 HEAP_NODE_TRAVERSE_RIGHT
,
73 struct constant_entry
*entries
;
74 unsigned int *positions
;
78 /* GLSL shader private data */
79 struct shader_glsl_priv
{
80 struct hash_table_t
*glsl_program_lookup
;
81 struct glsl_shader_prog_link
*glsl_program
;
82 struct constant_heap vconst_heap
;
83 struct constant_heap pconst_heap
;
85 GLhandleARB depth_blt_program
[tex_type_count
];
86 UINT next_constant_version
;
89 /* Struct to maintain data about a linked GLSL program */
90 struct glsl_shader_prog_link
{
91 struct list vshader_entry
;
92 struct list pshader_entry
;
93 GLhandleARB programId
;
94 GLhandleARB
*vuniformF_locations
;
95 GLhandleARB
*puniformF_locations
;
96 GLhandleARB vuniformI_locations
[MAX_CONST_I
];
97 GLhandleARB puniformI_locations
[MAX_CONST_I
];
98 GLhandleARB posFixup_location
;
99 GLhandleARB bumpenvmat_location
[MAX_TEXTURES
];
100 GLhandleARB luminancescale_location
[MAX_TEXTURES
];
101 GLhandleARB luminanceoffset_location
[MAX_TEXTURES
];
102 GLhandleARB ycorrection_location
;
103 GLenum vertex_color_clamp
;
105 IWineD3DPixelShader
*pshader
;
106 struct ps_compile_args ps_args
;
107 UINT constant_version
;
112 IWineD3DPixelShader
*pshader
;
113 struct ps_compile_args ps_args
;
114 } glsl_program_key_t
;
117 /** Prints the GLSL info log which will contain error messages if they exist */
118 static void print_glsl_info_log(const WineD3D_GL_Info
*gl_info
, GLhandleARB obj
)
120 int infologLength
= 0;
125 static const char * const spam
[] =
127 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
128 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
129 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
130 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
131 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
132 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
133 "Fragment shader was successfully compiled to run on hardware.\n"
134 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
135 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
136 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
137 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
140 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
142 GL_EXTCALL(glGetObjectParameterivARB(obj
,
143 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
146 /* A size of 1 is just a null-terminated string, so the log should be bigger than
147 * that if there are errors. */
148 if (infologLength
> 1)
150 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
151 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
153 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
154 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
157 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
158 if(strcmp(infoLog
, spam
[i
]) == 0) {
164 TRACE("Spam received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
166 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
168 HeapFree(GetProcessHeap(), 0, infoLog
);
173 * Loads (pixel shader) samplers
175 static void shader_glsl_load_psamplers(const WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
*iface
, GLhandleARB programId
)
177 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
178 GLhandleARB name_loc
;
180 char sampler_name
[20];
182 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
183 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
184 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
185 if (name_loc
!= -1) {
186 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[i
];
187 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(fragment_samplers
)) {
188 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
189 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
190 checkGLcall("glUniform1iARB");
192 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
198 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
*iface
, GLhandleARB programId
)
200 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
201 GLhandleARB name_loc
;
202 char sampler_name
[20];
205 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
206 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
207 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
208 if (name_loc
!= -1) {
209 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ i
];
210 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(combined_samplers
)) {
211 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
212 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
213 checkGLcall("glUniform1iARB");
215 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
221 static inline void walk_constant_heap(const WineD3D_GL_Info
*gl_info
, const float *constants
,
222 const GLhandleARB
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
225 unsigned int heap_idx
= 1;
228 if (heap
->entries
[heap_idx
].version
<= version
) return;
230 idx
= heap
->entries
[heap_idx
].idx
;
231 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
232 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
234 while (stack_idx
>= 0)
236 /* Note that we fall through to the next case statement. */
237 switch(stack
[stack_idx
])
239 case HEAP_NODE_TRAVERSE_LEFT
:
241 unsigned int left_idx
= heap_idx
<< 1;
242 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
245 idx
= heap
->entries
[heap_idx
].idx
;
246 if (constant_locations
[idx
] != -1)
247 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
249 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
250 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
255 case HEAP_NODE_TRAVERSE_RIGHT
:
257 unsigned int right_idx
= (heap_idx
<< 1) + 1;
258 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
260 heap_idx
= right_idx
;
261 idx
= heap
->entries
[heap_idx
].idx
;
262 if (constant_locations
[idx
] != -1)
263 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
265 stack
[stack_idx
++] = HEAP_NODE_POP
;
266 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
279 checkGLcall("walk_constant_heap()");
282 static inline void apply_clamped_constant(const WineD3D_GL_Info
*gl_info
, GLint location
, const GLfloat
*data
)
284 GLfloat clamped_constant
[4];
286 if (location
== -1) return;
288 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0 ? 1.0 : data
[0];
289 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0 ? 1.0 : data
[1];
290 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0 ? 1.0 : data
[2];
291 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0 ? 1.0 : data
[3];
293 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
296 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info
*gl_info
, const float *constants
,
297 const GLhandleARB
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
300 unsigned int heap_idx
= 1;
303 if (heap
->entries
[heap_idx
].version
<= version
) return;
305 idx
= heap
->entries
[heap_idx
].idx
;
306 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
307 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
309 while (stack_idx
>= 0)
311 /* Note that we fall through to the next case statement. */
312 switch(stack
[stack_idx
])
314 case HEAP_NODE_TRAVERSE_LEFT
:
316 unsigned int left_idx
= heap_idx
<< 1;
317 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
320 idx
= heap
->entries
[heap_idx
].idx
;
321 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
323 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
324 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
329 case HEAP_NODE_TRAVERSE_RIGHT
:
331 unsigned int right_idx
= (heap_idx
<< 1) + 1;
332 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
334 heap_idx
= right_idx
;
335 idx
= heap
->entries
[heap_idx
].idx
;
336 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
338 stack
[stack_idx
++] = HEAP_NODE_POP
;
339 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
352 checkGLcall("walk_constant_heap_clamped()");
355 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
356 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
357 const float *constants
, const GLhandleARB
*constant_locations
, const struct constant_heap
*heap
,
358 unsigned char *stack
, UINT version
)
360 const local_constant
*lconst
;
362 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
363 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.reg_maps
.shader_version
) == 1
364 && shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
))
365 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
367 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
369 if (!This
->baseShader
.load_local_constsF
)
371 TRACE("No need to load local float constants for this shader\n");
375 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
376 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
)
378 GLhandleARB location
= constant_locations
[lconst
->idx
];
379 /* We found this uniform name in the program - go ahead and send the data */
380 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
382 checkGLcall("glUniform4fvARB()");
385 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
386 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
387 const GLhandleARB locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
392 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
394 if (!(constants_set
& 1)) continue;
396 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
397 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
399 /* We found this uniform name in the program - go ahead and send the data */
400 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
401 checkGLcall("glUniform4ivARB");
404 /* Load immediate constants */
405 ptr
= list_head(&This
->baseShader
.constantsI
);
407 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
408 unsigned int idx
= lconst
->idx
;
409 const GLint
*values
= (const GLint
*)lconst
->value
;
411 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
412 values
[0], values
[1], values
[2], values
[3]);
414 /* We found this uniform name in the program - go ahead and send the data */
415 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
416 checkGLcall("glUniform4ivARB");
417 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
421 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
422 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
423 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
428 char is_pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
);
429 const char* prefix
= is_pshader
? "PB":"VB";
432 /* TODO: Benchmark and see if it would be beneficial to store the
433 * locations of the constants to avoid looking up each time */
434 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
436 if (!(constants_set
& 1)) continue;
438 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
440 /* TODO: Benchmark and see if it would be beneficial to store the
441 * locations of the constants to avoid looking up each time */
442 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
443 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
446 /* We found this uniform name in the program - go ahead and send the data */
447 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
448 checkGLcall("glUniform1ivARB");
452 /* Load immediate constants */
453 ptr
= list_head(&This
->baseShader
.constantsB
);
455 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
456 unsigned int idx
= lconst
->idx
;
457 const GLint
*values
= (const GLint
*)lconst
->value
;
459 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
461 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
462 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
464 /* We found this uniform name in the program - go ahead and send the data */
465 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
466 checkGLcall("glUniform1ivARB");
468 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
472 static void reset_program_constant_version(void *value
, void *context
)
474 struct glsl_shader_prog_link
*entry
= value
;
475 entry
->constant_version
= 0;
479 * Loads the app-supplied constants into the currently set GLSL program.
481 static void shader_glsl_load_constants(
482 IWineD3DDevice
* device
,
484 char useVertexShader
) {
486 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
487 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)deviceImpl
->shader_priv
;
488 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
489 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
491 GLhandleARB programId
;
492 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
493 UINT constant_version
;
497 /* No GLSL program set - nothing to do. */
500 programId
= prog
->programId
;
501 constant_version
= prog
->constant_version
;
503 if (useVertexShader
) {
504 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
506 /* Load DirectX 9 float constants/uniforms for vertex shader */
507 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->vertexShaderConstantF
,
508 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
510 /* Load DirectX 9 integer constants/uniforms for vertex shader */
511 if(vshader
->baseShader
.uses_int_consts
) {
512 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
,
513 stateBlock
->vertexShaderConstantI
, stateBlock
->changed
.vertexShaderConstantsI
);
516 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
517 if(vshader
->baseShader
.uses_bool_consts
) {
518 shader_glsl_load_constantsB(vshader
, gl_info
, programId
,
519 stateBlock
->vertexShaderConstantB
, stateBlock
->changed
.vertexShaderConstantsB
);
522 /* Upload the position fixup params */
523 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
524 checkGLcall("glUniform4fvARB");
527 if (usePixelShader
) {
529 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
531 /* Load DirectX 9 float constants/uniforms for pixel shader */
532 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->pixelShaderConstantF
,
533 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
535 /* Load DirectX 9 integer constants/uniforms for pixel shader */
536 if(pshader
->baseShader
.uses_int_consts
) {
537 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
,
538 stateBlock
->pixelShaderConstantI
, stateBlock
->changed
.pixelShaderConstantsI
);
541 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
542 if(pshader
->baseShader
.uses_bool_consts
) {
543 shader_glsl_load_constantsB(pshader
, gl_info
, programId
,
544 stateBlock
->pixelShaderConstantB
, stateBlock
->changed
.pixelShaderConstantsB
);
547 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
548 * It can't be 0 for a valid texbem instruction.
550 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*) pshader
)->numbumpenvmatconsts
; i
++) {
551 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pshader
;
552 int stage
= ps
->luminanceconst
[i
].texunit
;
554 const float *data
= (const float *)&stateBlock
->textureState
[(int)ps
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
555 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
556 checkGLcall("glUniformMatrix2fvARB");
558 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
559 * is set too, so we can check that in the needsbumpmat check
561 if(ps
->baseShader
.reg_maps
.luminanceparams
[stage
]) {
562 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
563 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
565 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
566 checkGLcall("glUniform1fvARB");
567 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
568 checkGLcall("glUniform1fvARB");
572 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
573 float correction_params
[4];
574 if(deviceImpl
->render_offscreen
) {
575 correction_params
[0] = 0.0;
576 correction_params
[1] = 1.0;
578 /* position is window relative, not viewport relative */
579 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
580 correction_params
[1] = -1.0;
582 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
586 if (priv
->next_constant_version
== UINT_MAX
)
588 TRACE("Max constant version reached, resetting to 0.\n");
589 hash_table_for_each_entry(priv
->glsl_program_lookup
, reset_program_constant_version
, NULL
);
590 priv
->next_constant_version
= 1;
594 prog
->constant_version
= priv
->next_constant_version
++;
598 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
599 unsigned int heap_idx
, DWORD new_version
)
601 struct constant_entry
*entries
= heap
->entries
;
602 unsigned int *positions
= heap
->positions
;
603 unsigned int parent_idx
;
607 parent_idx
= heap_idx
>> 1;
609 if (new_version
<= entries
[parent_idx
].version
) break;
611 entries
[heap_idx
] = entries
[parent_idx
];
612 positions
[entries
[parent_idx
].idx
] = heap_idx
;
613 heap_idx
= parent_idx
;
616 entries
[heap_idx
].version
= new_version
;
617 entries
[heap_idx
].idx
= idx
;
618 positions
[idx
] = heap_idx
;
621 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
623 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
624 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
625 struct constant_heap
*heap
= &priv
->vconst_heap
;
628 for (i
= start
; i
< count
+ start
; ++i
)
630 if (!This
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
631 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
633 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
637 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
639 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
640 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
641 struct constant_heap
*heap
= &priv
->pconst_heap
;
644 for (i
= start
; i
< count
+ start
; ++i
)
646 if (!This
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
647 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
649 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
653 /** Generate the variable & register declarations for the GLSL output target */
654 static void shader_generate_glsl_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
655 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
,
656 const struct ps_compile_args
*ps_args
)
658 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
659 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
660 DWORD shader_version
= reg_maps
->shader_version
;
661 unsigned int i
, extra_constants_needed
= 0;
662 const local_constant
*lconst
;
664 /* There are some minor differences between pixel and vertex shaders */
665 char pshader
= shader_is_pshader_version(shader_version
);
666 char prefix
= pshader
? 'P' : 'V';
668 /* Prototype the subroutines */
669 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
670 if (reg_maps
->labels
[i
])
671 shader_addline(buffer
, "void subroutine%u();\n", i
);
674 /* Declare the constants (aka uniforms) */
675 if (This
->baseShader
.limits
.constant_float
> 0) {
676 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
677 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
678 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
681 if (This
->baseShader
.limits
.constant_int
> 0)
682 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
684 if (This
->baseShader
.limits
.constant_bool
> 0)
685 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
688 shader_addline(buffer
, "uniform vec4 posFixup;\n");
689 /* Predeclaration; This function is added at link time based on the pixel shader.
690 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
691 * that. We know the input to the reorder function at vertex shader compile time, so
692 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
693 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
694 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
695 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
696 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
699 if (shader_version
>= WINED3DVS_VERSION(3, 0))
701 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
703 shader_addline(buffer
, "void order_ps_input();\n");
706 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
708 ps_impl
->numbumpenvmatconsts
= 0;
709 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
710 if(!reg_maps
->bumpmat
[i
]) {
714 ps_impl
->bumpenvmatconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
715 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
717 if(reg_maps
->luminanceparams
) {
718 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
719 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
720 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
721 extra_constants_needed
++;
723 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= -1;
726 extra_constants_needed
++;
727 ps_impl
->numbumpenvmatconsts
++;
730 if(ps_args
->srgb_correction
) {
731 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
732 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
733 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
734 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
736 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
737 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
738 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
739 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
740 extra_constants_needed
++;
742 /* This happens because we do not have proper tracking of the constant registers that are
743 * actually used, only the max limit of the shader version
745 FIXME("Cannot find a free uniform for vpos correction params\n");
746 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
747 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
748 device
->render_offscreen
? 1.0 : -1.0);
750 shader_addline(buffer
, "vec4 vpos;\n");
754 /* Declare texture samplers */
755 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
756 if (reg_maps
->samplers
[i
]) {
758 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
762 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
765 if(device
->stateBlock
->textures
[i
] &&
766 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
767 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
769 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
772 case WINED3DSTT_CUBE
:
773 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
775 case WINED3DSTT_VOLUME
:
776 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
779 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
780 FIXME("Unrecognized sampler type: %#x\n", stype
);
786 /* Declare address variables */
787 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
788 if (reg_maps
->address
[i
])
789 shader_addline(buffer
, "ivec4 A%d;\n", i
);
792 /* Declare texture coordinate temporaries and initialize them */
793 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
794 if (reg_maps
->texcoord
[i
])
795 shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
798 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
799 * helper function shader that is linked in at link time
801 if (pshader
&& shader_version
>= WINED3DPS_VERSION(3, 0))
803 if (use_vs(device
->stateBlock
))
805 shader_addline(buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
807 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
808 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
809 * pixel shader that reads the fixed function color into the packed input registers.
811 shader_addline(buffer
, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
815 /* Declare output register temporaries */
816 if(This
->baseShader
.limits
.packed_output
) {
817 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
820 /* Declare temporary variables */
821 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
822 if (reg_maps
->temporary
[i
])
823 shader_addline(buffer
, "vec4 R%u;\n", i
);
826 /* Declare attributes */
827 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
828 if (reg_maps
->attributes
[i
])
829 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
832 /* Declare loop registers aLx */
833 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
834 shader_addline(buffer
, "int aL%u;\n", i
);
835 shader_addline(buffer
, "int tmpInt%u;\n", i
);
838 /* Temporary variables for matrix operations */
839 shader_addline(buffer
, "vec4 tmp0;\n");
840 shader_addline(buffer
, "vec4 tmp1;\n");
842 /* Local constants use a different name so they can be loaded once at shader link time
843 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
844 * float -> string conversion can cause precision loss.
846 if(!This
->baseShader
.load_local_constsF
) {
847 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
848 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
852 /* Start the main program */
853 shader_addline(buffer
, "void main() {\n");
854 if(pshader
&& reg_maps
->vpos
) {
855 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
856 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
857 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
858 * precision troubles when we just substract 0.5.
860 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
862 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
864 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
865 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
866 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
867 * correctly on drivers that returns integer values.
869 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
873 /*****************************************************************************
874 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
876 * For more information, see http://wiki.winehq.org/DirectX-Shaders
877 ****************************************************************************/
880 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG
*arg
, const DWORD param
,
881 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
883 /** Used for opcode modifiers - They multiply the result by the specified amount */
884 static const char * const shift_glsl_tab
[] = {
886 "2.0 * ", /* 1 (x2) */
887 "4.0 * ", /* 2 (x4) */
888 "8.0 * ", /* 3 (x8) */
889 "16.0 * ", /* 4 (x16) */
890 "32.0 * ", /* 5 (x32) */
897 "0.0625 * ", /* 12 (d16) */
898 "0.125 * ", /* 13 (d8) */
899 "0.25 * ", /* 14 (d4) */
900 "0.5 * " /* 15 (d2) */
903 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
904 static void shader_glsl_gen_modifier (
907 const char *in_regswizzle
,
912 if (instr
== WINED3DSIO_TEXKILL
)
915 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
916 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
918 case WINED3DSPSM_NONE
:
919 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
921 case WINED3DSPSM_NEG
:
922 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
924 case WINED3DSPSM_NOT
:
925 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
927 case WINED3DSPSM_BIAS
:
928 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
930 case WINED3DSPSM_BIASNEG
:
931 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
933 case WINED3DSPSM_SIGN
:
934 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
936 case WINED3DSPSM_SIGNNEG
:
937 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
939 case WINED3DSPSM_COMP
:
940 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
943 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
945 case WINED3DSPSM_X2NEG
:
946 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
948 case WINED3DSPSM_ABS
:
949 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
951 case WINED3DSPSM_ABSNEG
:
952 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
955 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
956 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
960 /** Writes the GLSL variable name that corresponds to the register that the
961 * DX opcode parameter is trying to access */
962 static void shader_glsl_get_register_name(const DWORD param
, const DWORD addr_token
,
963 char *regstr
, BOOL
*is_color
, const SHADER_OPCODE_ARG
*arg
)
965 /* oPos, oFog and oPts in D3D */
966 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
968 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
969 DWORD regtype
= shader_get_regtype(param
);
970 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
971 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
972 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
973 DWORD shader_version
= This
->baseShader
.reg_maps
.shader_version
;
974 char pshader
= shader_is_pshader_version(shader_version
);
980 case WINED3DSPR_TEMP
:
981 sprintf(tmpStr
, "R%u", reg
);
983 case WINED3DSPR_INPUT
:
985 /* Pixel shaders >= 3.0 */
986 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 3)
988 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
990 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
991 glsl_src_param_t rel_param
;
992 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
994 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
997 if(((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
]) {
998 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
999 sprintf(tmpStr
, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1000 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
], in_count
- 1,
1001 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
], in_count
,
1002 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
]);
1004 sprintf(tmpStr
, "IN[%s + %u]", rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
]);
1007 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
1008 sprintf(tmpStr
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1009 rel_param
.param_str
, in_count
- 1,
1010 rel_param
.param_str
, in_count
,
1011 rel_param
.param_str
);
1013 sprintf(tmpStr
, "IN[%s]", rel_param
.param_str
);
1017 DWORD idx
= ((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
];
1018 if (idx
== in_count
) {
1019 sprintf(tmpStr
, "gl_Color");
1020 } else if (idx
== in_count
+ 1) {
1021 sprintf(tmpStr
, "gl_SecondaryColor");
1023 sprintf(tmpStr
, "IN[%u]", idx
);
1028 strcpy(tmpStr
, "gl_Color");
1030 strcpy(tmpStr
, "gl_SecondaryColor");
1033 if (((IWineD3DVertexShaderImpl
*)This
)->swizzle_map
& (1 << reg
)) *is_color
= TRUE
;
1034 sprintf(tmpStr
, "attrib%u", reg
);
1037 case WINED3DSPR_CONST
:
1039 const char prefix
= pshader
? 'P':'V';
1041 /* Relative addressing */
1042 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
1044 /* Relative addressing on shaders 2.0+ have a relative address token,
1045 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
1046 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 2)
1048 glsl_src_param_t rel_param
;
1049 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
1051 sprintf(tmpStr
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
);
1053 sprintf(tmpStr
, "%cC[%s]", prefix
, rel_param
.param_str
);
1057 sprintf(tmpStr
, "%cC[A0.x + %u]", prefix
, reg
);
1059 sprintf(tmpStr
, "%cC[A0.x]", prefix
);
1064 if(shader_constant_is_local(This
, reg
)) {
1065 sprintf(tmpStr
, "%cLC%u", prefix
, reg
);
1067 sprintf(tmpStr
, "%cC[%u]", prefix
, reg
);
1073 case WINED3DSPR_CONSTINT
:
1075 sprintf(tmpStr
, "PI[%u]", reg
);
1077 sprintf(tmpStr
, "VI[%u]", reg
);
1079 case WINED3DSPR_CONSTBOOL
:
1081 sprintf(tmpStr
, "PB[%u]", reg
);
1083 sprintf(tmpStr
, "VB[%u]", reg
);
1085 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1087 sprintf(tmpStr
, "T%u", reg
);
1089 sprintf(tmpStr
, "A%u", reg
);
1092 case WINED3DSPR_LOOP
:
1093 sprintf(tmpStr
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1095 case WINED3DSPR_SAMPLER
:
1097 sprintf(tmpStr
, "Psampler%u", reg
);
1099 sprintf(tmpStr
, "Vsampler%u", reg
);
1101 case WINED3DSPR_COLOROUT
:
1102 if (reg
>= GL_LIMITS(buffers
)) {
1103 WARN("Write to render target %u, only %d supported\n", reg
, 4);
1105 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
1106 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
1107 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1108 sprintf(tmpStr
, "gl_FragColor");
1111 case WINED3DSPR_RASTOUT
:
1112 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
1114 case WINED3DSPR_DEPTHOUT
:
1115 sprintf(tmpStr
, "gl_FragDepth");
1117 case WINED3DSPR_ATTROUT
:
1119 sprintf(tmpStr
, "gl_FrontColor");
1121 sprintf(tmpStr
, "gl_FrontSecondaryColor");
1124 case WINED3DSPR_TEXCRDOUT
:
1125 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1126 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 3) sprintf(tmpStr
, "OUT[%u]", reg
);
1127 else sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
1129 case WINED3DSPR_MISCTYPE
:
1132 sprintf(tmpStr
, "vpos");
1133 } else if (reg
== 1){
1134 /* Note that gl_FrontFacing is a bool, while vFace is
1135 * a float for which the sign determines front/back
1137 sprintf(tmpStr
, "(gl_FrontFacing ? 1.0 : -1.0)");
1139 FIXME("Unhandled misctype register %d\n", reg
);
1140 sprintf(tmpStr
, "unrecognized_register");
1144 FIXME("Unhandled register name Type(%d)\n", regtype
);
1145 sprintf(tmpStr
, "unrecognized_register");
1149 strcat(regstr
, tmpStr
);
1152 /* Get the GLSL write mask for the destination register */
1153 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
1154 char *ptr
= write_mask
;
1155 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
1157 if (shader_is_scalar(param
)) {
1158 mask
= WINED3DSP_WRITEMASK_0
;
1161 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1162 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1163 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1164 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1172 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1173 unsigned int size
= 0;
1175 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1176 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1177 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1178 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1183 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
1184 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1185 * but addressed as "rgba". To fix this we need to swap the register's x
1186 * and z components. */
1187 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1188 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1189 char *ptr
= swizzle_str
;
1191 if (!shader_is_scalar(param
)) {
1193 /* swizzle bits fields: wwzzyyxx */
1194 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
1195 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1196 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1197 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1203 /* From a given parameter token, generate the corresponding GLSL string.
1204 * Also, return the actual register name and swizzle in case the
1205 * caller needs this information as well. */
1206 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG
*arg
, const DWORD param
,
1207 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
)
1209 BOOL is_color
= FALSE
;
1210 char swizzle_str
[6];
1212 src_param
->reg_name
[0] = '\0';
1213 src_param
->param_str
[0] = '\0';
1214 swizzle_str
[0] = '\0';
1216 shader_glsl_get_register_name(param
, addr_token
, src_param
->reg_name
, &is_color
, arg
);
1218 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
1219 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
1222 /* From a given parameter token, generate the corresponding GLSL string.
1223 * Also, return the actual register name and swizzle in case the
1224 * caller needs this information as well. */
1225 static DWORD
shader_glsl_add_dst_param(const SHADER_OPCODE_ARG
* arg
, const DWORD param
,
1226 const DWORD addr_token
, glsl_dst_param_t
*dst_param
)
1228 BOOL is_color
= FALSE
;
1230 dst_param
->mask_str
[0] = '\0';
1231 dst_param
->reg_name
[0] = '\0';
1233 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
1234 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
1237 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1238 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
, const SHADER_OPCODE_ARG
*arg
, const DWORD param
)
1240 glsl_dst_param_t dst_param
;
1244 mask
= shader_glsl_add_dst_param(arg
, param
, arg
->dst_addr
, &dst_param
);
1247 shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1248 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
1254 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1255 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, const SHADER_OPCODE_ARG
*arg
)
1257 return shader_glsl_append_dst_ext(buffer
, arg
, arg
->dst
);
1260 /** Process GLSL instruction modifiers */
1261 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG
* arg
)
1263 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
1265 if (arg
->opcode
->dst_token
&& mask
!= 0) {
1266 glsl_dst_param_t dst_param
;
1268 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1270 if (mask
& WINED3DSPDM_SATURATE
) {
1271 /* _SAT means to clamp the value of the register to between 0 and 1 */
1272 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1273 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1275 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
1276 FIXME("_centroid modifier not handled\n");
1278 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
1279 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1284 static inline const char* shader_get_comp_op(
1285 const DWORD opcode
) {
1287 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1289 case COMPARISON_GT
: return ">";
1290 case COMPARISON_EQ
: return "==";
1291 case COMPARISON_GE
: return ">=";
1292 case COMPARISON_LT
: return "<";
1293 case COMPARISON_NE
: return "!=";
1294 case COMPARISON_LE
: return "<=";
1296 FIXME("Unrecognized comparison value: %u\n", op
);
1301 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, BOOL texrect
, glsl_sample_function_t
*sample_function
) {
1302 /* Note that there's no such thing as a projected cube texture. */
1303 switch(sampler_type
) {
1305 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1306 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1310 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1312 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1314 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1316 case WINED3DSTT_CUBE
:
1317 sample_function
->name
= "textureCube";
1318 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1320 case WINED3DSTT_VOLUME
:
1321 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1322 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1325 sample_function
->name
= "";
1326 sample_function
->coord_mask
= 0;
1327 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1332 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1333 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1335 switch(channel_source
)
1337 case CHANNEL_SOURCE_ZERO
:
1338 strcat(arguments
, "0.0");
1341 case CHANNEL_SOURCE_ONE
:
1342 strcat(arguments
, "1.0");
1345 case CHANNEL_SOURCE_X
:
1346 strcat(arguments
, reg_name
);
1347 strcat(arguments
, ".x");
1350 case CHANNEL_SOURCE_Y
:
1351 strcat(arguments
, reg_name
);
1352 strcat(arguments
, ".y");
1355 case CHANNEL_SOURCE_Z
:
1356 strcat(arguments
, reg_name
);
1357 strcat(arguments
, ".z");
1360 case CHANNEL_SOURCE_W
:
1361 strcat(arguments
, reg_name
);
1362 strcat(arguments
, ".w");
1366 FIXME("Unhandled channel source %#x\n", channel_source
);
1367 strcat(arguments
, "undefined");
1371 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1374 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG
*arg
, struct color_fixup_desc fixup
)
1376 unsigned int mask_size
, remaining
;
1377 glsl_dst_param_t dst_param
;
1378 char arguments
[256];
1383 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1384 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1385 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1386 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1389 if (!mask
) return; /* Nothing to do */
1391 if (is_yuv_fixup(fixup
))
1393 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1394 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1398 mask_size
= shader_glsl_get_write_mask_size(mask
);
1400 dst_param
.mask_str
[0] = '\0';
1401 shader_glsl_get_write_mask(mask
, dst_param
.mask_str
);
1403 dst_param
.reg_name
[0] = '\0';
1404 shader_glsl_get_register_name(arg
->dst
, arg
->dst_addr
, dst_param
.reg_name
, &dummy
, arg
);
1406 arguments
[0] = '\0';
1407 remaining
= mask_size
;
1408 if (mask
& WINED3DSP_WRITEMASK_0
)
1410 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1411 if (--remaining
) strcat(arguments
, ", ");
1413 if (mask
& WINED3DSP_WRITEMASK_1
)
1415 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1416 if (--remaining
) strcat(arguments
, ", ");
1418 if (mask
& WINED3DSP_WRITEMASK_2
)
1420 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1421 if (--remaining
) strcat(arguments
, ", ");
1423 if (mask
& WINED3DSP_WRITEMASK_3
)
1425 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1426 if (--remaining
) strcat(arguments
, ", ");
1431 shader_addline(arg
->buffer
, "%s%s = vec%u(%s);\n",
1432 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
1436 shader_addline(arg
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
1440 /*****************************************************************************
1442 * Begin processing individual instruction opcodes
1444 ****************************************************************************/
1446 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1447 static void shader_glsl_arith(const SHADER_OPCODE_ARG
*arg
)
1449 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1450 SHADER_BUFFER
* buffer
= arg
->buffer
;
1451 glsl_src_param_t src0_param
;
1452 glsl_src_param_t src1_param
;
1456 /* Determine the GLSL operator to use based on the opcode */
1457 switch (curOpcode
->opcode
) {
1458 case WINED3DSIO_MUL
: op
= '*'; break;
1459 case WINED3DSIO_ADD
: op
= '+'; break;
1460 case WINED3DSIO_SUB
: op
= '-'; break;
1463 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1467 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1468 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1469 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1470 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1473 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1474 static void shader_glsl_mov(const SHADER_OPCODE_ARG
*arg
)
1476 SHADER_BUFFER
* buffer
= arg
->buffer
;
1477 glsl_src_param_t src0_param
;
1480 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1481 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1483 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1484 * shader versions WINED3DSIO_MOVA is used for this. */
1485 if ((WINED3DSHADER_VERSION_MAJOR(arg
->reg_maps
->shader_version
) == 1
1486 && !shader_is_pshader_version(arg
->reg_maps
->shader_version
)
1487 && shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
))
1489 /* This is a simple floor() */
1490 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1491 if (mask_size
> 1) {
1492 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1494 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1496 } else if(arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
1497 /* We need to *round* to the nearest int here. */
1498 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1499 if (mask_size
> 1) {
1500 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
1502 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1505 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1509 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1510 static void shader_glsl_dot(const SHADER_OPCODE_ARG
*arg
)
1512 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1513 SHADER_BUFFER
* buffer
= arg
->buffer
;
1514 glsl_src_param_t src0_param
;
1515 glsl_src_param_t src1_param
;
1516 DWORD dst_write_mask
, src_write_mask
;
1517 unsigned int dst_size
= 0;
1519 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1520 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1522 /* dp3 works on vec3, dp4 on vec4 */
1523 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
1524 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1526 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1529 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, &src0_param
);
1530 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, &src1_param
);
1533 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1535 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1539 /* Note that this instruction has some restrictions. The destination write mask
1540 * can't contain the w component, and the source swizzles have to be .xyzw */
1541 static void shader_glsl_cross(const SHADER_OPCODE_ARG
*arg
)
1543 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1544 glsl_src_param_t src0_param
;
1545 glsl_src_param_t src1_param
;
1548 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1549 shader_glsl_append_dst(arg
->buffer
, arg
);
1550 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1551 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1552 shader_addline(arg
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1555 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1556 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1557 * GLSL uses the value as-is. */
1558 static void shader_glsl_pow(const SHADER_OPCODE_ARG
*arg
)
1560 SHADER_BUFFER
*buffer
= arg
->buffer
;
1561 glsl_src_param_t src0_param
;
1562 glsl_src_param_t src1_param
;
1563 DWORD dst_write_mask
;
1564 unsigned int dst_size
;
1566 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1567 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1569 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1570 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1573 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1575 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1579 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1580 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1581 * GLSL uses the value as-is. */
1582 static void shader_glsl_log(const SHADER_OPCODE_ARG
*arg
)
1584 SHADER_BUFFER
*buffer
= arg
->buffer
;
1585 glsl_src_param_t src0_param
;
1586 DWORD dst_write_mask
;
1587 unsigned int dst_size
;
1589 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1590 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1592 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1595 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1597 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1601 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1602 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG
*arg
)
1604 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1605 SHADER_BUFFER
* buffer
= arg
->buffer
;
1606 glsl_src_param_t src_param
;
1607 const char *instruction
;
1608 char arguments
[256];
1612 /* Determine the GLSL function to use based on the opcode */
1613 /* TODO: Possibly make this a table for faster lookups */
1614 switch (curOpcode
->opcode
) {
1615 case WINED3DSIO_MIN
: instruction
= "min"; break;
1616 case WINED3DSIO_MAX
: instruction
= "max"; break;
1617 case WINED3DSIO_ABS
: instruction
= "abs"; break;
1618 case WINED3DSIO_FRC
: instruction
= "fract"; break;
1619 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
1620 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
1621 case WINED3DSIO_SGN
: instruction
= "sign"; break;
1622 case WINED3DSIO_DSX
: instruction
= "dFdx"; break;
1623 case WINED3DSIO_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1624 default: instruction
= "";
1625 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1629 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1631 arguments
[0] = '\0';
1632 if (curOpcode
->num_params
> 0) {
1633 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src_param
);
1634 strcat(arguments
, src_param
.param_str
);
1635 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1636 strcat(arguments
, ", ");
1637 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, &src_param
);
1638 strcat(arguments
, src_param
.param_str
);
1642 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1645 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1646 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1647 * dst.x = 2^(floor(src))
1648 * dst.y = src - floor(src)
1649 * dst.z = 2^src (partial precision is allowed, but optional)
1651 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1652 * dst = 2^src; (partial precision is allowed, but optional)
1654 static void shader_glsl_expp(const SHADER_OPCODE_ARG
*arg
)
1656 glsl_src_param_t src_param
;
1658 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1660 if (arg
->reg_maps
->shader_version
< WINED3DPS_VERSION(2,0))
1664 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1665 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1666 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1667 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1669 shader_glsl_append_dst(arg
->buffer
, arg
);
1670 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1671 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1674 unsigned int mask_size
;
1676 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1677 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1679 if (mask_size
> 1) {
1680 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1682 shader_addline(arg
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1687 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1688 static void shader_glsl_rcp(const SHADER_OPCODE_ARG
*arg
)
1690 glsl_src_param_t src_param
;
1692 unsigned int mask_size
;
1694 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1695 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1696 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1698 if (mask_size
> 1) {
1699 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1701 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1705 static void shader_glsl_rsq(const SHADER_OPCODE_ARG
*arg
)
1707 SHADER_BUFFER
* buffer
= arg
->buffer
;
1708 glsl_src_param_t src_param
;
1710 unsigned int mask_size
;
1712 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1713 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1715 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1717 if (mask_size
> 1) {
1718 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1720 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1724 /** Process signed comparison opcodes in GLSL. */
1725 static void shader_glsl_compare(const SHADER_OPCODE_ARG
*arg
)
1727 glsl_src_param_t src0_param
;
1728 glsl_src_param_t src1_param
;
1730 unsigned int mask_size
;
1732 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1733 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1734 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1735 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1737 if (mask_size
> 1) {
1738 const char *compare
;
1740 switch(arg
->opcode
->opcode
) {
1741 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1742 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1743 default: compare
= "";
1744 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1747 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1748 src0_param
.param_str
, src1_param
.param_str
);
1750 switch(arg
->opcode
->opcode
) {
1751 case WINED3DSIO_SLT
:
1752 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1753 * to return 0.0 but step returns 1.0 because step is not < x
1754 * An alternative is a bvec compare padded with an unused second component.
1755 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1756 * issue. Playing with not() is not possible either because not() does not accept
1759 shader_addline(arg
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n", src0_param
.param_str
, src1_param
.param_str
);
1761 case WINED3DSIO_SGE
:
1762 /* Here we can use the step() function and safe a conditional */
1763 shader_addline(arg
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
1766 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1772 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1773 static void shader_glsl_cmp(const SHADER_OPCODE_ARG
*arg
)
1775 glsl_src_param_t src0_param
;
1776 glsl_src_param_t src1_param
;
1777 glsl_src_param_t src2_param
;
1778 DWORD write_mask
, cmp_channel
= 0;
1781 BOOL temp_destination
= FALSE
;
1783 if(shader_is_scalar(arg
->src
[0])) {
1784 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1786 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1787 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1788 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1790 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1791 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1793 DWORD src0reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1794 DWORD src1reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1795 DWORD src2reg
= arg
->src
[2] & WINED3DSP_REGNUM_MASK
;
1796 DWORD src0regtype
= shader_get_regtype(arg
->src
[0]);
1797 DWORD src1regtype
= shader_get_regtype(arg
->src
[1]);
1798 DWORD src2regtype
= shader_get_regtype(arg
->src
[2]);
1799 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1800 DWORD dstregtype
= shader_get_regtype(arg
->dst
);
1802 /* Cycle through all source0 channels */
1803 for (i
=0; i
<4; i
++) {
1805 /* Find the destination channels which use the current source0 channel */
1806 for (j
=0; j
<4; j
++) {
1807 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1808 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1809 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1813 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1814 * The first lines may overwrite source parameters of the following lines.
1815 * Deal with that by using a temporary destination register if needed
1817 if((src0reg
== dstreg
&& src0regtype
== dstregtype
) ||
1818 (src1reg
== dstreg
&& src1regtype
== dstregtype
) ||
1819 (src2reg
== dstreg
&& src2regtype
== dstregtype
)) {
1821 write_mask
= shader_glsl_get_write_mask(arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
), mask_char
);
1822 if (!write_mask
) continue;
1823 shader_addline(arg
->buffer
, "tmp0%s = (", mask_char
);
1824 temp_destination
= TRUE
;
1826 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1827 if (!write_mask
) continue;
1830 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1831 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1832 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1834 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1835 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1838 if(temp_destination
) {
1839 shader_glsl_get_write_mask(arg
->dst
, mask_char
);
1840 shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
);
1841 shader_addline(arg
->buffer
, "tmp0%s);\n", mask_char
);
1847 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1848 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1849 * the compare is done per component of src0. */
1850 static void shader_glsl_cnd(const SHADER_OPCODE_ARG
*arg
)
1852 glsl_src_param_t src0_param
;
1853 glsl_src_param_t src1_param
;
1854 glsl_src_param_t src2_param
;
1855 DWORD write_mask
, cmp_channel
= 0;
1858 if (arg
->reg_maps
->shader_version
< WINED3DPS_VERSION(1, 4))
1860 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1861 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1862 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1863 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1865 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1866 if(arg
->opcode_token
& WINED3DSI_COISSUE
) {
1867 shader_addline(arg
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
1869 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1870 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1874 /* Cycle through all source0 channels */
1875 for (i
=0; i
<4; i
++) {
1877 /* Find the destination channels which use the current source0 channel */
1878 for (j
=0; j
<4; j
++) {
1879 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1880 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1881 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1884 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1885 if (!write_mask
) continue;
1887 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1888 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1889 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1891 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1892 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1896 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1897 static void shader_glsl_mad(const SHADER_OPCODE_ARG
*arg
)
1899 glsl_src_param_t src0_param
;
1900 glsl_src_param_t src1_param
;
1901 glsl_src_param_t src2_param
;
1904 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1905 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1906 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1907 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1908 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n",
1909 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1912 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1913 Vertex shaders to GLSL codes */
1914 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG
*arg
)
1916 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1917 const SHADER_OPCODE
*opcode_table
= shader
->baseShader
.shader_ins
;
1918 DWORD shader_version
= arg
->reg_maps
->shader_version
;
1920 int nComponents
= 0;
1921 SHADER_OPCODE_ARG tmpArg
;
1923 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1925 /* Set constants for the temporary argument */
1926 tmpArg
.shader
= arg
->shader
;
1927 tmpArg
.buffer
= arg
->buffer
;
1928 tmpArg
.src
[0] = arg
->src
[0];
1929 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1930 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1931 tmpArg
.reg_maps
= arg
->reg_maps
;
1933 switch(arg
->opcode
->opcode
) {
1934 case WINED3DSIO_M4x4
:
1936 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP4
);
1938 case WINED3DSIO_M4x3
:
1940 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP4
);
1942 case WINED3DSIO_M3x4
:
1944 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1946 case WINED3DSIO_M3x3
:
1948 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1950 case WINED3DSIO_M3x2
:
1952 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1958 for (i
= 0; i
< nComponents
; i
++) {
1959 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1960 tmpArg
.src
[1] = arg
->src
[1]+i
;
1961 shader_glsl_dot(&tmpArg
);
1966 The LRP instruction performs a component-wise linear interpolation
1967 between the second and third operands using the first operand as the
1968 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1969 This is equivalent to mix(src2, src1, src0);
1971 static void shader_glsl_lrp(const SHADER_OPCODE_ARG
*arg
)
1973 glsl_src_param_t src0_param
;
1974 glsl_src_param_t src1_param
;
1975 glsl_src_param_t src2_param
;
1978 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1980 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1981 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1982 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1984 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n",
1985 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
1988 /** Process the WINED3DSIO_LIT instruction in GLSL:
1989 * dst.x = dst.w = 1.0
1990 * dst.y = (src0.x > 0) ? src0.x
1991 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1992 * where src.w is clamped at +- 128
1994 static void shader_glsl_lit(const SHADER_OPCODE_ARG
*arg
)
1996 glsl_src_param_t src0_param
;
1997 glsl_src_param_t src1_param
;
1998 glsl_src_param_t src3_param
;
2001 shader_glsl_append_dst(arg
->buffer
, arg
);
2002 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2004 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2005 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2006 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2008 /* The sdk specifies the instruction like this
2010 * if(src.x > 0.0) dst.y = src.x
2012 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2016 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2017 * dst.x = 1.0 ... No further explanation needed
2018 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2019 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2020 * dst.w = 1.0. ... Nothing fancy.
2022 * So we still have one conditional in there. So do this:
2023 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2025 * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2026 * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2027 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2029 shader_addline(arg
->buffer
, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2030 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2033 /** Process the WINED3DSIO_DST instruction in GLSL:
2035 * dst.y = src0.x * src0.y
2039 static void shader_glsl_dst(const SHADER_OPCODE_ARG
*arg
)
2041 glsl_src_param_t src0y_param
;
2042 glsl_src_param_t src0z_param
;
2043 glsl_src_param_t src1y_param
;
2044 glsl_src_param_t src1w_param
;
2047 shader_glsl_append_dst(arg
->buffer
, arg
);
2048 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2050 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2051 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2052 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2053 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2055 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2056 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2059 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2060 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2061 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2063 * dst.x = cos(src0.?)
2064 * dst.y = sin(src0.?)
2068 static void shader_glsl_sincos(const SHADER_OPCODE_ARG
*arg
)
2070 glsl_src_param_t src0_param
;
2073 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2074 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2076 switch (write_mask
) {
2077 case WINED3DSP_WRITEMASK_0
:
2078 shader_addline(arg
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2081 case WINED3DSP_WRITEMASK_1
:
2082 shader_addline(arg
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2085 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2086 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2090 ERR("Write mask should be .x, .y or .xy\n");
2095 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2096 * Start a for() loop where src1.y is the initial value of aL,
2097 * increment aL by src1.z for a total of src1.x iterations.
2098 * Need to use a temporary variable for this operation.
2100 /* FIXME: I don't think nested loops will work correctly this way. */
2101 static void shader_glsl_loop(const SHADER_OPCODE_ARG
*arg
)
2103 glsl_src_param_t src1_param
;
2104 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2105 DWORD regtype
= shader_get_regtype(arg
->src
[1]);
2106 DWORD reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2107 const DWORD
*control_values
= NULL
;
2108 const local_constant
*constant
;
2110 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2112 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2113 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2114 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2117 if(regtype
== WINED3DSPR_CONSTINT
) {
2118 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2119 if(constant
->idx
== reg
) {
2120 control_values
= constant
->value
;
2126 if(control_values
) {
2127 if(control_values
[2] > 0) {
2128 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2129 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2130 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2131 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2132 } else if(control_values
[2] == 0) {
2133 shader_addline(arg
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2134 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
2135 shader
->baseShader
.cur_loop_depth
, control_values
[0],
2136 shader
->baseShader
.cur_loop_depth
);
2138 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2139 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2140 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2141 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2144 shader_addline(arg
->buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2145 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2146 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2147 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2150 shader
->baseShader
.cur_loop_depth
++;
2151 shader
->baseShader
.cur_loop_regno
++;
2154 static void shader_glsl_end(const SHADER_OPCODE_ARG
*arg
)
2156 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2158 shader_addline(arg
->buffer
, "}\n");
2160 if(arg
->opcode
->opcode
== WINED3DSIO_ENDLOOP
) {
2161 shader
->baseShader
.cur_loop_depth
--;
2162 shader
->baseShader
.cur_loop_regno
--;
2164 if(arg
->opcode
->opcode
== WINED3DSIO_ENDREP
) {
2165 shader
->baseShader
.cur_loop_depth
--;
2169 static void shader_glsl_rep(const SHADER_OPCODE_ARG
*arg
)
2171 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2172 glsl_src_param_t src0_param
;
2174 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2175 shader_addline(arg
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2176 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2177 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2178 shader
->baseShader
.cur_loop_depth
++;
2181 static void shader_glsl_if(const SHADER_OPCODE_ARG
*arg
)
2183 glsl_src_param_t src0_param
;
2185 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2186 shader_addline(arg
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2189 static void shader_glsl_ifc(const SHADER_OPCODE_ARG
*arg
)
2191 glsl_src_param_t src0_param
;
2192 glsl_src_param_t src1_param
;
2194 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2195 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2197 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
2198 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2201 static void shader_glsl_else(const SHADER_OPCODE_ARG
*arg
)
2203 shader_addline(arg
->buffer
, "} else {\n");
2206 static void shader_glsl_break(const SHADER_OPCODE_ARG
*arg
)
2208 shader_addline(arg
->buffer
, "break;\n");
2211 /* FIXME: According to MSDN the compare is done per component. */
2212 static void shader_glsl_breakc(const SHADER_OPCODE_ARG
*arg
)
2214 glsl_src_param_t src0_param
;
2215 glsl_src_param_t src1_param
;
2217 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2218 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2220 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
2221 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2224 static void shader_glsl_label(const SHADER_OPCODE_ARG
*arg
)
2227 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2228 shader_addline(arg
->buffer
, "}\n");
2229 shader_addline(arg
->buffer
, "void subroutine%u () {\n", snum
);
2232 static void shader_glsl_call(const SHADER_OPCODE_ARG
*arg
)
2234 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2235 shader_addline(arg
->buffer
, "subroutine%u();\n", snum
);
2238 static void shader_glsl_callnz(const SHADER_OPCODE_ARG
*arg
)
2240 glsl_src_param_t src1_param
;
2242 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2243 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2244 shader_addline(arg
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, snum
);
2247 /*********************************************
2248 * Pixel Shader Specific Code begins here
2249 ********************************************/
2250 static void pshader_glsl_tex(const SHADER_OPCODE_ARG
*arg
)
2252 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2253 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2254 DWORD shader_version
= arg
->reg_maps
->shader_version
;
2255 char dst_swizzle
[6];
2256 glsl_sample_function_t sample_function
;
2259 BOOL projected
, texrect
= FALSE
;
2262 /* All versions have a destination register */
2263 shader_glsl_append_dst(arg
->buffer
, arg
);
2265 /* 1.0-1.4: Use destination register as sampler source.
2266 * 2.0+: Use provided sampler source. */
2267 if (shader_version
< WINED3DPS_VERSION(2,0)) sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2268 else sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2269 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2271 if (shader_version
< WINED3DPS_VERSION(1,4))
2273 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2275 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2276 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
2278 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2279 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2280 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2281 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2282 case WINED3DTTFF_COUNT4
:
2283 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2289 else if (shader_version
< WINED3DPS_VERSION(2,0))
2291 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2293 if (src_mod
== WINED3DSPSM_DZ
) {
2295 mask
= WINED3DSP_WRITEMASK_2
;
2296 } else if (src_mod
== WINED3DSPSM_DW
) {
2298 mask
= WINED3DSP_WRITEMASK_3
;
2303 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
2304 /* ps 2.0 texldp instruction always divides by the fourth component. */
2306 mask
= WINED3DSP_WRITEMASK_3
;
2312 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2313 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2317 shader_glsl_get_sample_function(sampler_type
, projected
, texrect
, &sample_function
);
2318 mask
|= sample_function
.coord_mask
;
2320 if (shader_version
< WINED3DPS_VERSION(2,0)) shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2321 else shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2323 /* 1.0-1.3: Use destination register as coordinate source.
2324 1.4+: Use provided coordinate source register. */
2325 if (shader_version
< WINED3DPS_VERSION(1,4))
2328 shader_glsl_get_write_mask(mask
, coord_mask
);
2329 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
2330 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
2332 glsl_src_param_t coord_param
;
2333 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, &coord_param
);
2334 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
2335 glsl_src_param_t bias
;
2336 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2338 shader_addline(arg
->buffer
, "%s(Psampler%u, %s, %s)%s);\n",
2339 sample_function
.name
, sampler_idx
, coord_param
.param_str
,
2340 bias
.param_str
, dst_swizzle
);
2342 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
2343 sample_function
.name
, sampler_idx
, coord_param
.param_str
, dst_swizzle
);
2348 static void shader_glsl_texldl(const SHADER_OPCODE_ARG
*arg
)
2350 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
2351 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2352 glsl_sample_function_t sample_function
;
2353 glsl_src_param_t coord_param
, lod_param
;
2354 char dst_swizzle
[6];
2357 BOOL texrect
= FALSE
;
2359 shader_glsl_append_dst(arg
->buffer
, arg
);
2360 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2362 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2363 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2364 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2365 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2368 shader_glsl_get_sample_function(sampler_type
, FALSE
, texrect
, &sample_function
); shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &coord_param
);
2370 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2372 if (shader_is_pshader_version(arg
->reg_maps
->shader_version
))
2374 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2375 * However, they seem to work just fine in fragment shaders as well. */
2376 WARN("Using %sLod in fragment shader.\n", sample_function
.name
);
2377 shader_addline(arg
->buffer
, "%sLod(Psampler%u, %s, %s)%s);\n",
2378 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2380 shader_addline(arg
->buffer
, "%sLod(Vsampler%u, %s, %s)%s);\n",
2381 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2385 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG
*arg
)
2387 /* FIXME: Make this work for more than just 2D textures */
2388 SHADER_BUFFER
* buffer
= arg
->buffer
;
2392 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2393 shader_glsl_get_write_mask(write_mask
, dst_mask
);
2395 if (arg
->reg_maps
->shader_version
!= WINED3DPS_VERSION(1,4))
2397 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2398 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
2400 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
2401 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2402 char dst_swizzle
[6];
2404 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2406 if (src_mod
== WINED3DSPSM_DZ
) {
2407 glsl_src_param_t div_param
;
2408 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2409 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2411 if (mask_size
> 1) {
2412 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2414 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2416 } else if (src_mod
== WINED3DSPSM_DW
) {
2417 glsl_src_param_t div_param
;
2418 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2419 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2421 if (mask_size
> 1) {
2422 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2424 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2427 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2432 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2433 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2434 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2435 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG
*arg
)
2437 glsl_src_param_t src0_param
;
2439 glsl_sample_function_t sample_function
;
2440 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2441 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2442 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2444 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2446 shader_glsl_append_dst(arg
->buffer
, arg
);
2447 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2449 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2450 * scalar, and projected sampling would require 4.
2452 * It is a dependent read - not valid with conditional NP2 textures
2454 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2456 switch(count_bits(sample_function
.coord_mask
)) {
2458 shader_addline(arg
->buffer
, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2459 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2463 shader_addline(arg
->buffer
, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2464 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2468 shader_addline(arg
->buffer
, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2469 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2472 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function
.coord_mask
));
2476 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2477 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2478 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG
*arg
)
2480 glsl_src_param_t src0_param
;
2481 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2482 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2484 unsigned int mask_size
;
2486 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2487 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2488 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2490 if (mask_size
> 1) {
2491 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2493 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2497 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2498 * Calculate the depth as dst.x / dst.y */
2499 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG
*arg
)
2501 glsl_dst_param_t dst_param
;
2503 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2505 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2506 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2507 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2508 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2511 shader_addline(arg
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param
.reg_name
, dst_param
.reg_name
);
2514 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2515 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2516 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2517 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2519 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG
*arg
)
2521 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2522 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2523 glsl_src_param_t src0_param
;
2525 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2527 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2528 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2531 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2532 * Calculate the 1st of a 2-row matrix multiplication. */
2533 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG
*arg
)
2535 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2536 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2537 SHADER_BUFFER
* buffer
= arg
->buffer
;
2538 glsl_src_param_t src0_param
;
2540 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2541 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2544 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2545 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2546 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG
* arg
)
2548 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2549 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2550 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2551 SHADER_BUFFER
* buffer
= arg
->buffer
;
2552 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2553 glsl_src_param_t src0_param
;
2555 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2556 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2557 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2560 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG
*arg
)
2562 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2563 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2564 SHADER_BUFFER
* buffer
= arg
->buffer
;
2565 glsl_src_param_t src0_param
;
2568 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2569 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2571 shader_glsl_append_dst(buffer
, arg
);
2572 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2574 /* Sample the texture using the calculated coordinates */
2575 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
2578 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2579 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2580 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG
*arg
)
2582 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2583 glsl_src_param_t src0_param
;
2585 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2586 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2587 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2588 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2589 glsl_sample_function_t sample_function
;
2591 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2592 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2594 shader_glsl_append_dst(arg
->buffer
, arg
);
2595 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2596 /* Dependent read, not valid with conditional NP2 */
2597 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2599 /* Sample the texture using the calculated coordinates */
2600 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2602 current_state
->current_row
= 0;
2605 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2606 * Perform the 3rd row of a 3x3 matrix multiply */
2607 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG
*arg
)
2609 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2610 glsl_src_param_t src0_param
;
2612 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2613 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2614 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2616 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2618 shader_glsl_append_dst(arg
->buffer
, arg
);
2619 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2620 shader_addline(arg
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2622 current_state
->current_row
= 0;
2625 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2626 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2627 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG
*arg
)
2629 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2630 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2631 glsl_src_param_t src0_param
;
2632 glsl_src_param_t src1_param
;
2634 SHADER_BUFFER
* buffer
= arg
->buffer
;
2635 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2636 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2637 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2638 glsl_sample_function_t sample_function
;
2640 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2641 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
2643 /* Perform the last matrix multiply operation */
2644 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2645 /* Reflection calculation */
2646 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2648 shader_glsl_append_dst(buffer
, arg
);
2649 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2650 /* Dependent read, not valid with conditional NP2 */
2651 shader_glsl_get_sample_function(stype
, FALSE
, FALSE
, &sample_function
);
2653 /* Sample the texture */
2654 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2656 current_state
->current_row
= 0;
2659 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2660 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2661 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG
*arg
)
2663 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2664 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2665 SHADER_BUFFER
* buffer
= arg
->buffer
;
2666 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2667 glsl_src_param_t src0_param
;
2669 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2670 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2671 glsl_sample_function_t sample_function
;
2673 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2675 /* Perform the last matrix multiply operation */
2676 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2678 /* Construct the eye-ray vector from w coordinates */
2679 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2680 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2681 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2683 shader_glsl_append_dst(buffer
, arg
);
2684 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2685 /* Dependent read, not valid with conditional NP2 */
2686 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2688 /* Sample the texture using the calculated coordinates */
2689 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2691 current_state
->current_row
= 0;
2694 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2695 * Apply a fake bump map transform.
2696 * texbem is pshader <= 1.3 only, this saves a few version checks
2698 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG
*arg
)
2700 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2701 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2702 char dst_swizzle
[6];
2703 glsl_sample_function_t sample_function
;
2704 glsl_src_param_t coord_param
;
2711 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2712 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2714 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2715 /* Dependent read, not valid with conditional NP2 */
2716 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2717 mask
= sample_function
.coord_mask
;
2719 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2721 shader_glsl_get_write_mask(mask
, coord_mask
);
2723 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2724 * so we can't let the GL handle this.
2726 if (flags
& WINED3DTTFF_PROJECTED
) {
2728 char coord_div_mask
[3];
2729 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2730 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2731 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2732 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2733 case WINED3DTTFF_COUNT4
:
2734 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2736 shader_glsl_get_write_mask(div_mask
, coord_div_mask
);
2737 shader_addline(arg
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2740 shader_glsl_append_dst(arg
->buffer
, arg
);
2741 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &coord_param
);
2742 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
) {
2743 glsl_src_param_t luminance_param
;
2744 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
2745 shader_addline(arg
->buffer
, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )*(%s * luminancescale%d + luminanceoffset%d))%s);\n",
2746 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
,
2747 luminance_param
.param_str
, sampler_idx
, sampler_idx
, dst_swizzle
);
2749 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2750 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
, dst_swizzle
);
2754 static void pshader_glsl_bem(const SHADER_OPCODE_ARG
*arg
)
2756 glsl_src_param_t src0_param
, src1_param
;
2757 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2759 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src0_param
);
2760 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src1_param
);
2762 shader_glsl_append_dst(arg
->buffer
, arg
);
2763 shader_addline(arg
->buffer
, "%s + bumpenvmat%d * %s);\n",
2764 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
2767 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2768 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2769 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG
*arg
)
2771 glsl_src_param_t src0_param
;
2772 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2775 shader_glsl_append_dst(arg
->buffer
, arg
);
2776 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2777 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2779 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2782 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2783 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2784 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG
*arg
)
2786 glsl_src_param_t src0_param
;
2787 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2790 shader_glsl_append_dst(arg
->buffer
, arg
);
2791 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2792 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2794 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2797 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2798 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2799 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG
*arg
)
2801 glsl_src_param_t src0_param
;
2803 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2804 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2805 glsl_sample_function_t sample_function
;
2807 shader_glsl_append_dst(arg
->buffer
, arg
);
2808 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2809 /* Dependent read, not valid with conditional NP2 */
2810 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2811 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
2813 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2816 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2817 * If any of the first 3 components are < 0, discard this pixel */
2818 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG
*arg
)
2820 glsl_dst_param_t dst_param
;
2822 /* The argument is a destination parameter, and no writemasks are allowed */
2823 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2824 if ((arg
->reg_maps
->shader_version
>= WINED3DPS_VERSION(2,0)))
2826 /* 2.0 shaders compare all 4 components in texkill */
2827 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
2829 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2830 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2831 * 4 components are defined, only the first 3 are used
2833 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
2837 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2838 * dst = dot2(src0, src1) + src2 */
2839 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG
*arg
)
2841 glsl_src_param_t src0_param
;
2842 glsl_src_param_t src1_param
;
2843 glsl_src_param_t src2_param
;
2845 unsigned int mask_size
;
2847 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2848 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2850 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2851 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2852 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
2854 if (mask_size
> 1) {
2855 shader_addline(arg
->buffer
, "vec%d(dot(%s, %s) + %s));\n", mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2857 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2861 static void pshader_glsl_input_pack(SHADER_BUFFER
* buffer
, const struct semantic
* semantics_in
,
2862 IWineD3DPixelShader
*iface
, enum vertexprocessing_mode vertexprocessing
)
2865 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
2867 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
2869 DWORD usage_token
= semantics_in
[i
].usage
;
2870 DWORD register_token
= semantics_in
[i
].reg
;
2871 DWORD usage
, usage_idx
;
2875 if (!usage_token
) continue;
2876 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2877 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2878 shader_glsl_get_write_mask(register_token
, reg_mask
);
2882 case WINED3DDECLUSAGE_TEXCOORD
:
2883 if(usage_idx
< 8 && vertexprocessing
== pretransformed
) {
2884 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2885 This
->input_reg_map
[i
], reg_mask
, usage_idx
, reg_mask
);
2887 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2888 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2892 case WINED3DDECLUSAGE_COLOR
:
2894 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
2895 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2896 else if (usage_idx
== 1)
2897 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2898 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2900 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2901 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2905 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2906 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2911 /*********************************************
2912 * Vertex Shader Specific Code begins here
2913 ********************************************/
2915 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
2916 glsl_program_key_t
*key
;
2918 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2919 key
->vshader
= entry
->vshader
;
2920 key
->pshader
= entry
->pshader
;
2921 key
->ps_args
= entry
->ps_args
;
2923 hash_table_put(priv
->glsl_program_lookup
, key
, entry
);
2926 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
2927 GLhandleARB vshader
, IWineD3DPixelShader
*pshader
, struct ps_compile_args
*ps_args
) {
2928 glsl_program_key_t key
;
2930 key
.vshader
= vshader
;
2931 key
.pshader
= pshader
;
2932 key
.ps_args
= *ps_args
;
2934 return (struct glsl_shader_prog_link
*)hash_table_get(priv
->glsl_program_lookup
, &key
);
2937 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const WineD3D_GL_Info
*gl_info
,
2938 struct glsl_shader_prog_link
*entry
)
2940 glsl_program_key_t
*key
;
2942 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2943 key
->vshader
= entry
->vshader
;
2944 key
->pshader
= entry
->pshader
;
2945 key
->ps_args
= entry
->ps_args
;
2946 hash_table_remove(priv
->glsl_program_lookup
, key
);
2948 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
2949 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
2950 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
2951 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
2952 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
2953 HeapFree(GetProcessHeap(), 0, entry
);
2956 static void handle_ps3_input(SHADER_BUFFER
*buffer
, const struct semantic
*semantics_in
,
2957 const struct semantic
*semantics_out
, const WineD3D_GL_Info
*gl_info
, const DWORD
*map
)
2960 DWORD usage_token
, usage_token_out
;
2961 DWORD register_token
, register_token_out
;
2962 DWORD usage
, usage_idx
, usage_out
, usage_idx_out
;
2965 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
2966 char reg_mask
[6], reg_mask_out
[6];
2967 char destination
[50];
2969 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
2971 if (!semantics_out
) {
2972 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
2973 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
2974 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
2977 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
2978 usage_token
= semantics_in
[i
].usage
;
2979 if (!usage_token
) continue;
2982 if (in_idx
>= (in_count
+ 2)) {
2983 FIXME("More input varyings declared than supported, expect issues\n");
2985 } else if(map
[i
] == -1) {
2986 /* Declared, but not read register */
2990 if (in_idx
== in_count
) {
2991 sprintf(destination
, "gl_FrontColor");
2992 } else if (in_idx
== in_count
+ 1) {
2993 sprintf(destination
, "gl_FrontSecondaryColor");
2995 sprintf(destination
, "IN[%u]", in_idx
);
2998 register_token
= semantics_in
[i
].reg
;
3000 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3001 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3002 set
[map
[i
]] = shader_glsl_get_write_mask(register_token
, reg_mask
);
3004 if(!semantics_out
) {
3006 case WINED3DDECLUSAGE_COLOR
:
3008 shader_addline(buffer
, "%s%s = front_color%s;\n",
3009 destination
, reg_mask
, reg_mask
);
3010 else if (usage_idx
== 1)
3011 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
3012 destination
, reg_mask
, reg_mask
);
3014 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3015 destination
, reg_mask
, reg_mask
);
3018 case WINED3DDECLUSAGE_TEXCOORD
:
3019 if (usage_idx
< 8) {
3020 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
3021 destination
, reg_mask
, usage_idx
, reg_mask
);
3023 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3024 destination
, reg_mask
, reg_mask
);
3028 case WINED3DDECLUSAGE_FOG
:
3029 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3030 destination
, reg_mask
, reg_mask
);
3034 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3035 destination
, reg_mask
, reg_mask
);
3039 for(j
= 0; j
< MAX_REG_OUTPUT
; j
++) {
3040 usage_token_out
= semantics_out
[j
].usage
;
3041 if (!usage_token_out
) continue;
3042 register_token_out
= semantics_out
[j
].reg
;
3044 usage_out
= (usage_token_out
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3045 usage_idx_out
= (usage_token_out
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3046 shader_glsl_get_write_mask(register_token_out
, reg_mask_out
);
3048 if(usage
== usage_out
&&
3049 usage_idx
== usage_idx_out
) {
3050 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3051 destination
, reg_mask
, j
, reg_mask
);
3056 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3057 destination
, reg_mask
, reg_mask
);
3062 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3063 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3064 * input varyings are assigned above, if the optimizer works properly.
3066 for(i
= 0; i
< in_count
+ 2; i
++) {
3067 if(set
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3068 unsigned int size
= 0;
3069 memset(reg_mask
, 0, sizeof(reg_mask
));
3070 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
3071 reg_mask
[size
] = 'x';
3074 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3075 reg_mask
[size
] = 'y';
3078 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3079 reg_mask
[size
] = 'z';
3082 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3083 reg_mask
[size
] = 'w';
3087 if (i
== in_count
) {
3088 sprintf(destination
, "gl_FrontColor");
3089 } else if (i
== in_count
+ 1) {
3090 sprintf(destination
, "gl_FrontSecondaryColor");
3092 sprintf(destination
, "IN[%u]", i
);
3096 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3098 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3103 HeapFree(GetProcessHeap(), 0, set
);
3106 static GLhandleARB
generate_param_reorder_function(IWineD3DVertexShader
*vertexshader
,
3107 IWineD3DPixelShader
*pixelshader
, const WineD3D_GL_Info
*gl_info
)
3109 GLhandleARB ret
= 0;
3110 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3111 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3112 IWineD3DDeviceImpl
*device
;
3113 DWORD vs_major
= WINED3DSHADER_VERSION_MAJOR(vs
->baseShader
.reg_maps
.shader_version
);
3114 DWORD ps_major
= ps
? WINED3DSHADER_VERSION_MAJOR(ps
->baseShader
.reg_maps
.shader_version
) : 0;
3116 SHADER_BUFFER buffer
;
3118 DWORD register_token
;
3119 DWORD usage
, usage_idx
, writemask
;
3121 const struct semantic
*semantics_out
, *semantics_in
;
3123 shader_buffer_init(&buffer
);
3125 shader_addline(&buffer
, "#version 120\n");
3127 if(vs_major
< 3 && ps_major
< 3) {
3128 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3129 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3131 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
3132 if((GLINFO_LOCATION
).set_texcoord_w
&& ps_major
== 0 && vs_major
> 0 &&
3133 !device
->frag_pipe
->ffp_proj_control
) {
3134 shader_addline(&buffer
, "void order_ps_input() {\n");
3135 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3136 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3137 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3138 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3141 shader_addline(&buffer
, "}\n");
3143 shader_addline(&buffer
, "void order_ps_input() { /* do nothing */ }\n");
3145 } else if(ps_major
< 3 && vs_major
>= 3) {
3146 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3147 semantics_out
= vs
->semantics_out
;
3149 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3150 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3151 usage_token
= semantics_out
[i
].usage
;
3152 if (!usage_token
) continue;
3153 register_token
= semantics_out
[i
].reg
;
3155 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3156 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3157 writemask
= shader_glsl_get_write_mask(register_token
, reg_mask
);
3160 case WINED3DDECLUSAGE_COLOR
:
3162 shader_addline(&buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3163 else if (usage_idx
== 1)
3164 shader_addline(&buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3167 case WINED3DDECLUSAGE_POSITION
:
3168 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3171 case WINED3DDECLUSAGE_TEXCOORD
:
3172 if (usage_idx
< 8) {
3173 if(!(GLINFO_LOCATION
).set_texcoord_w
|| ps_major
> 0) writemask
|= WINED3DSP_WRITEMASK_3
;
3175 shader_addline(&buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3176 usage_idx
, reg_mask
, i
, reg_mask
);
3177 if(!(writemask
& WINED3DSP_WRITEMASK_3
)) {
3178 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", usage_idx
);
3183 case WINED3DDECLUSAGE_PSIZE
:
3184 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3187 case WINED3DDECLUSAGE_FOG
:
3188 shader_addline(&buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3195 shader_addline(&buffer
, "}\n");
3197 } else if(ps_major
>= 3 && vs_major
>= 3) {
3198 semantics_out
= vs
->semantics_out
;
3199 semantics_in
= ps
->semantics_in
;
3201 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3202 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3203 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3205 /* First, sort out position and point size. Those are not passed to the pixel shader */
3206 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3207 usage_token
= semantics_out
[i
].usage
;
3208 if (!usage_token
) continue;
3209 register_token
= semantics_out
[i
].reg
;
3211 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3212 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3213 shader_glsl_get_write_mask(register_token
, reg_mask
);
3216 case WINED3DDECLUSAGE_POSITION
:
3217 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3220 case WINED3DDECLUSAGE_PSIZE
:
3221 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3229 /* Then, fix the pixel shader input */
3230 handle_ps3_input(&buffer
, semantics_in
, semantics_out
, gl_info
, ps
->input_reg_map
);
3232 shader_addline(&buffer
, "}\n");
3233 } else if(ps_major
>= 3 && vs_major
< 3) {
3234 semantics_in
= ps
->semantics_in
;
3236 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3237 shader_addline(&buffer
, "void order_ps_input() {\n");
3238 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3239 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3240 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3242 handle_ps3_input(&buffer
, semantics_in
, NULL
, gl_info
, ps
->input_reg_map
);
3243 shader_addline(&buffer
, "}\n");
3245 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3248 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3249 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3250 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
.buffer
, NULL
));
3251 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3252 GL_EXTCALL(glCompileShaderARB(ret
));
3253 checkGLcall("glCompileShaderARB(ret)");
3255 shader_buffer_free(&buffer
);
3259 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const WineD3D_GL_Info
*gl_info
,
3260 GLhandleARB programId
, char prefix
)
3262 const local_constant
*lconst
;
3267 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3268 value
= (const float *)lconst
->value
;
3269 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3270 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3271 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3273 checkGLcall("Hardcoding local constants\n");
3276 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3277 * It sets the programId on the current StateBlock (because it should be called
3278 * inside of the DrawPrimitive() part of the render loop).
3280 * If a program for the given combination does not exist, create one, and store
3281 * the program in the hash table. If it creates a program, it will link the
3282 * given objects, too.
3284 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
3285 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3286 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3287 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3288 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
3289 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
3290 struct glsl_shader_prog_link
*entry
= NULL
;
3291 GLhandleARB programId
= 0;
3292 GLhandleARB reorder_shader_id
= 0;
3295 GLhandleARB vshader_id
, pshader_id
;
3296 struct ps_compile_args compile_args
;
3299 IWineD3DVertexShaderImpl_CompileShader(vshader
);
3300 vshader_id
= ((IWineD3DVertexShaderImpl
*)vshader
)->prgId
;
3305 find_ps_compile_args((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
, This
->stateBlock
, &compile_args
);
3307 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3308 memset(&compile_args
, 0, sizeof(compile_args
));
3310 entry
= get_glsl_program_entry(priv
, vshader_id
, pshader
, &compile_args
);
3312 priv
->glsl_program
= entry
;
3316 /* If we get to this point, then no matching program exists, so we create one */
3317 programId
= GL_EXTCALL(glCreateProgramObjectARB());
3318 TRACE("Created new GLSL shader program %u\n", programId
);
3320 /* Create the entry */
3321 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
3322 entry
->programId
= programId
;
3323 entry
->vshader
= vshader_id
;
3324 entry
->pshader
= pshader
;
3325 entry
->ps_args
= compile_args
;
3326 entry
->constant_version
= 0;
3327 /* Add the hash table entry */
3328 add_glsl_program_entry(priv
, entry
);
3330 /* Set the current program */
3331 priv
->glsl_program
= entry
;
3333 /* Attach GLSL vshader */
3335 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
3338 reorder_shader_id
= generate_param_reorder_function(vshader
, pshader
, gl_info
);
3339 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
3340 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
3341 checkGLcall("glAttachObjectARB");
3342 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3345 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
3347 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
3348 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
3349 checkGLcall("glAttachObjectARB");
3351 /* Bind vertex attributes to a corresponding index number to match
3352 * the same index numbers as ARB_vertex_programs (makes loading
3353 * vertex attributes simpler). With this method, we can use the
3354 * exact same code to load the attributes later for both ARB and
3357 * We have to do this here because we need to know the Program ID
3358 * in order to make the bindings work, and it has to be done prior
3359 * to linking the GLSL program. */
3360 for (i
= 0; i
< max_attribs
; ++i
) {
3361 if (((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.attributes
[i
]) {
3362 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
3363 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
3366 checkGLcall("glBindAttribLocationARB");
3368 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
3372 pshader_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) pshader
, &compile_args
);
3377 /* Attach GLSL pshader */
3379 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
3380 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
3381 checkGLcall("glAttachObjectARB");
3383 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
3386 /* Link the program */
3387 TRACE("Linking GLSL shader program %u\n", programId
);
3388 GL_EXTCALL(glLinkProgramARB(programId
));
3389 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
3391 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
3392 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
3393 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
3394 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3396 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3397 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
3398 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3400 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
3401 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
3402 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
3403 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3405 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3406 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
3407 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3411 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*)pshader
)->numbumpenvmatconsts
; i
++) {
3413 sprintf(name
, "bumpenvmat%d", ((IWineD3DPixelShaderImpl
*)pshader
)->bumpenvmatconst
[i
].texunit
);
3414 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3415 sprintf(name
, "luminancescale%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3416 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3417 sprintf(name
, "luminanceoffset%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3418 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3423 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
3424 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
3425 checkGLcall("Find glsl program uniform locations");
3428 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.reg_maps
.shader_version
) >= 3
3429 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> GL_LIMITS(glsl_varyings
) / 4)
3431 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
3432 entry
->vertex_color_clamp
= GL_FALSE
;
3434 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
3437 /* Set the shader to allow uniform loading on it */
3438 GL_EXTCALL(glUseProgramObjectARB(programId
));
3439 checkGLcall("glUseProgramObjectARB(programId)");
3441 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3442 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3443 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3444 * vertex shader with fixed function pixel processing is used we make sure that the card
3445 * supports enough samplers to allow the max number of vertex samplers with all possible
3446 * fixed function fragment processing setups. So once the program is linked these samplers
3450 /* Load vertex shader samplers */
3451 shader_glsl_load_vsamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3454 /* Load pixel shader samplers */
3455 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3458 /* If the local constants do not have to be loaded with the environment constants,
3459 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3462 if(pshader
&& !((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.load_local_constsF
) {
3463 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
3465 if(vshader
&& !((IWineD3DVertexShaderImpl
*)vshader
)->baseShader
.load_local_constsF
) {
3466 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
3470 static GLhandleARB
create_glsl_blt_shader(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
3472 GLhandleARB program_id
;
3473 GLhandleARB vshader_id
, pshader_id
;
3474 static const char *blt_vshader
[] =
3479 " gl_Position = gl_Vertex;\n"
3480 " gl_FrontColor = vec4(1.0);\n"
3481 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3485 static const char *blt_pshaders
[tex_type_count
] =
3491 "uniform sampler2D sampler;\n"
3494 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3500 "uniform samplerCube sampler;\n"
3503 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3507 "#extension GL_ARB_texture_rectangle : enable\n"
3508 "uniform sampler2DRect sampler;\n"
3511 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3515 if (!blt_pshaders
[tex_type
])
3517 FIXME("tex_type %#x not supported\n", tex_type
);
3521 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3522 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
3523 GL_EXTCALL(glCompileShaderARB(vshader_id
));
3525 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3526 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshaders
[tex_type
], NULL
));
3527 GL_EXTCALL(glCompileShaderARB(pshader_id
));
3529 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
3530 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
3531 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
3532 GL_EXTCALL(glLinkProgramARB(program_id
));
3534 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
3536 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3539 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
3540 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
3544 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
3545 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3546 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3547 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3548 GLhandleARB program_id
= 0;
3549 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
3551 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3553 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
3554 else priv
->glsl_program
= NULL
;
3556 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3558 if (old_vertex_color_clamp
!= current_vertex_color_clamp
) {
3559 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
3560 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
3561 checkGLcall("glClampColorARB");
3563 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3567 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3568 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3569 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3570 checkGLcall("glUseProgramObjectARB");
3573 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
3574 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3575 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3576 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*) This
->shader_priv
;
3577 GLhandleARB
*blt_program
= &priv
->depth_blt_program
[tex_type
];
3579 if (!*blt_program
) {
3581 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
);
3582 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
3583 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
3584 GL_EXTCALL(glUniform1iARB(loc
, 0));
3586 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
3590 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
3591 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3592 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3593 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*) This
->shader_priv
;
3594 GLhandleARB program_id
;
3596 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3597 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3599 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3600 checkGLcall("glUseProgramObjectARB");
3603 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
3604 const struct list
*linked_programs
;
3605 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
3606 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3607 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)device
->shader_priv
;
3608 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
3609 IWineD3DPixelShaderImpl
*ps
= NULL
;
3610 IWineD3DVertexShaderImpl
*vs
= NULL
;
3612 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3613 * can be called from IWineD3DBaseShader::Release
3615 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
);
3618 ps
= (IWineD3DPixelShaderImpl
*) This
;
3619 if(ps
->num_gl_shaders
== 0) return;
3621 vs
= (IWineD3DVertexShaderImpl
*) This
;
3622 if(vs
->prgId
== 0) return;
3625 linked_programs
= &This
->baseShader
.linked_programs
;
3627 TRACE("Deleting linked programs\n");
3628 if (linked_programs
->next
) {
3629 struct glsl_shader_prog_link
*entry
, *entry2
;
3632 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
3633 delete_glsl_program_entry(priv
, gl_info
, entry
);
3636 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
3637 delete_glsl_program_entry(priv
, gl_info
, entry
);
3646 for(i
= 0; i
< ps
->num_gl_shaders
; i
++) {
3647 TRACE("deleting pshader %u\n", ps
->gl_shaders
[i
].prgId
);
3648 GL_EXTCALL(glDeleteObjectARB(ps
->gl_shaders
[i
].prgId
));
3649 checkGLcall("glDeleteObjectARB");
3652 HeapFree(GetProcessHeap(), 0, ps
->gl_shaders
);
3653 ps
->gl_shaders
= NULL
;
3654 ps
->num_gl_shaders
= 0;
3655 ps
->shader_array_size
= 0;
3657 TRACE("Deleting shader object %u\n", vs
->prgId
);
3659 GL_EXTCALL(glDeleteObjectARB(vs
->prgId
));
3660 checkGLcall("glDeleteObjectARB");
3663 vs
->baseShader
.is_compiled
= FALSE
;
3667 static unsigned int glsl_program_key_hash(const void *key
)
3669 const glsl_program_key_t
*k
= key
;
3671 unsigned int hash
= k
->vshader
| ((DWORD_PTR
) k
->pshader
) << 16;
3672 hash
+= ~(hash
<< 15);
3673 hash
^= (hash
>> 10);
3674 hash
+= (hash
<< 3);
3675 hash
^= (hash
>> 6);
3676 hash
+= ~(hash
<< 11);
3677 hash
^= (hash
>> 16);
3682 static BOOL
glsl_program_key_compare(const void *keya
, const void *keyb
)
3684 const glsl_program_key_t
*ka
= keya
;
3685 const glsl_program_key_t
*kb
= keyb
;
3687 return ka
->vshader
== kb
->vshader
&& ka
->pshader
== kb
->pshader
&&
3688 (memcmp(&ka
->ps_args
, &kb
->ps_args
, sizeof(kb
->ps_args
)) == 0);
3691 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
3693 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
3694 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
3698 ERR("Failed to allocate memory\n");
3702 heap
->entries
= mem
;
3703 heap
->entries
[1].version
= 0;
3704 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
3710 static void constant_heap_free(struct constant_heap
*heap
)
3712 HeapFree(GetProcessHeap(), 0, heap
->entries
);
3715 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
3716 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3717 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3718 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
3719 SIZE_T stack_size
= wined3d_log2i(max(GL_LIMITS(vshader_constantsF
), GL_LIMITS(pshader_constantsF
))) + 1;
3721 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
3724 ERR("Failed to allocate memory.\n");
3725 HeapFree(GetProcessHeap(), 0, priv
);
3726 return E_OUTOFMEMORY
;
3729 if (!constant_heap_init(&priv
->vconst_heap
, GL_LIMITS(vshader_constantsF
)))
3731 ERR("Failed to initialize vertex shader constant heap\n");
3732 HeapFree(GetProcessHeap(), 0, priv
->stack
);
3733 HeapFree(GetProcessHeap(), 0, priv
);
3734 return E_OUTOFMEMORY
;
3737 if (!constant_heap_init(&priv
->pconst_heap
, GL_LIMITS(pshader_constantsF
)))
3739 ERR("Failed to initialize pixel shader constant heap\n");
3740 constant_heap_free(&priv
->vconst_heap
);
3741 HeapFree(GetProcessHeap(), 0, priv
->stack
);
3742 HeapFree(GetProcessHeap(), 0, priv
);
3743 return E_OUTOFMEMORY
;
3746 priv
->glsl_program_lookup
= hash_table_create(glsl_program_key_hash
, glsl_program_key_compare
);
3747 priv
->next_constant_version
= 1;
3749 This
->shader_priv
= priv
;
3753 static void shader_glsl_free(IWineD3DDevice
*iface
) {
3754 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3755 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3756 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3759 for (i
= 0; i
< tex_type_count
; ++i
)
3761 if (priv
->depth_blt_program
[i
])
3763 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program
[i
]));
3767 hash_table_destroy(priv
->glsl_program_lookup
, NULL
, NULL
);
3768 constant_heap_free(&priv
->pconst_heap
);
3769 constant_heap_free(&priv
->vconst_heap
);
3771 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
3772 This
->shader_priv
= NULL
;
3775 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
3776 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3780 static GLuint
shader_glsl_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
) {
3781 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3782 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3783 CONST DWORD
*function
= This
->baseShader
.function
;
3784 const char *fragcolor
;
3785 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3787 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3788 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3790 shader_addline(buffer
, "#version 120\n");
3792 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3793 shader_addline(buffer
, "#extension GL_ARB_draw_buffers : enable\n");
3795 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3796 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3797 * drivers write a warning if we don't do so
3799 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3802 /* Base Declarations */
3803 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, args
);
3805 /* Pack 3.0 inputs */
3806 if (reg_maps
->shader_version
>= WINED3DPS_VERSION(3,0) && args
->vp_mode
!= vertexshader
) {
3807 pshader_glsl_input_pack(buffer
, This
->semantics_in
, iface
, args
->vp_mode
);
3810 /* Base Shader Body */
3811 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3813 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3814 if (reg_maps
->shader_version
< WINED3DPS_VERSION(2,0))
3816 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3817 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
3818 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
3820 shader_addline(buffer
, "gl_FragColor = R0;\n");
3823 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3824 fragcolor
= "gl_FragData[0]";
3826 fragcolor
= "gl_FragColor";
3828 if(args
->srgb_correction
) {
3829 shader_addline(buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3830 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
3831 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
3832 shader_addline(buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
3833 shader_addline(buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
3834 shader_addline(buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
3835 shader_addline(buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
3836 shader_addline(buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
3838 /* Pixel shader < 3.0 do not replace the fog stage.
3839 * This implements linear fog computation and blending.
3840 * TODO: non linear fog
3841 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3842 * -1/(e-s) and e/(e-s) respectively.
3844 if(reg_maps
->shader_version
< WINED3DPS_VERSION(3,0)) {
3846 case FOG_OFF
: break;
3848 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3849 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
3850 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3851 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3854 FIXME("Implement EXP fog in glsl\n");
3857 FIXME("Implement EXP2 fog in glsl\n");
3862 shader_addline(buffer
, "}\n");
3864 TRACE("Compiling shader object %u\n", shader_obj
);
3865 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3866 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3867 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3869 /* Store the shader object */
3873 static void shader_glsl_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
3874 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
3875 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3876 CONST DWORD
*function
= This
->baseShader
.function
;
3877 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3879 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3880 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3882 shader_addline(buffer
, "#version 120\n");
3884 /* Base Declarations */
3885 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, NULL
);
3887 /* Base Shader Body */
3888 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3890 /* Unpack 3.0 outputs */
3891 if (reg_maps
->shader_version
>= WINED3DVS_VERSION(3,0)) shader_addline(buffer
, "order_ps_input(OUT);\n");
3892 else shader_addline(buffer
, "order_ps_input();\n");
3894 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3896 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
3898 /* Write the final position.
3900 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3901 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3902 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3903 * contains 1.0 to allow a mad.
3905 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3906 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3908 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3910 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3911 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3912 * which is the same as z = z * 2 - w.
3914 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3916 shader_addline(buffer
, "}\n");
3918 TRACE("Compiling shader object %u\n", shader_obj
);
3919 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3920 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3921 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3923 /* Store the shader object */
3924 This
->prgId
= shader_obj
;
3927 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
3929 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3930 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3931 * vs_nv_version which is based on NV_vertex_program.
3932 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3933 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3934 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3935 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3937 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3938 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
3940 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
3941 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
3942 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
3944 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3945 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3946 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3947 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3948 * in max native instructions. Intel and others also offer the info in this extension but they
3949 * don't support GLSL (at least on Windows).
3951 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3952 * of instructions is 512 or less we have to do with ps2.0 hardware.
3953 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
3955 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3956 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
3958 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
3960 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3961 * Direct3D minimum requirement.
3963 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3964 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3966 * The problem is that the refrast clamps temporary results in the shader to
3967 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3968 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3969 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3970 * offer a way to query this.
3972 pCaps
->PixelShader1xMaxValue
= 8.0;
3973 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
3976 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
3978 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
3980 TRACE("Checking support for fixup:\n");
3981 dump_color_fixup_desc(fixup
);
3984 /* We support everything except YUV conversions. */
3985 if (!is_yuv_fixup(fixup
))
3991 TRACE("[FAILED]\n");
3995 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
3997 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
3998 /* WINED3DSIH_ADD */ shader_glsl_arith
,
3999 /* WINED3DSIH_BEM */ pshader_glsl_bem
,
4000 /* WINED3DSIH_BREAK */ shader_glsl_break
,
4001 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
4002 /* WINED3DSIH_BREAKP */ NULL
,
4003 /* WINED3DSIH_CALL */ shader_glsl_call
,
4004 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
4005 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
4006 /* WINED3DSIH_CND */ shader_glsl_cnd
,
4007 /* WINED3DSIH_CRS */ shader_glsl_cross
,
4008 /* WINED3DSIH_DCL */ NULL
,
4009 /* WINED3DSIH_DEF */ NULL
,
4010 /* WINED3DSIH_DEFB */ NULL
,
4011 /* WINED3DSIH_DEFI */ NULL
,
4012 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add
,
4013 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
4014 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
4015 /* WINED3DSIH_DST */ shader_glsl_dst
,
4016 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
4017 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
4018 /* WINED3DSIH_ELSE */ shader_glsl_else
,
4019 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
4020 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
4021 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
4022 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
4023 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
4024 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
4025 /* WINED3DSIH_IF */ shader_glsl_if
,
4026 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
4027 /* WINED3DSIH_LABEL */ shader_glsl_label
,
4028 /* WINED3DSIH_LIT */ shader_glsl_lit
,
4029 /* WINED3DSIH_LOG */ shader_glsl_log
,
4030 /* WINED3DSIH_LOGP */ shader_glsl_log
,
4031 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
4032 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
4033 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
4034 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
4035 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
4036 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
4037 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
4038 /* WINED3DSIH_MAD */ shader_glsl_mad
,
4039 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
4040 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
4041 /* WINED3DSIH_MOV */ shader_glsl_mov
,
4042 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
4043 /* WINED3DSIH_MUL */ shader_glsl_arith
,
4044 /* WINED3DSIH_NOP */ NULL
,
4045 /* WINED3DSIH_NRM */ shader_glsl_map2gl
,
4046 /* WINED3DSIH_PHASE */ NULL
,
4047 /* WINED3DSIH_POW */ shader_glsl_pow
,
4048 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
4049 /* WINED3DSIH_REP */ shader_glsl_rep
,
4050 /* WINED3DSIH_RET */ NULL
,
4051 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
4052 /* WINED3DSIH_SETP */ NULL
,
4053 /* WINED3DSIH_SGE */ shader_glsl_compare
,
4054 /* WINED3DSIH_SGN */ shader_glsl_map2gl
,
4055 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
4056 /* WINED3DSIH_SLT */ shader_glsl_compare
,
4057 /* WINED3DSIH_SUB */ shader_glsl_arith
,
4058 /* WINED3DSIH_TEX */ pshader_glsl_tex
,
4059 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem
,
4060 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem
,
4061 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord
,
4062 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth
,
4063 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3
,
4064 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex
,
4065 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill
,
4066 /* WINED3DSIH_TEXLDD */ NULL
,
4067 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
4068 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth
,
4069 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad
,
4070 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex
,
4071 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3
,
4072 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4073 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad
,
4074 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec
,
4075 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex
,
4076 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec
,
4077 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar
,
4078 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb
,
4079 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb
,
4082 const shader_backend_t glsl_shader_backend
= {
4083 shader_glsl_instruction_handler_table
,
4085 shader_glsl_select_depth_blt
,
4086 shader_glsl_deselect_depth_blt
,
4087 shader_glsl_update_float_vertex_constants
,
4088 shader_glsl_update_float_pixel_constants
,
4089 shader_glsl_load_constants
,
4090 shader_glsl_color_correction
,
4091 shader_glsl_destroy
,
4094 shader_glsl_dirty_const
,
4095 shader_glsl_generate_pshader
,
4096 shader_glsl_generate_vshader
,
4097 shader_glsl_get_caps
,
4098 shader_glsl_color_fixup_supported
,