push 52cba0a224aad01bcbdb26d79e43229ba950650e
[wine/hacks.git] / dlls / wined3d / glsl_shader.c
bloba90619920839fc7d2809655fe8d8dec51e82c0cd
1 /*
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
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
49 typedef struct {
50 char reg_name[150];
51 char mask_str[6];
52 } glsl_dst_param_t;
54 typedef struct {
55 char reg_name[150];
56 char param_str[200];
57 } glsl_src_param_t;
59 typedef struct {
60 const char *name;
61 DWORD coord_mask;
62 } glsl_sample_function_t;
64 enum heap_node_op
66 HEAP_NODE_TRAVERSE_LEFT,
67 HEAP_NODE_TRAVERSE_RIGHT,
68 HEAP_NODE_POP,
71 struct constant_entry
73 unsigned int idx;
74 unsigned int version;
77 struct constant_heap
79 struct constant_entry *entries;
80 unsigned int *positions;
81 unsigned int size;
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86 struct hash_table_t *glsl_program_lookup;
87 struct glsl_shader_prog_link *glsl_program;
88 struct constant_heap vconst_heap;
89 struct constant_heap pconst_heap;
90 unsigned char *stack;
91 GLhandleARB depth_blt_program[tex_type_count];
92 UINT next_constant_version;
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link {
97 struct list vshader_entry;
98 struct list pshader_entry;
99 GLhandleARB programId;
100 GLint *vuniformF_locations;
101 GLint *puniformF_locations;
102 GLint vuniformI_locations[MAX_CONST_I];
103 GLint puniformI_locations[MAX_CONST_I];
104 GLint posFixup_location;
105 GLint np2Fixup_location[MAX_FRAGMENT_SAMPLERS];
106 GLint bumpenvmat_location[MAX_TEXTURES];
107 GLint luminancescale_location[MAX_TEXTURES];
108 GLint luminanceoffset_location[MAX_TEXTURES];
109 GLint ycorrection_location;
110 GLenum vertex_color_clamp;
111 IWineD3DVertexShader *vshader;
112 IWineD3DPixelShader *pshader;
113 struct vs_compile_args vs_args;
114 struct ps_compile_args ps_args;
115 UINT constant_version;
118 typedef struct {
119 IWineD3DVertexShader *vshader;
120 IWineD3DPixelShader *pshader;
121 struct ps_compile_args ps_args;
122 struct vs_compile_args vs_args;
123 } glsl_program_key_t;
126 /** Prints the GLSL info log which will contain error messages if they exist */
127 /* GL locking is done by the caller */
128 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
130 int infologLength = 0;
131 char *infoLog;
132 unsigned int i;
133 BOOL is_spam;
135 static const char * const spam[] =
137 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
138 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
139 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
140 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
141 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
142 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
143 "Fragment shader was successfully compiled to run on hardware.\n"
144 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
145 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
146 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
147 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
150 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
152 GL_EXTCALL(glGetObjectParameterivARB(obj,
153 GL_OBJECT_INFO_LOG_LENGTH_ARB,
154 &infologLength));
156 /* A size of 1 is just a null-terminated string, so the log should be bigger than
157 * that if there are errors. */
158 if (infologLength > 1)
160 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
161 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
163 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
164 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
165 is_spam = FALSE;
167 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
168 if(strcmp(infoLog, spam[i]) == 0) {
169 is_spam = TRUE;
170 break;
173 if(is_spam) {
174 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
175 } else {
176 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
178 HeapFree(GetProcessHeap(), 0, infoLog);
183 * Loads (pixel shader) samplers
185 /* GL locking is done by the caller */
186 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
188 GLint name_loc;
189 int i;
190 char sampler_name[20];
192 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
193 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
194 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
195 if (name_loc != -1) {
196 DWORD mapped_unit = tex_unit_map[i];
197 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
199 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
200 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
201 checkGLcall("glUniform1iARB");
202 } else {
203 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
209 /* GL locking is done by the caller */
210 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
212 GLint name_loc;
213 char sampler_name[20];
214 int i;
216 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
217 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
218 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
219 if (name_loc != -1) {
220 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
221 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
223 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
224 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
225 checkGLcall("glUniform1iARB");
226 } else {
227 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
233 /* GL locking is done by the caller */
234 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
235 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
237 int stack_idx = 0;
238 unsigned int heap_idx = 1;
239 unsigned int idx;
241 if (heap->entries[heap_idx].version <= version) return;
243 idx = heap->entries[heap_idx].idx;
244 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
245 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
247 while (stack_idx >= 0)
249 /* Note that we fall through to the next case statement. */
250 switch(stack[stack_idx])
252 case HEAP_NODE_TRAVERSE_LEFT:
254 unsigned int left_idx = heap_idx << 1;
255 if (left_idx < heap->size && heap->entries[left_idx].version > version)
257 heap_idx = left_idx;
258 idx = heap->entries[heap_idx].idx;
259 if (constant_locations[idx] != -1)
260 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
262 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
263 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
264 break;
268 case HEAP_NODE_TRAVERSE_RIGHT:
270 unsigned int right_idx = (heap_idx << 1) + 1;
271 if (right_idx < heap->size && heap->entries[right_idx].version > version)
273 heap_idx = right_idx;
274 idx = heap->entries[heap_idx].idx;
275 if (constant_locations[idx] != -1)
276 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
278 stack[stack_idx++] = HEAP_NODE_POP;
279 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
280 break;
284 case HEAP_NODE_POP:
286 heap_idx >>= 1;
287 --stack_idx;
288 break;
292 checkGLcall("walk_constant_heap()");
295 /* GL locking is done by the caller */
296 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
298 GLfloat clamped_constant[4];
300 if (location == -1) return;
302 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
303 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
304 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
305 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
307 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
310 /* GL locking is done by the caller */
311 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
312 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
314 int stack_idx = 0;
315 unsigned int heap_idx = 1;
316 unsigned int idx;
318 if (heap->entries[heap_idx].version <= version) return;
320 idx = heap->entries[heap_idx].idx;
321 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
322 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
324 while (stack_idx >= 0)
326 /* Note that we fall through to the next case statement. */
327 switch(stack[stack_idx])
329 case HEAP_NODE_TRAVERSE_LEFT:
331 unsigned int left_idx = heap_idx << 1;
332 if (left_idx < heap->size && heap->entries[left_idx].version > version)
334 heap_idx = left_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_TRAVERSE_RIGHT;
339 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
340 break;
344 case HEAP_NODE_TRAVERSE_RIGHT:
346 unsigned int right_idx = (heap_idx << 1) + 1;
347 if (right_idx < heap->size && heap->entries[right_idx].version > version)
349 heap_idx = right_idx;
350 idx = heap->entries[heap_idx].idx;
351 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
353 stack[stack_idx++] = HEAP_NODE_POP;
354 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
355 break;
359 case HEAP_NODE_POP:
361 heap_idx >>= 1;
362 --stack_idx;
363 break;
367 checkGLcall("walk_constant_heap_clamped()");
370 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
371 /* GL locking is done by the caller */
372 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
373 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
374 unsigned char *stack, UINT version)
376 const local_constant *lconst;
378 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
379 if (This->baseShader.reg_maps.shader_version.major == 1
380 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
381 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
382 else
383 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
385 if (!This->baseShader.load_local_constsF)
387 TRACE("No need to load local float constants for this shader\n");
388 return;
391 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
392 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
394 GLint location = constant_locations[lconst->idx];
395 /* We found this uniform name in the program - go ahead and send the data */
396 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
398 checkGLcall("glUniform4fvARB()");
401 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
402 /* GL locking is done by the caller */
403 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
404 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
406 unsigned int i;
407 struct list* ptr;
409 for (i = 0; constants_set; constants_set >>= 1, ++i)
411 if (!(constants_set & 1)) continue;
413 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
414 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
416 /* We found this uniform name in the program - go ahead and send the data */
417 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
418 checkGLcall("glUniform4ivARB");
421 /* Load immediate constants */
422 ptr = list_head(&This->baseShader.constantsI);
423 while (ptr) {
424 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
425 unsigned int idx = lconst->idx;
426 const GLint *values = (const GLint *)lconst->value;
428 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
429 values[0], values[1], values[2], values[3]);
431 /* We found this uniform name in the program - go ahead and send the data */
432 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
433 checkGLcall("glUniform4ivARB");
434 ptr = list_next(&This->baseShader.constantsI, ptr);
438 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
439 /* GL locking is done by the caller */
440 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
441 GLhandleARB programId, const BOOL *constants, WORD constants_set)
443 GLint tmp_loc;
444 unsigned int i;
445 char tmp_name[8];
446 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
447 const char* prefix = is_pshader? "PB":"VB";
448 struct list* ptr;
450 /* TODO: Benchmark and see if it would be beneficial to store the
451 * locations of the constants to avoid looking up each time */
452 for (i = 0; constants_set; constants_set >>= 1, ++i)
454 if (!(constants_set & 1)) continue;
456 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
458 /* TODO: Benchmark and see if it would be beneficial to store the
459 * locations of the constants to avoid looking up each time */
460 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
461 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
462 if (tmp_loc != -1)
464 /* We found this uniform name in the program - go ahead and send the data */
465 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
466 checkGLcall("glUniform1ivARB");
470 /* Load immediate constants */
471 ptr = list_head(&This->baseShader.constantsB);
472 while (ptr) {
473 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
474 unsigned int idx = lconst->idx;
475 const GLint *values = (const GLint *)lconst->value;
477 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
479 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
480 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
481 if (tmp_loc != -1) {
482 /* We found this uniform name in the program - go ahead and send the data */
483 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
484 checkGLcall("glUniform1ivARB");
486 ptr = list_next(&This->baseShader.constantsB, ptr);
490 static void reset_program_constant_version(void *value, void *context)
492 struct glsl_shader_prog_link *entry = value;
493 entry->constant_version = 0;
497 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
499 /* GL locking is done by the caller (state handler) */
500 static void shader_glsl_load_np2fixup_constants(
501 IWineD3DDevice* device,
502 char usePixelShader,
503 char useVertexShader) {
505 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
506 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
508 if (!prog) {
509 /* No GLSL program set - nothing to do. */
510 return;
513 if (!usePixelShader) {
514 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
515 return;
518 if (prog->ps_args.np2_fixup) {
519 UINT i;
520 UINT fixup = prog->ps_args.np2_fixup;
521 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
522 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
524 for (i = 0; fixup; fixup >>= 1, ++i) {
525 if (-1 != prog->np2Fixup_location[i]) {
526 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
527 if (!tex) {
528 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
529 continue;
530 } else {
531 const float tex_dim[2] = {tex->baseTexture.pow2Matrix[0], tex->baseTexture.pow2Matrix[5]};
532 GL_EXTCALL(glUniform2fvARB(prog->np2Fixup_location[i], 1, tex_dim));
540 * Loads the app-supplied constants into the currently set GLSL program.
542 /* GL locking is done by the caller (state handler) */
543 static void shader_glsl_load_constants(
544 IWineD3DDevice* device,
545 char usePixelShader,
546 char useVertexShader) {
548 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
549 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
550 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
551 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
553 GLhandleARB programId;
554 struct glsl_shader_prog_link *prog = priv->glsl_program;
555 UINT constant_version;
556 int i;
558 if (!prog) {
559 /* No GLSL program set - nothing to do. */
560 return;
562 programId = prog->programId;
563 constant_version = prog->constant_version;
565 if (useVertexShader) {
566 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
568 /* Load DirectX 9 float constants/uniforms for vertex shader */
569 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
570 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
572 /* Load DirectX 9 integer constants/uniforms for vertex shader */
573 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
574 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
576 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
577 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
578 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
580 /* Upload the position fixup params */
581 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
582 checkGLcall("glUniform4fvARB");
585 if (usePixelShader) {
587 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
589 /* Load DirectX 9 float constants/uniforms for pixel shader */
590 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
591 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
593 /* Load DirectX 9 integer constants/uniforms for pixel shader */
594 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
595 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
597 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
598 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
599 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
601 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
602 * It can't be 0 for a valid texbem instruction.
604 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
605 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
606 int stage = ps->luminanceconst[i].texunit;
608 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
609 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
610 checkGLcall("glUniformMatrix2fvARB");
612 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
613 * is set too, so we can check that in the needsbumpmat check
615 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
616 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
617 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
619 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
620 checkGLcall("glUniform1fvARB");
621 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
622 checkGLcall("glUniform1fvARB");
626 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
627 float correction_params[4];
628 if(deviceImpl->render_offscreen) {
629 correction_params[0] = 0.0;
630 correction_params[1] = 1.0;
631 } else {
632 /* position is window relative, not viewport relative */
633 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
634 correction_params[1] = -1.0;
636 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
640 if (priv->next_constant_version == UINT_MAX)
642 TRACE("Max constant version reached, resetting to 0.\n");
643 hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
644 priv->next_constant_version = 1;
646 else
648 prog->constant_version = priv->next_constant_version++;
652 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
653 unsigned int heap_idx, DWORD new_version)
655 struct constant_entry *entries = heap->entries;
656 unsigned int *positions = heap->positions;
657 unsigned int parent_idx;
659 while (heap_idx > 1)
661 parent_idx = heap_idx >> 1;
663 if (new_version <= entries[parent_idx].version) break;
665 entries[heap_idx] = entries[parent_idx];
666 positions[entries[parent_idx].idx] = heap_idx;
667 heap_idx = parent_idx;
670 entries[heap_idx].version = new_version;
671 entries[heap_idx].idx = idx;
672 positions[idx] = heap_idx;
675 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
677 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
678 struct shader_glsl_priv *priv = This->shader_priv;
679 struct constant_heap *heap = &priv->vconst_heap;
680 UINT i;
682 for (i = start; i < count + start; ++i)
684 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
685 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
686 else
687 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
691 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
693 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
694 struct shader_glsl_priv *priv = This->shader_priv;
695 struct constant_heap *heap = &priv->pconst_heap;
696 UINT i;
698 for (i = start; i < count + start; ++i)
700 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
701 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
702 else
703 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
707 /** Generate the variable & register declarations for the GLSL output target */
708 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
709 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
710 const struct ps_compile_args *ps_args)
712 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
713 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
714 unsigned int i, extra_constants_needed = 0;
715 const local_constant *lconst;
717 /* There are some minor differences between pixel and vertex shaders */
718 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
719 char prefix = pshader ? 'P' : 'V';
721 /* Prototype the subroutines */
722 for (i = 0; i < This->baseShader.limits.label; i++) {
723 if (reg_maps->labels[i])
724 shader_addline(buffer, "void subroutine%u();\n", i);
727 /* Declare the constants (aka uniforms) */
728 if (This->baseShader.limits.constant_float > 0) {
729 unsigned max_constantsF;
730 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
731 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
732 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
733 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
734 * a dx9 card, as long as it doesn't also use all the other constants.
736 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
737 * declare only the amount that we're assured to have.
739 * Thus we run into problems in these two cases:
740 * 1) The shader really uses more uniforms than supported
741 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
743 if(pshader) {
744 /* No indirect addressing here */
745 max_constantsF = GL_LIMITS(pshader_constantsF);
746 } else {
747 if(This->baseShader.reg_maps.usesrelconstF) {
748 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
749 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
750 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
751 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float
753 max_constantsF = GL_LIMITS(vshader_constantsF) - 3;
754 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
755 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
756 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
757 * for now take this into account when calculating the number of available constants
759 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
760 /* Set by driver quirks in directx.c */
761 max_constantsF -= GLINFO_LOCATION.reserved_glsl_constants;
762 } else {
763 max_constantsF = GL_LIMITS(vshader_constantsF);
766 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
767 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
770 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
771 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
773 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
774 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
776 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
777 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
779 if(!pshader) {
780 shader_addline(buffer, "uniform vec4 posFixup;\n");
781 /* Predeclaration; This function is added at link time based on the pixel shader.
782 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
783 * that. We know the input to the reorder function at vertex shader compile time, so
784 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
785 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
786 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
787 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
788 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
789 * inout.
791 if (reg_maps->shader_version.major >= 3)
793 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
794 } else {
795 shader_addline(buffer, "void order_ps_input();\n");
797 } else {
798 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
800 ps_impl->numbumpenvmatconsts = 0;
801 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
802 if(!reg_maps->bumpmat[i]) {
803 continue;
806 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
807 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
809 if(reg_maps->luminanceparams) {
810 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
811 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
812 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
813 extra_constants_needed++;
814 } else {
815 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
818 extra_constants_needed++;
819 ps_impl->numbumpenvmatconsts++;
822 if(ps_args->srgb_correction) {
823 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
824 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
825 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
826 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
828 if(reg_maps->vpos || reg_maps->usesdsy) {
829 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
830 shader_addline(buffer, "uniform vec4 ycorrection;\n");
831 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
832 extra_constants_needed++;
833 } else {
834 /* This happens because we do not have proper tracking of the constant registers that are
835 * actually used, only the max limit of the shader version
837 FIXME("Cannot find a free uniform for vpos correction params\n");
838 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
839 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
840 device->render_offscreen ? 1.0 : -1.0);
842 shader_addline(buffer, "vec4 vpos;\n");
846 /* Declare texture samplers */
847 for (i = 0; i < This->baseShader.limits.sampler; i++) {
848 if (reg_maps->sampler_type[i])
850 switch (reg_maps->sampler_type[i])
852 case WINED3DSTT_1D:
853 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
854 break;
855 case WINED3DSTT_2D:
856 if(device->stateBlock->textures[i] &&
857 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
858 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
859 } else {
860 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
863 if (pshader && ps_args->np2_fixup & (1 << i))
865 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
866 * while D3D has them in the (normalized) [0,1]x[0,1] range.
867 * samplerNP2Fixup stores texture dimensions and is updated through
868 * shader_glsl_load_np2fixup_constants when the sampler changes. */
869 shader_addline(buffer, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix, i);
871 break;
872 case WINED3DSTT_CUBE:
873 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
874 break;
875 case WINED3DSTT_VOLUME:
876 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
877 break;
878 default:
879 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
880 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
881 break;
886 /* Declare address variables */
887 for (i = 0; i < This->baseShader.limits.address; i++) {
888 if (reg_maps->address[i])
889 shader_addline(buffer, "ivec4 A%d;\n", i);
892 /* Declare texture coordinate temporaries and initialize them */
893 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
894 if (reg_maps->texcoord[i])
895 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
898 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
899 * helper function shader that is linked in at link time
901 if (pshader && reg_maps->shader_version.major >= 3)
903 if (use_vs(device->stateBlock))
905 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
906 } else {
907 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
908 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
909 * pixel shader that reads the fixed function color into the packed input registers.
911 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
915 /* Declare output register temporaries */
916 if(This->baseShader.limits.packed_output) {
917 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
920 /* Declare temporary variables */
921 for(i = 0; i < This->baseShader.limits.temporary; i++) {
922 if (reg_maps->temporary[i])
923 shader_addline(buffer, "vec4 R%u;\n", i);
926 /* Declare attributes */
927 for (i = 0; i < This->baseShader.limits.attributes; i++) {
928 if (reg_maps->attributes[i])
929 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
932 /* Declare loop registers aLx */
933 for (i = 0; i < reg_maps->loop_depth; i++) {
934 shader_addline(buffer, "int aL%u;\n", i);
935 shader_addline(buffer, "int tmpInt%u;\n", i);
938 /* Temporary variables for matrix operations */
939 shader_addline(buffer, "vec4 tmp0;\n");
940 shader_addline(buffer, "vec4 tmp1;\n");
942 /* Local constants use a different name so they can be loaded once at shader link time
943 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
944 * float -> string conversion can cause precision loss.
946 if(!This->baseShader.load_local_constsF) {
947 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
948 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
952 /* Start the main program */
953 shader_addline(buffer, "void main() {\n");
954 if(pshader && reg_maps->vpos) {
955 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
956 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
957 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
958 * precision troubles when we just substract 0.5.
960 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
962 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
964 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
965 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
966 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
967 * correctly on drivers that returns integer values.
969 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
973 /*****************************************************************************
974 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
976 * For more information, see http://wiki.winehq.org/DirectX-Shaders
977 ****************************************************************************/
979 /* Prototypes */
980 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
981 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
983 /** Used for opcode modifiers - They multiply the result by the specified amount */
984 static const char * const shift_glsl_tab[] = {
985 "", /* 0 (none) */
986 "2.0 * ", /* 1 (x2) */
987 "4.0 * ", /* 2 (x4) */
988 "8.0 * ", /* 3 (x8) */
989 "16.0 * ", /* 4 (x16) */
990 "32.0 * ", /* 5 (x32) */
991 "", /* 6 (x64) */
992 "", /* 7 (x128) */
993 "", /* 8 (d256) */
994 "", /* 9 (d128) */
995 "", /* 10 (d64) */
996 "", /* 11 (d32) */
997 "0.0625 * ", /* 12 (d16) */
998 "0.125 * ", /* 13 (d8) */
999 "0.25 * ", /* 14 (d4) */
1000 "0.5 * " /* 15 (d2) */
1003 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1004 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1006 out_str[0] = 0;
1008 switch (src_modifier)
1010 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1011 case WINED3DSPSM_DW:
1012 case WINED3DSPSM_NONE:
1013 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1014 break;
1015 case WINED3DSPSM_NEG:
1016 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1017 break;
1018 case WINED3DSPSM_NOT:
1019 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1020 break;
1021 case WINED3DSPSM_BIAS:
1022 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1023 break;
1024 case WINED3DSPSM_BIASNEG:
1025 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1026 break;
1027 case WINED3DSPSM_SIGN:
1028 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1029 break;
1030 case WINED3DSPSM_SIGNNEG:
1031 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1032 break;
1033 case WINED3DSPSM_COMP:
1034 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1035 break;
1036 case WINED3DSPSM_X2:
1037 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1038 break;
1039 case WINED3DSPSM_X2NEG:
1040 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1041 break;
1042 case WINED3DSPSM_ABS:
1043 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1044 break;
1045 case WINED3DSPSM_ABSNEG:
1046 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1047 break;
1048 default:
1049 FIXME("Unhandled modifier %u\n", src_modifier);
1050 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1054 /** Writes the GLSL variable name that corresponds to the register that the
1055 * DX opcode parameter is trying to access */
1056 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1057 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1059 /* oPos, oFog and oPts in D3D */
1060 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1062 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1063 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1064 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
1065 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1067 *is_color = FALSE;
1069 switch (reg->type)
1071 case WINED3DSPR_TEMP:
1072 sprintf(register_name, "R%u", reg->idx);
1073 break;
1075 case WINED3DSPR_INPUT:
1076 /* vertex shaders */
1077 if (!pshader)
1079 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1080 sprintf(register_name, "attrib%u", reg->idx);
1081 break;
1084 /* pixel shaders >= 3.0 */
1085 if (This->baseShader.reg_maps.shader_version.major >= 3)
1087 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1088 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
1090 if (reg->rel_addr)
1092 glsl_src_param_t rel_param;
1094 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1096 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1097 * operation there */
1098 if (idx)
1100 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1102 sprintf(register_name,
1103 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1104 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1105 rel_param.param_str, idx);
1107 else
1109 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1112 else
1114 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1116 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1117 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1118 rel_param.param_str);
1120 else
1122 sprintf(register_name, "IN[%s]", rel_param.param_str);
1126 else
1128 if (idx == in_count) sprintf(register_name, "gl_Color");
1129 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1130 else sprintf(register_name, "IN[%u]", idx);
1133 else
1135 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1136 else strcpy(register_name, "gl_SecondaryColor");
1137 break;
1139 break;
1141 case WINED3DSPR_CONST:
1143 const char prefix = pshader ? 'P' : 'V';
1145 /* Relative addressing */
1146 if (reg->rel_addr)
1148 glsl_src_param_t rel_param;
1149 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1150 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1151 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1153 else
1155 if (shader_constant_is_local(This, reg->idx))
1156 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1157 else
1158 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1161 break;
1163 case WINED3DSPR_CONSTINT:
1164 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1165 else sprintf(register_name, "VI[%u]", reg->idx);
1166 break;
1168 case WINED3DSPR_CONSTBOOL:
1169 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1170 else sprintf(register_name, "VB[%u]", reg->idx);
1171 break;
1173 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1174 if (pshader) sprintf(register_name, "T%u", reg->idx);
1175 else sprintf(register_name, "A%u", reg->idx);
1176 break;
1178 case WINED3DSPR_LOOP:
1179 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1180 break;
1182 case WINED3DSPR_SAMPLER:
1183 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1184 else sprintf(register_name, "Vsampler%u", reg->idx);
1185 break;
1187 case WINED3DSPR_COLOROUT:
1188 if (reg->idx >= GL_LIMITS(buffers))
1189 WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
1191 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) sprintf(register_name, "gl_FragData[%u]", reg->idx);
1192 /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1193 else sprintf(register_name, "gl_FragColor");
1194 break;
1196 case WINED3DSPR_RASTOUT:
1197 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1198 break;
1200 case WINED3DSPR_DEPTHOUT:
1201 sprintf(register_name, "gl_FragDepth");
1202 break;
1204 case WINED3DSPR_ATTROUT:
1205 if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1206 else sprintf(register_name, "gl_FrontSecondaryColor");
1207 break;
1209 case WINED3DSPR_TEXCRDOUT:
1210 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1211 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1212 else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1213 break;
1215 case WINED3DSPR_MISCTYPE:
1216 if (reg->idx == 0)
1218 /* vPos */
1219 sprintf(register_name, "vpos");
1221 else if (reg->idx == 1)
1223 /* Note that gl_FrontFacing is a bool, while vFace is
1224 * a float for which the sign determines front/back */
1225 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1227 else
1229 FIXME("Unhandled misctype register %d\n", reg->idx);
1230 sprintf(register_name, "unrecognized_register");
1232 break;
1234 case WINED3DSPR_IMMCONST:
1235 switch (reg->immconst_type)
1237 case WINED3D_IMMCONST_FLOAT:
1238 sprintf(register_name, "%.8e", *(float *)reg->immconst_data);
1239 break;
1241 case WINED3D_IMMCONST_FLOAT4:
1242 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1243 *(float *)&reg->immconst_data[0], *(float *)&reg->immconst_data[1],
1244 *(float *)&reg->immconst_data[2], *(float *)&reg->immconst_data[3]);
1245 break;
1247 default:
1248 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1249 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1251 break;
1253 default:
1254 FIXME("Unhandled register name Type(%d)\n", reg->type);
1255 sprintf(register_name, "unrecognized_register");
1256 break;
1260 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1262 *str++ = '.';
1263 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1264 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1265 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1266 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1267 *str = '\0';
1270 /* Get the GLSL write mask for the destination register */
1271 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1273 DWORD mask = param->write_mask;
1275 if (shader_is_scalar(&param->reg))
1277 mask = WINED3DSP_WRITEMASK_0;
1278 *write_mask = '\0';
1280 else
1282 shader_glsl_write_mask_to_str(mask, write_mask);
1285 return mask;
1288 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1289 unsigned int size = 0;
1291 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1292 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1293 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1294 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1296 return size;
1299 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1301 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1302 * but addressed as "rgba". To fix this we need to swap the register's x
1303 * and z components. */
1304 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1306 *str++ = '.';
1307 /* swizzle bits fields: wwzzyyxx */
1308 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1309 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1310 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1311 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1312 *str = '\0';
1315 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1316 BOOL fixup, DWORD mask, char *swizzle_str)
1318 if (shader_is_scalar(&param->reg))
1319 *swizzle_str = '\0';
1320 else
1321 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1324 /* From a given parameter token, generate the corresponding GLSL string.
1325 * Also, return the actual register name and swizzle in case the
1326 * caller needs this information as well. */
1327 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1328 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1330 BOOL is_color = FALSE;
1331 char swizzle_str[6];
1333 glsl_src->reg_name[0] = '\0';
1334 glsl_src->param_str[0] = '\0';
1335 swizzle_str[0] = '\0';
1337 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1338 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1339 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1342 /* From a given parameter token, generate the corresponding GLSL string.
1343 * Also, return the actual register name and swizzle in case the
1344 * caller needs this information as well. */
1345 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1346 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1348 BOOL is_color = FALSE;
1350 glsl_dst->mask_str[0] = '\0';
1351 glsl_dst->reg_name[0] = '\0';
1353 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1354 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1357 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1358 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
1359 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1361 glsl_dst_param_t glsl_dst;
1362 DWORD mask;
1364 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1365 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1367 return mask;
1370 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1371 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins)
1373 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1376 /** Process GLSL instruction modifiers */
1377 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1379 glsl_dst_param_t dst_param;
1380 DWORD modifiers;
1382 if (!ins->dst_count) return;
1384 modifiers = ins->dst[0].modifiers;
1385 if (!modifiers) return;
1387 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1389 if (modifiers & WINED3DSPDM_SATURATE)
1391 /* _SAT means to clamp the value of the register to between 0 and 1 */
1392 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1393 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1396 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1398 FIXME("_centroid modifier not handled\n");
1401 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1403 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1407 static inline const char *shader_get_comp_op(DWORD op)
1409 switch (op) {
1410 case COMPARISON_GT: return ">";
1411 case COMPARISON_EQ: return "==";
1412 case COMPARISON_GE: return ">=";
1413 case COMPARISON_LT: return "<";
1414 case COMPARISON_NE: return "!=";
1415 case COMPARISON_LE: return "<=";
1416 default:
1417 FIXME("Unrecognized comparison value: %u\n", op);
1418 return "(\?\?)";
1422 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1424 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1425 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1426 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1427 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1429 /* Note that there's no such thing as a projected cube texture. */
1430 switch(sampler_type) {
1431 case WINED3DSTT_1D:
1432 if(lod) {
1433 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1434 } else if(grad) {
1435 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1436 } else {
1437 sample_function->name = projected ? "texture1DProj" : "texture1D";
1439 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1440 break;
1441 case WINED3DSTT_2D:
1442 if(texrect) {
1443 if(lod) {
1444 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1445 } else if(grad) {
1446 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1447 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1449 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1450 } else {
1451 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1453 } else {
1454 if(lod) {
1455 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1456 } else if(grad) {
1457 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1458 } else {
1459 sample_function->name = projected ? "texture2DProj" : "texture2D";
1462 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1463 break;
1464 case WINED3DSTT_CUBE:
1465 if(lod) {
1466 sample_function->name = "textureCubeLod";
1467 } else if(grad) {
1468 sample_function->name = "textureCubeGradARB";
1469 } else {
1470 sample_function->name = "textureCube";
1472 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1473 break;
1474 case WINED3DSTT_VOLUME:
1475 if(lod) {
1476 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1477 } else if(grad) {
1478 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1479 } else {
1480 sample_function->name = projected ? "texture3DProj" : "texture3D";
1482 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1483 break;
1484 default:
1485 sample_function->name = "";
1486 sample_function->coord_mask = 0;
1487 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1488 break;
1492 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1493 BOOL sign_fixup, enum fixup_channel_source channel_source)
1495 switch(channel_source)
1497 case CHANNEL_SOURCE_ZERO:
1498 strcat(arguments, "0.0");
1499 break;
1501 case CHANNEL_SOURCE_ONE:
1502 strcat(arguments, "1.0");
1503 break;
1505 case CHANNEL_SOURCE_X:
1506 strcat(arguments, reg_name);
1507 strcat(arguments, ".x");
1508 break;
1510 case CHANNEL_SOURCE_Y:
1511 strcat(arguments, reg_name);
1512 strcat(arguments, ".y");
1513 break;
1515 case CHANNEL_SOURCE_Z:
1516 strcat(arguments, reg_name);
1517 strcat(arguments, ".z");
1518 break;
1520 case CHANNEL_SOURCE_W:
1521 strcat(arguments, reg_name);
1522 strcat(arguments, ".w");
1523 break;
1525 default:
1526 FIXME("Unhandled channel source %#x\n", channel_source);
1527 strcat(arguments, "undefined");
1528 break;
1531 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1534 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1536 struct wined3d_shader_dst_param dst;
1537 unsigned int mask_size, remaining;
1538 glsl_dst_param_t dst_param;
1539 char arguments[256];
1540 DWORD mask;
1542 mask = 0;
1543 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1544 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1545 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1546 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1547 mask &= ins->dst[0].write_mask;
1549 if (!mask) return; /* Nothing to do */
1551 if (is_yuv_fixup(fixup))
1553 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1554 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1555 return;
1558 mask_size = shader_glsl_get_write_mask_size(mask);
1560 dst = ins->dst[0];
1561 dst.write_mask = mask;
1562 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1564 arguments[0] = '\0';
1565 remaining = mask_size;
1566 if (mask & WINED3DSP_WRITEMASK_0)
1568 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1569 if (--remaining) strcat(arguments, ", ");
1571 if (mask & WINED3DSP_WRITEMASK_1)
1573 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1574 if (--remaining) strcat(arguments, ", ");
1576 if (mask & WINED3DSP_WRITEMASK_2)
1578 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1579 if (--remaining) strcat(arguments, ", ");
1581 if (mask & WINED3DSP_WRITEMASK_3)
1583 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1584 if (--remaining) strcat(arguments, ", ");
1587 if (mask_size > 1)
1589 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1590 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1592 else
1594 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1598 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1599 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1600 const char *dx, const char *dy,
1601 const char *bias, const char *coord_reg_fmt, ...)
1603 const char *sampler_base;
1604 char dst_swizzle[6];
1605 struct color_fixup_desc fixup;
1606 BOOL np2_fixup = FALSE;
1607 va_list args;
1609 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1611 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1613 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1614 fixup = This->cur_args->color_fixup[sampler];
1615 sampler_base = "Psampler";
1617 if(This->cur_args->np2_fixup & (1 << sampler)) {
1618 if(bias) {
1619 FIXME("Biased sampling from NP2 textures is unsupported\n");
1620 } else {
1621 np2_fixup = TRUE;
1624 } else {
1625 sampler_base = "Vsampler";
1626 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1629 shader_glsl_append_dst(ins->ctx->buffer, ins);
1631 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1633 va_start(args, coord_reg_fmt);
1634 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1635 va_end(args);
1637 if(bias) {
1638 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1639 } else {
1640 if (np2_fixup) {
1641 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup%u)%s);\n", sampler, dst_swizzle);
1642 } else if(dx && dy) {
1643 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1644 } else {
1645 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1649 if(!is_identity_fixup(fixup)) {
1650 shader_glsl_color_correction(ins, fixup);
1654 /*****************************************************************************
1656 * Begin processing individual instruction opcodes
1658 ****************************************************************************/
1660 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1661 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1663 SHADER_BUFFER *buffer = ins->ctx->buffer;
1664 glsl_src_param_t src0_param;
1665 glsl_src_param_t src1_param;
1666 DWORD write_mask;
1667 char op;
1669 /* Determine the GLSL operator to use based on the opcode */
1670 switch (ins->handler_idx)
1672 case WINED3DSIH_MUL: op = '*'; break;
1673 case WINED3DSIH_ADD: op = '+'; break;
1674 case WINED3DSIH_SUB: op = '-'; break;
1675 default:
1676 op = ' ';
1677 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1678 break;
1681 write_mask = shader_glsl_append_dst(buffer, ins);
1682 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1683 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1684 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1687 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1688 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1690 SHADER_BUFFER *buffer = ins->ctx->buffer;
1691 glsl_src_param_t src0_param;
1692 DWORD write_mask;
1694 write_mask = shader_glsl_append_dst(buffer, ins);
1695 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1697 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1698 * shader versions WINED3DSIO_MOVA is used for this. */
1699 if (ins->ctx->reg_maps->shader_version.major == 1
1700 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1701 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1703 /* This is a simple floor() */
1704 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1705 if (mask_size > 1) {
1706 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1707 } else {
1708 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1711 else if(ins->handler_idx == WINED3DSIH_MOVA)
1713 /* We need to *round* to the nearest int here. */
1714 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1715 if (mask_size > 1) {
1716 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);
1717 } else {
1718 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1720 } else {
1721 shader_addline(buffer, "%s);\n", src0_param.param_str);
1725 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1726 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1728 SHADER_BUFFER *buffer = ins->ctx->buffer;
1729 glsl_src_param_t src0_param;
1730 glsl_src_param_t src1_param;
1731 DWORD dst_write_mask, src_write_mask;
1732 unsigned int dst_size = 0;
1734 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1735 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1737 /* dp3 works on vec3, dp4 on vec4 */
1738 if (ins->handler_idx == WINED3DSIH_DP4)
1740 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1741 } else {
1742 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1745 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1746 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1748 if (dst_size > 1) {
1749 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1750 } else {
1751 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1755 /* Note that this instruction has some restrictions. The destination write mask
1756 * can't contain the w component, and the source swizzles have to be .xyzw */
1757 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1759 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1760 glsl_src_param_t src0_param;
1761 glsl_src_param_t src1_param;
1762 char dst_mask[6];
1764 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1765 shader_glsl_append_dst(ins->ctx->buffer, ins);
1766 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1767 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1768 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1771 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1772 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1773 * GLSL uses the value as-is. */
1774 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1776 SHADER_BUFFER *buffer = ins->ctx->buffer;
1777 glsl_src_param_t src0_param;
1778 glsl_src_param_t src1_param;
1779 DWORD dst_write_mask;
1780 unsigned int dst_size;
1782 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1783 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1785 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1786 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1788 if (dst_size > 1) {
1789 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1790 } else {
1791 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1795 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1796 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1797 * GLSL uses the value as-is. */
1798 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1800 SHADER_BUFFER *buffer = ins->ctx->buffer;
1801 glsl_src_param_t src0_param;
1802 DWORD dst_write_mask;
1803 unsigned int dst_size;
1805 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1806 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1808 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1810 if (dst_size > 1) {
1811 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1812 } else {
1813 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1817 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1818 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1820 SHADER_BUFFER *buffer = ins->ctx->buffer;
1821 glsl_src_param_t src_param;
1822 const char *instruction;
1823 DWORD write_mask;
1824 unsigned i;
1826 /* Determine the GLSL function to use based on the opcode */
1827 /* TODO: Possibly make this a table for faster lookups */
1828 switch (ins->handler_idx)
1830 case WINED3DSIH_MIN: instruction = "min"; break;
1831 case WINED3DSIH_MAX: instruction = "max"; break;
1832 case WINED3DSIH_ABS: instruction = "abs"; break;
1833 case WINED3DSIH_FRC: instruction = "fract"; break;
1834 case WINED3DSIH_NRM: instruction = "normalize"; break;
1835 case WINED3DSIH_EXP: instruction = "exp2"; break;
1836 case WINED3DSIH_SGN: instruction = "sign"; break;
1837 case WINED3DSIH_DSX: instruction = "dFdx"; break;
1838 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1839 default: instruction = "";
1840 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1841 break;
1844 write_mask = shader_glsl_append_dst(buffer, ins);
1846 shader_addline(buffer, "%s(", instruction);
1848 if (ins->src_count)
1850 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1851 shader_addline(buffer, "%s", src_param.param_str);
1852 for (i = 1; i < ins->src_count; ++i)
1854 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1855 shader_addline(buffer, ", %s", src_param.param_str);
1859 shader_addline(buffer, "));\n");
1862 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1863 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1864 * dst.x = 2^(floor(src))
1865 * dst.y = src - floor(src)
1866 * dst.z = 2^src (partial precision is allowed, but optional)
1867 * dst.w = 1.0;
1868 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1869 * dst = 2^src; (partial precision is allowed, but optional)
1871 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
1873 glsl_src_param_t src_param;
1875 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
1877 if (ins->ctx->reg_maps->shader_version.major < 2)
1879 char dst_mask[6];
1881 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1882 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1883 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1884 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
1886 shader_glsl_append_dst(ins->ctx->buffer, ins);
1887 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1888 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
1889 } else {
1890 DWORD write_mask;
1891 unsigned int mask_size;
1893 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1894 mask_size = shader_glsl_get_write_mask_size(write_mask);
1896 if (mask_size > 1) {
1897 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1898 } else {
1899 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
1904 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1905 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
1907 glsl_src_param_t src_param;
1908 DWORD write_mask;
1909 unsigned int mask_size;
1911 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1912 mask_size = shader_glsl_get_write_mask_size(write_mask);
1913 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
1915 if (mask_size > 1) {
1916 shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1917 } else {
1918 shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
1922 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
1924 SHADER_BUFFER *buffer = ins->ctx->buffer;
1925 glsl_src_param_t src_param;
1926 DWORD write_mask;
1927 unsigned int mask_size;
1929 write_mask = shader_glsl_append_dst(buffer, ins);
1930 mask_size = shader_glsl_get_write_mask_size(write_mask);
1932 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
1934 if (mask_size > 1) {
1935 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1936 } else {
1937 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1941 /** Process signed comparison opcodes in GLSL. */
1942 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
1944 glsl_src_param_t src0_param;
1945 glsl_src_param_t src1_param;
1946 DWORD write_mask;
1947 unsigned int mask_size;
1949 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1950 mask_size = shader_glsl_get_write_mask_size(write_mask);
1951 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1952 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1954 if (mask_size > 1) {
1955 const char *compare;
1957 switch(ins->handler_idx)
1959 case WINED3DSIH_SLT: compare = "lessThan"; break;
1960 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
1961 default: compare = "";
1962 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
1965 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1966 src0_param.param_str, src1_param.param_str);
1967 } else {
1968 switch(ins->handler_idx)
1970 case WINED3DSIH_SLT:
1971 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1972 * to return 0.0 but step returns 1.0 because step is not < x
1973 * An alternative is a bvec compare padded with an unused second component.
1974 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1975 * issue. Playing with not() is not possible either because not() does not accept
1976 * a scalar.
1978 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
1979 src0_param.param_str, src1_param.param_str);
1980 break;
1981 case WINED3DSIH_SGE:
1982 /* Here we can use the step() function and safe a conditional */
1983 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1984 break;
1985 default:
1986 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
1992 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1993 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
1995 glsl_src_param_t src0_param;
1996 glsl_src_param_t src1_param;
1997 glsl_src_param_t src2_param;
1998 DWORD write_mask, cmp_channel = 0;
1999 unsigned int i, j;
2000 char mask_char[6];
2001 BOOL temp_destination = FALSE;
2003 if (shader_is_scalar(&ins->src[0].reg))
2005 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2007 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2008 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2009 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2011 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2012 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2013 } else {
2014 DWORD dst_mask = ins->dst[0].write_mask;
2015 struct wined3d_shader_dst_param dst = ins->dst[0];
2017 /* Cycle through all source0 channels */
2018 for (i=0; i<4; i++) {
2019 write_mask = 0;
2020 /* Find the destination channels which use the current source0 channel */
2021 for (j=0; j<4; j++) {
2022 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2024 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2025 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2028 dst.write_mask = dst_mask & write_mask;
2030 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2031 * The first lines may overwrite source parameters of the following lines.
2032 * Deal with that by using a temporary destination register if needed
2034 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2035 && ins->src[0].reg.type == ins->dst[0].reg.type)
2036 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2037 && ins->src[1].reg.type == ins->dst[0].reg.type)
2038 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2039 && ins->src[2].reg.type == ins->dst[0].reg.type))
2041 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2042 if (!write_mask) continue;
2043 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2044 temp_destination = TRUE;
2045 } else {
2046 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2047 if (!write_mask) continue;
2050 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2051 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2052 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2054 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2055 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2058 if(temp_destination) {
2059 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2060 shader_glsl_append_dst(ins->ctx->buffer, ins);
2061 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2067 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2068 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2069 * the compare is done per component of src0. */
2070 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2072 struct wined3d_shader_dst_param dst;
2073 glsl_src_param_t src0_param;
2074 glsl_src_param_t src1_param;
2075 glsl_src_param_t src2_param;
2076 DWORD write_mask, cmp_channel = 0;
2077 unsigned int i, j;
2078 DWORD dst_mask;
2079 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2080 ins->ctx->reg_maps->shader_version.minor);
2082 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2084 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2085 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2086 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2087 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2089 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2090 if (ins->coissue)
2092 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2093 } else {
2094 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2095 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2097 return;
2099 /* Cycle through all source0 channels */
2100 dst_mask = ins->dst[0].write_mask;
2101 dst = ins->dst[0];
2102 for (i=0; i<4; i++) {
2103 write_mask = 0;
2104 /* Find the destination channels which use the current source0 channel */
2105 for (j=0; j<4; j++) {
2106 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2108 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2109 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2113 dst.write_mask = dst_mask & write_mask;
2114 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2115 if (!write_mask) continue;
2117 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2118 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2119 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2121 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2122 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2126 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2127 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2129 glsl_src_param_t src0_param;
2130 glsl_src_param_t src1_param;
2131 glsl_src_param_t src2_param;
2132 DWORD write_mask;
2134 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2135 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2136 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2137 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2138 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2139 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2142 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2143 Vertex shaders to GLSL codes */
2144 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2146 int i;
2147 int nComponents = 0;
2148 struct wined3d_shader_dst_param tmp_dst = {{0}};
2149 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2150 struct wined3d_shader_instruction tmp_ins;
2152 memset(&tmp_ins, 0, sizeof(tmp_ins));
2154 /* Set constants for the temporary argument */
2155 tmp_ins.ctx = ins->ctx;
2156 tmp_ins.dst_count = 1;
2157 tmp_ins.dst = &tmp_dst;
2158 tmp_ins.src_count = 2;
2159 tmp_ins.src = tmp_src;
2161 switch(ins->handler_idx)
2163 case WINED3DSIH_M4x4:
2164 nComponents = 4;
2165 tmp_ins.handler_idx = WINED3DSIH_DP4;
2166 break;
2167 case WINED3DSIH_M4x3:
2168 nComponents = 3;
2169 tmp_ins.handler_idx = WINED3DSIH_DP4;
2170 break;
2171 case WINED3DSIH_M3x4:
2172 nComponents = 4;
2173 tmp_ins.handler_idx = WINED3DSIH_DP3;
2174 break;
2175 case WINED3DSIH_M3x3:
2176 nComponents = 3;
2177 tmp_ins.handler_idx = WINED3DSIH_DP3;
2178 break;
2179 case WINED3DSIH_M3x2:
2180 nComponents = 2;
2181 tmp_ins.handler_idx = WINED3DSIH_DP3;
2182 break;
2183 default:
2184 break;
2187 tmp_dst = ins->dst[0];
2188 tmp_src[0] = ins->src[0];
2189 tmp_src[1] = ins->src[1];
2190 for (i = 0; i < nComponents; ++i)
2192 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2193 shader_glsl_dot(&tmp_ins);
2194 ++tmp_src[1].reg.idx;
2199 The LRP instruction performs a component-wise linear interpolation
2200 between the second and third operands using the first operand as the
2201 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2202 This is equivalent to mix(src2, src1, src0);
2204 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2206 glsl_src_param_t src0_param;
2207 glsl_src_param_t src1_param;
2208 glsl_src_param_t src2_param;
2209 DWORD write_mask;
2211 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2213 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2214 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2215 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2217 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2218 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2221 /** Process the WINED3DSIO_LIT instruction in GLSL:
2222 * dst.x = dst.w = 1.0
2223 * dst.y = (src0.x > 0) ? src0.x
2224 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2225 * where src.w is clamped at +- 128
2227 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2229 glsl_src_param_t src0_param;
2230 glsl_src_param_t src1_param;
2231 glsl_src_param_t src3_param;
2232 char dst_mask[6];
2234 shader_glsl_append_dst(ins->ctx->buffer, ins);
2235 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2237 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2238 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2239 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2241 /* The sdk specifies the instruction like this
2242 * dst.x = 1.0;
2243 * if(src.x > 0.0) dst.y = src.x
2244 * else dst.y = 0.0.
2245 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2246 * else dst.z = 0.0;
2247 * dst.w = 1.0;
2249 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2250 * dst.x = 1.0 ... No further explanation needed
2251 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2252 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2253 * dst.w = 1.0. ... Nothing fancy.
2255 * So we still have one conditional in there. So do this:
2256 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2258 * 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),
2259 * 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.
2260 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2262 shader_addline(ins->ctx->buffer,
2263 "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",
2264 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2267 /** Process the WINED3DSIO_DST instruction in GLSL:
2268 * dst.x = 1.0
2269 * dst.y = src0.x * src0.y
2270 * dst.z = src0.z
2271 * dst.w = src1.w
2273 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2275 glsl_src_param_t src0y_param;
2276 glsl_src_param_t src0z_param;
2277 glsl_src_param_t src1y_param;
2278 glsl_src_param_t src1w_param;
2279 char dst_mask[6];
2281 shader_glsl_append_dst(ins->ctx->buffer, ins);
2282 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2284 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2285 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2286 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2287 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2289 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2290 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2293 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2294 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2295 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2297 * dst.x = cos(src0.?)
2298 * dst.y = sin(src0.?)
2299 * dst.z = dst.z
2300 * dst.w = dst.w
2302 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2304 glsl_src_param_t src0_param;
2305 DWORD write_mask;
2307 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2308 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2310 switch (write_mask) {
2311 case WINED3DSP_WRITEMASK_0:
2312 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2313 break;
2315 case WINED3DSP_WRITEMASK_1:
2316 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2317 break;
2319 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2320 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2321 break;
2323 default:
2324 ERR("Write mask should be .x, .y or .xy\n");
2325 break;
2329 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2330 * Start a for() loop where src1.y is the initial value of aL,
2331 * increment aL by src1.z for a total of src1.x iterations.
2332 * Need to use a temporary variable for this operation.
2334 /* FIXME: I don't think nested loops will work correctly this way. */
2335 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2337 glsl_src_param_t src1_param;
2338 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2339 const DWORD *control_values = NULL;
2340 const local_constant *constant;
2342 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2344 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2345 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2346 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2347 * addressing.
2349 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2351 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2352 if (constant->idx == ins->src[1].reg.idx)
2354 control_values = constant->value;
2355 break;
2360 if(control_values) {
2361 if(control_values[2] > 0) {
2362 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2363 shader->baseShader.cur_loop_depth, control_values[1],
2364 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2365 shader->baseShader.cur_loop_depth, control_values[2]);
2366 } else if(control_values[2] == 0) {
2367 shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2368 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2369 shader->baseShader.cur_loop_depth, control_values[0],
2370 shader->baseShader.cur_loop_depth);
2371 } else {
2372 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2373 shader->baseShader.cur_loop_depth, control_values[1],
2374 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2375 shader->baseShader.cur_loop_depth, control_values[2]);
2377 } else {
2378 shader_addline(ins->ctx->buffer,
2379 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2380 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2381 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2382 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2385 shader->baseShader.cur_loop_depth++;
2386 shader->baseShader.cur_loop_regno++;
2389 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2391 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2393 shader_addline(ins->ctx->buffer, "}\n");
2395 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2397 shader->baseShader.cur_loop_depth--;
2398 shader->baseShader.cur_loop_regno--;
2401 if (ins->handler_idx == WINED3DSIH_ENDREP)
2403 shader->baseShader.cur_loop_depth--;
2407 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2409 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2410 glsl_src_param_t src0_param;
2411 const DWORD *control_values = NULL;
2412 const local_constant *constant;
2414 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2415 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2417 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2419 if (constant->idx == ins->src[0].reg.idx)
2421 control_values = constant->value;
2422 break;
2427 if(control_values) {
2428 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2429 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2430 control_values[0], shader->baseShader.cur_loop_depth);
2431 } else {
2432 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2433 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2434 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2435 src0_param.param_str, shader->baseShader.cur_loop_depth);
2437 shader->baseShader.cur_loop_depth++;
2440 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2442 glsl_src_param_t src0_param;
2444 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2445 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2448 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2450 glsl_src_param_t src0_param;
2451 glsl_src_param_t src1_param;
2453 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2454 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2456 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2457 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2460 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2462 shader_addline(ins->ctx->buffer, "} else {\n");
2465 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2467 shader_addline(ins->ctx->buffer, "break;\n");
2470 /* FIXME: According to MSDN the compare is done per component. */
2471 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2473 glsl_src_param_t src0_param;
2474 glsl_src_param_t src1_param;
2476 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2477 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2479 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2480 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2483 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2485 shader_addline(ins->ctx->buffer, "}\n");
2486 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2489 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2491 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2494 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2496 glsl_src_param_t src1_param;
2498 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2499 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2502 /*********************************************
2503 * Pixel Shader Specific Code begins here
2504 ********************************************/
2505 static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
2507 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2508 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2509 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2510 ins->ctx->reg_maps->shader_version.minor);
2511 glsl_sample_function_t sample_function;
2512 DWORD sample_flags = 0;
2513 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2514 DWORD sampler_idx;
2515 DWORD mask = 0, swizzle;
2517 /* 1.0-1.4: Use destination register as sampler source.
2518 * 2.0+: Use provided sampler source. */
2519 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
2520 else sampler_idx = ins->src[1].reg.idx;
2521 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2523 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2525 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2527 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2528 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2529 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2530 switch (flags & ~WINED3DTTFF_PROJECTED) {
2531 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2532 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2533 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2534 case WINED3DTTFF_COUNT4:
2535 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2539 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2541 DWORD src_mod = ins->src[0].modifiers;
2543 if (src_mod == WINED3DSPSM_DZ) {
2544 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2545 mask = WINED3DSP_WRITEMASK_2;
2546 } else if (src_mod == WINED3DSPSM_DW) {
2547 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2548 mask = WINED3DSP_WRITEMASK_3;
2550 } else {
2551 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2553 /* ps 2.0 texldp instruction always divides by the fourth component. */
2554 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2555 mask = WINED3DSP_WRITEMASK_3;
2559 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2560 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2561 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2564 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2565 mask |= sample_function.coord_mask;
2567 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2568 else swizzle = ins->src[1].swizzle;
2570 /* 1.0-1.3: Use destination register as coordinate source.
2571 1.4+: Use provided coordinate source register. */
2572 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2574 char coord_mask[6];
2575 shader_glsl_write_mask_to_str(mask, coord_mask);
2576 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2577 "T%u%s", sampler_idx, coord_mask);
2578 } else {
2579 glsl_src_param_t coord_param;
2580 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2581 if (ins->flags & WINED3DSI_TEXLD_BIAS)
2583 glsl_src_param_t bias;
2584 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2585 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2586 "%s", coord_param.param_str);
2587 } else {
2588 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2589 "%s", coord_param.param_str);
2594 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2596 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2597 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2598 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
2599 glsl_sample_function_t sample_function;
2600 glsl_src_param_t coord_param, dx_param, dy_param;
2601 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2602 DWORD sampler_type;
2603 DWORD sampler_idx;
2604 DWORD swizzle = ins->src[1].swizzle;
2606 if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
2607 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2608 return pshader_glsl_tex(ins);
2611 sampler_idx = ins->src[1].reg.idx;
2612 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2613 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2614 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2615 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2618 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2619 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2620 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2621 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2623 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2624 "%s", coord_param.param_str);
2627 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2629 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2630 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2631 glsl_sample_function_t sample_function;
2632 glsl_src_param_t coord_param, lod_param;
2633 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2634 DWORD sampler_type;
2635 DWORD sampler_idx;
2636 DWORD swizzle = ins->src[1].swizzle;
2638 sampler_idx = ins->src[1].reg.idx;
2639 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2640 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2641 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2642 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2644 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2645 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2647 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2649 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2651 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2652 * However, they seem to work just fine in fragment shaders as well. */
2653 WARN("Using %s in fragment shader.\n", sample_function.name);
2655 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2656 "%s", coord_param.param_str);
2659 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2661 /* FIXME: Make this work for more than just 2D textures */
2662 SHADER_BUFFER *buffer = ins->ctx->buffer;
2663 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2665 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2667 char dst_mask[6];
2669 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2670 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2671 ins->dst[0].reg.idx, dst_mask);
2672 } else {
2673 DWORD reg = ins->src[0].reg.idx;
2674 DWORD src_mod = ins->src[0].modifiers;
2675 char dst_swizzle[6];
2677 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2679 if (src_mod == WINED3DSPSM_DZ) {
2680 glsl_src_param_t div_param;
2681 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2682 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2684 if (mask_size > 1) {
2685 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2686 } else {
2687 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2689 } else if (src_mod == WINED3DSPSM_DW) {
2690 glsl_src_param_t div_param;
2691 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2692 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2694 if (mask_size > 1) {
2695 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2696 } else {
2697 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2699 } else {
2700 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2705 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2706 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2707 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2708 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2710 glsl_src_param_t src0_param;
2711 glsl_sample_function_t sample_function;
2712 DWORD sampler_idx = ins->dst[0].reg.idx;
2713 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2714 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2715 UINT mask_size;
2717 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2719 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2720 * scalar, and projected sampling would require 4.
2722 * It is a dependent read - not valid with conditional NP2 textures
2724 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2725 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2727 switch(mask_size)
2729 case 1:
2730 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2731 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2732 break;
2734 case 2:
2735 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2736 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2737 break;
2739 case 3:
2740 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2741 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2742 break;
2744 default:
2745 FIXME("Unexpected mask size %u\n", mask_size);
2746 break;
2750 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2751 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2752 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2754 glsl_src_param_t src0_param;
2755 DWORD dstreg = ins->dst[0].reg.idx;
2756 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2757 DWORD dst_mask;
2758 unsigned int mask_size;
2760 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2761 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2762 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2764 if (mask_size > 1) {
2765 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2766 } else {
2767 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2771 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2772 * Calculate the depth as dst.x / dst.y */
2773 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2775 glsl_dst_param_t dst_param;
2777 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2779 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2780 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2781 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2782 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2783 * >= 1.0 or < 0.0
2785 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2786 dst_param.reg_name, dst_param.reg_name);
2789 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2790 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2791 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2792 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2794 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2796 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2797 DWORD dstreg = ins->dst[0].reg.idx;
2798 glsl_src_param_t src0_param;
2800 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2802 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2803 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2806 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2807 * Calculate the 1st of a 2-row matrix multiplication. */
2808 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2810 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2811 DWORD reg = ins->dst[0].reg.idx;
2812 SHADER_BUFFER *buffer = ins->ctx->buffer;
2813 glsl_src_param_t src0_param;
2815 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2816 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2819 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2820 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2821 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2823 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2824 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2825 DWORD reg = ins->dst[0].reg.idx;
2826 SHADER_BUFFER *buffer = ins->ctx->buffer;
2827 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2828 glsl_src_param_t src0_param;
2830 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2831 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2832 current_state->texcoord_w[current_state->current_row++] = reg;
2835 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2837 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2838 DWORD reg = ins->dst[0].reg.idx;
2839 SHADER_BUFFER *buffer = ins->ctx->buffer;
2840 glsl_src_param_t src0_param;
2841 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2842 glsl_sample_function_t sample_function;
2844 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2845 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2847 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2849 /* Sample the texture using the calculated coordinates */
2850 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
2853 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2854 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2855 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
2857 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2858 glsl_src_param_t src0_param;
2859 DWORD reg = ins->dst[0].reg.idx;
2860 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2861 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2862 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2863 glsl_sample_function_t sample_function;
2865 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2866 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2868 /* Dependent read, not valid with conditional NP2 */
2869 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2871 /* Sample the texture using the calculated coordinates */
2872 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
2874 current_state->current_row = 0;
2877 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2878 * Perform the 3rd row of a 3x3 matrix multiply */
2879 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
2881 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2882 glsl_src_param_t src0_param;
2883 char dst_mask[6];
2884 DWORD reg = ins->dst[0].reg.idx;
2885 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2886 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2888 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2890 shader_glsl_append_dst(ins->ctx->buffer, ins);
2891 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2892 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2894 current_state->current_row = 0;
2897 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2898 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2899 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
2901 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2902 DWORD reg = ins->dst[0].reg.idx;
2903 glsl_src_param_t src0_param;
2904 glsl_src_param_t src1_param;
2905 SHADER_BUFFER *buffer = ins->ctx->buffer;
2906 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2907 WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
2908 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2909 glsl_sample_function_t sample_function;
2911 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2912 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2914 /* Perform the last matrix multiply operation */
2915 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2916 /* Reflection calculation */
2917 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2919 /* Dependent read, not valid with conditional NP2 */
2920 shader_glsl_get_sample_function(stype, 0, &sample_function);
2922 /* Sample the texture */
2923 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
2925 current_state->current_row = 0;
2928 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2929 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2930 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2932 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2933 DWORD reg = ins->dst[0].reg.idx;
2934 SHADER_BUFFER *buffer = ins->ctx->buffer;
2935 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2936 glsl_src_param_t src0_param;
2937 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2938 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2939 glsl_sample_function_t sample_function;
2941 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2943 /* Perform the last matrix multiply operation */
2944 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2946 /* Construct the eye-ray vector from w coordinates */
2947 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2948 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2949 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2951 /* Dependent read, not valid with conditional NP2 */
2952 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2954 /* Sample the texture using the calculated coordinates */
2955 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
2957 current_state->current_row = 0;
2960 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2961 * Apply a fake bump map transform.
2962 * texbem is pshader <= 1.3 only, this saves a few version checks
2964 static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
2966 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2967 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2968 glsl_sample_function_t sample_function;
2969 glsl_src_param_t coord_param;
2970 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2971 DWORD sampler_idx;
2972 DWORD mask;
2973 DWORD flags;
2974 char coord_mask[6];
2976 sampler_idx = ins->dst[0].reg.idx;
2977 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2979 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2980 /* Dependent read, not valid with conditional NP2 */
2981 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2982 mask = sample_function.coord_mask;
2984 shader_glsl_write_mask_to_str(mask, coord_mask);
2986 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2987 * so we can't let the GL handle this.
2989 if (flags & WINED3DTTFF_PROJECTED) {
2990 DWORD div_mask=0;
2991 char coord_div_mask[3];
2992 switch (flags & ~WINED3DTTFF_PROJECTED) {
2993 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2994 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2995 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2996 case WINED3DTTFF_COUNT4:
2997 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2999 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3000 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3003 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3005 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3006 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3007 coord_param.param_str, coord_mask);
3009 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3011 glsl_src_param_t luminance_param;
3012 glsl_dst_param_t dst_param;
3014 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3015 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3017 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3018 dst_param.reg_name, dst_param.mask_str,
3019 luminance_param.param_str, sampler_idx, sampler_idx);
3023 static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
3025 glsl_src_param_t src0_param, src1_param;
3026 DWORD sampler_idx = ins->dst[0].reg.idx;
3028 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3029 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3031 shader_glsl_append_dst(ins->ctx->buffer, ins);
3032 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3033 src0_param.param_str, sampler_idx, src1_param.param_str);
3036 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3037 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3038 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3040 glsl_src_param_t src0_param;
3041 DWORD sampler_idx = ins->dst[0].reg.idx;
3042 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3043 glsl_sample_function_t sample_function;
3045 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3047 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3048 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3049 "%s.wx", src0_param.reg_name);
3052 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3053 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3054 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3056 glsl_src_param_t src0_param;
3057 DWORD sampler_idx = ins->dst[0].reg.idx;
3058 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3059 glsl_sample_function_t sample_function;
3061 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3063 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3064 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3065 "%s.yz", src0_param.reg_name);
3068 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3069 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3070 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3072 glsl_src_param_t src0_param;
3073 DWORD sampler_idx = ins->dst[0].reg.idx;
3074 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3075 glsl_sample_function_t sample_function;
3077 /* Dependent read, not valid with conditional NP2 */
3078 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3079 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3081 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3082 "%s", src0_param.param_str);
3085 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3086 * If any of the first 3 components are < 0, discard this pixel */
3087 static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3089 glsl_dst_param_t dst_param;
3091 /* The argument is a destination parameter, and no writemasks are allowed */
3092 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3093 if (ins->ctx->reg_maps->shader_version.major >= 2)
3095 /* 2.0 shaders compare all 4 components in texkill */
3096 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3097 } else {
3098 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3099 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3100 * 4 components are defined, only the first 3 are used
3102 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3106 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3107 * dst = dot2(src0, src1) + src2 */
3108 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3110 glsl_src_param_t src0_param;
3111 glsl_src_param_t src1_param;
3112 glsl_src_param_t src2_param;
3113 DWORD write_mask;
3114 unsigned int mask_size;
3116 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3117 mask_size = shader_glsl_get_write_mask_size(write_mask);
3119 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3120 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3121 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3123 if (mask_size > 1) {
3124 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3125 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3126 } else {
3127 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3128 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3132 static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer,
3133 const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps,
3134 enum vertexprocessing_mode vertexprocessing)
3136 unsigned int i;
3137 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3139 for (i = 0; i < MAX_REG_INPUT; ++i)
3141 DWORD usage, usage_idx;
3142 char reg_mask[6];
3144 /* Unused */
3145 if (!reg_maps->packed_input[i]) continue;
3147 usage = semantics_in[i].usage;
3148 usage_idx = semantics_in[i].usage_idx;
3149 shader_glsl_get_write_mask(&semantics_in[i].reg, reg_mask);
3151 switch (usage)
3153 case WINED3DDECLUSAGE_TEXCOORD:
3154 if (usage_idx < 8 && vertexprocessing == pretransformed)
3155 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3156 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
3157 else
3158 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3159 This->input_reg_map[i], reg_mask, reg_mask);
3160 break;
3162 case WINED3DDECLUSAGE_COLOR:
3163 if (usage_idx == 0)
3164 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3165 This->input_reg_map[i], reg_mask, reg_mask);
3166 else if (usage_idx == 1)
3167 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3168 This->input_reg_map[i], reg_mask, reg_mask);
3169 else
3170 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3171 This->input_reg_map[i], reg_mask, reg_mask);
3172 break;
3174 default:
3175 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3176 This->input_reg_map[i], reg_mask, reg_mask);
3177 break;
3182 /*********************************************
3183 * Vertex Shader Specific Code begins here
3184 ********************************************/
3186 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3187 glsl_program_key_t *key;
3189 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3190 key->vshader = entry->vshader;
3191 key->pshader = entry->pshader;
3192 key->vs_args = entry->vs_args;
3193 key->ps_args = entry->ps_args;
3195 hash_table_put(priv->glsl_program_lookup, key, entry);
3198 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3199 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3200 struct ps_compile_args *ps_args) {
3201 glsl_program_key_t key;
3203 key.vshader = vshader;
3204 key.pshader = pshader;
3205 key.vs_args = *vs_args;
3206 key.ps_args = *ps_args;
3208 return hash_table_get(priv->glsl_program_lookup, &key);
3211 /* GL locking is done by the caller */
3212 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
3213 struct glsl_shader_prog_link *entry)
3215 glsl_program_key_t *key;
3217 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3218 key->vshader = entry->vshader;
3219 key->pshader = entry->pshader;
3220 key->vs_args = entry->vs_args;
3221 key->ps_args = entry->ps_args;
3222 hash_table_remove(priv->glsl_program_lookup, key);
3224 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3225 if (entry->vshader) list_remove(&entry->vshader_entry);
3226 if (entry->pshader) list_remove(&entry->pshader_entry);
3227 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3228 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3229 HeapFree(GetProcessHeap(), 0, entry);
3232 static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
3233 const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps_in,
3234 const struct wined3d_shader_semantic *semantics_out, const struct shader_reg_maps *reg_maps_out)
3236 unsigned int i, j;
3237 DWORD usage, usage_idx, usage_out, usage_idx_out;
3238 DWORD *set;
3239 DWORD in_idx;
3240 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
3241 char reg_mask[6], reg_mask_out[6];
3242 char destination[50];
3244 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3246 if (!semantics_out) {
3247 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3248 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3249 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3252 for(i = 0; i < MAX_REG_INPUT; i++) {
3253 if (!reg_maps_in->packed_input[i]) continue;
3255 in_idx = map[i];
3256 if (in_idx >= (in_count + 2)) {
3257 FIXME("More input varyings declared than supported, expect issues\n");
3258 continue;
3260 else if (map[i] == ~0U)
3262 /* Declared, but not read register */
3263 continue;
3266 if (in_idx == in_count) {
3267 sprintf(destination, "gl_FrontColor");
3268 } else if (in_idx == in_count + 1) {
3269 sprintf(destination, "gl_FrontSecondaryColor");
3270 } else {
3271 sprintf(destination, "IN[%u]", in_idx);
3274 usage = semantics_in[i].usage;
3275 usage_idx = semantics_in[i].usage_idx;
3276 set[map[i]] = shader_glsl_get_write_mask(&semantics_in[i].reg, reg_mask);
3278 if(!semantics_out) {
3279 switch(usage) {
3280 case WINED3DDECLUSAGE_COLOR:
3281 if (usage_idx == 0)
3282 shader_addline(buffer, "%s%s = front_color%s;\n",
3283 destination, reg_mask, reg_mask);
3284 else if (usage_idx == 1)
3285 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3286 destination, reg_mask, reg_mask);
3287 else
3288 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3289 destination, reg_mask, reg_mask);
3290 break;
3292 case WINED3DDECLUSAGE_TEXCOORD:
3293 if (usage_idx < 8) {
3294 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3295 destination, reg_mask, usage_idx, reg_mask);
3296 } else {
3297 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3298 destination, reg_mask, reg_mask);
3300 break;
3302 case WINED3DDECLUSAGE_FOG:
3303 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3304 destination, reg_mask, reg_mask);
3305 break;
3307 default:
3308 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3309 destination, reg_mask, reg_mask);
3311 } else {
3312 BOOL found = FALSE;
3313 for(j = 0; j < MAX_REG_OUTPUT; j++) {
3314 if (!reg_maps_out->packed_output[j]) continue;
3316 usage_out = semantics_out[j].usage;
3317 usage_idx_out = semantics_out[j].usage_idx;
3318 shader_glsl_get_write_mask(&semantics_out[j].reg, reg_mask_out);
3320 if(usage == usage_out &&
3321 usage_idx == usage_idx_out) {
3322 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3323 destination, reg_mask, j, reg_mask);
3324 found = TRUE;
3327 if(!found) {
3328 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3329 destination, reg_mask, reg_mask);
3334 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3335 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3336 * input varyings are assigned above, if the optimizer works properly.
3338 for(i = 0; i < in_count + 2; i++) {
3339 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3340 unsigned int size = 0;
3341 memset(reg_mask, 0, sizeof(reg_mask));
3342 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3343 reg_mask[size] = 'x';
3344 size++;
3346 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3347 reg_mask[size] = 'y';
3348 size++;
3350 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3351 reg_mask[size] = 'z';
3352 size++;
3354 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3355 reg_mask[size] = 'w';
3356 size++;
3359 if (i == in_count) {
3360 sprintf(destination, "gl_FrontColor");
3361 } else if (i == in_count + 1) {
3362 sprintf(destination, "gl_FrontSecondaryColor");
3363 } else {
3364 sprintf(destination, "IN[%u]", i);
3367 if (size == 1) {
3368 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3369 } else {
3370 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3375 HeapFree(GetProcessHeap(), 0, set);
3378 /* GL locking is done by the caller */
3379 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3380 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3382 GLhandleARB ret = 0;
3383 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3384 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3385 IWineD3DDeviceImpl *device;
3386 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3387 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3388 unsigned int i;
3389 SHADER_BUFFER buffer;
3390 DWORD usage, usage_idx, writemask;
3391 char reg_mask[6];
3392 const struct wined3d_shader_semantic *semantics_out;
3394 shader_buffer_init(&buffer);
3396 shader_addline(&buffer, "#version 120\n");
3398 if(vs_major < 3 && ps_major < 3) {
3399 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3400 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3402 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3403 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3404 !device->frag_pipe->ffp_proj_control) {
3405 shader_addline(&buffer, "void order_ps_input() {\n");
3406 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3407 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3408 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3409 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3412 shader_addline(&buffer, "}\n");
3413 } else {
3414 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3416 } else if(ps_major < 3 && vs_major >= 3) {
3417 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3418 semantics_out = vs->semantics_out;
3420 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3421 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3422 if (!vs->baseShader.reg_maps.packed_output[i]) continue;
3424 usage = semantics_out[i].usage;
3425 usage_idx = semantics_out[i].usage_idx;
3426 writemask = shader_glsl_get_write_mask(&semantics_out[i].reg, reg_mask);
3428 switch(usage) {
3429 case WINED3DDECLUSAGE_COLOR:
3430 if (usage_idx == 0)
3431 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3432 else if (usage_idx == 1)
3433 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3434 break;
3436 case WINED3DDECLUSAGE_POSITION:
3437 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3438 break;
3440 case WINED3DDECLUSAGE_TEXCOORD:
3441 if (usage_idx < 8) {
3442 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3444 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3445 usage_idx, reg_mask, i, reg_mask);
3446 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3447 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3450 break;
3452 case WINED3DDECLUSAGE_PSIZE:
3453 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3454 break;
3456 case WINED3DDECLUSAGE_FOG:
3457 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3458 break;
3460 default:
3461 break;
3464 shader_addline(&buffer, "}\n");
3466 } else if(ps_major >= 3 && vs_major >= 3) {
3467 semantics_out = vs->semantics_out;
3469 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3470 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3471 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3473 /* First, sort out position and point size. Those are not passed to the pixel shader */
3474 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3475 if (!vs->baseShader.reg_maps.packed_output[i]) continue;
3477 usage = semantics_out[i].usage;
3478 usage_idx = semantics_out[i].usage_idx;
3479 shader_glsl_get_write_mask(&semantics_out[i].reg, reg_mask);
3481 switch(usage) {
3482 case WINED3DDECLUSAGE_POSITION:
3483 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3484 break;
3486 case WINED3DDECLUSAGE_PSIZE:
3487 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3488 break;
3490 default:
3491 break;
3495 /* Then, fix the pixel shader input */
3496 handle_ps3_input(&buffer, gl_info, ps->input_reg_map,
3497 ps->semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps);
3499 shader_addline(&buffer, "}\n");
3500 } else if(ps_major >= 3 && vs_major < 3) {
3501 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3502 shader_addline(&buffer, "void order_ps_input() {\n");
3503 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3504 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3505 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3507 handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->semantics_in, &ps->baseShader.reg_maps, NULL, NULL);
3508 shader_addline(&buffer, "}\n");
3509 } else {
3510 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3513 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3514 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3515 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3516 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3517 GL_EXTCALL(glCompileShaderARB(ret));
3518 checkGLcall("glCompileShaderARB(ret)");
3520 shader_buffer_free(&buffer);
3521 return ret;
3524 /* GL locking is done by the caller */
3525 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3526 GLhandleARB programId, char prefix)
3528 const local_constant *lconst;
3529 GLint tmp_loc;
3530 const float *value;
3531 char glsl_name[8];
3533 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3534 value = (const float *)lconst->value;
3535 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3536 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3537 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3539 checkGLcall("Hardcoding local constants\n");
3542 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3543 * It sets the programId on the current StateBlock (because it should be called
3544 * inside of the DrawPrimitive() part of the render loop).
3546 * If a program for the given combination does not exist, create one, and store
3547 * the program in the hash table. If it creates a program, it will link the
3548 * given objects, too.
3551 /* GL locking is done by the caller */
3552 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3553 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3554 struct shader_glsl_priv *priv = This->shader_priv;
3555 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3556 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3557 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3558 struct glsl_shader_prog_link *entry = NULL;
3559 GLhandleARB programId = 0;
3560 GLhandleARB reorder_shader_id = 0;
3561 unsigned int i;
3562 char glsl_name[8];
3563 GLhandleARB vshader_id, pshader_id;
3564 struct ps_compile_args ps_compile_args;
3565 struct vs_compile_args vs_compile_args;
3567 if(use_vs) {
3568 find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
3569 } else {
3570 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3571 memset(&vs_compile_args, 0, sizeof(vs_compile_args));
3573 if(use_ps) {
3574 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
3575 } else {
3576 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3577 memset(&ps_compile_args, 0, sizeof(ps_compile_args));
3579 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3580 if (entry) {
3581 priv->glsl_program = entry;
3582 return;
3585 /* If we get to this point, then no matching program exists, so we create one */
3586 programId = GL_EXTCALL(glCreateProgramObjectARB());
3587 TRACE("Created new GLSL shader program %u\n", programId);
3589 /* Create the entry */
3590 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3591 entry->programId = programId;
3592 entry->vshader = vshader;
3593 entry->pshader = pshader;
3594 entry->vs_args = vs_compile_args;
3595 entry->ps_args = ps_compile_args;
3596 entry->constant_version = 0;
3597 /* Add the hash table entry */
3598 add_glsl_program_entry(priv, entry);
3600 /* Set the current program */
3601 priv->glsl_program = entry;
3603 if(use_vs) {
3604 vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
3605 } else {
3606 vshader_id = 0;
3609 /* Attach GLSL vshader */
3610 if (vshader_id) {
3611 const unsigned int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3612 char tmp_name[10];
3614 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3615 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3616 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3617 checkGLcall("glAttachObjectARB");
3618 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3619 * is destroyed
3621 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3623 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3624 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3625 checkGLcall("glAttachObjectARB");
3627 /* Bind vertex attributes to a corresponding index number to match
3628 * the same index numbers as ARB_vertex_programs (makes loading
3629 * vertex attributes simpler). With this method, we can use the
3630 * exact same code to load the attributes later for both ARB and
3631 * GLSL shaders.
3633 * We have to do this here because we need to know the Program ID
3634 * in order to make the bindings work, and it has to be done prior
3635 * to linking the GLSL program. */
3636 for (i = 0; i < max_attribs; ++i) {
3637 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3638 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3639 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3642 checkGLcall("glBindAttribLocationARB");
3644 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3647 if(use_ps) {
3648 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
3649 } else {
3650 pshader_id = 0;
3653 /* Attach GLSL pshader */
3654 if (pshader_id) {
3655 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3656 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3657 checkGLcall("glAttachObjectARB");
3659 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3662 /* Link the program */
3663 TRACE("Linking GLSL shader program %u\n", programId);
3664 GL_EXTCALL(glLinkProgramARB(programId));
3665 print_glsl_info_log(&GLINFO_LOCATION, programId);
3667 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3668 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3669 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3670 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3672 for (i = 0; i < MAX_CONST_I; ++i) {
3673 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3674 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3676 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3677 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3678 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3679 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3681 for (i = 0; i < MAX_CONST_I; ++i) {
3682 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3683 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3686 if(pshader) {
3687 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3688 char name[32];
3689 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3690 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3691 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3692 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3693 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3694 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3698 if (use_ps && ps_compile_args.np2_fixup) {
3699 char name[32];
3700 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3701 if (ps_compile_args.np2_fixup & (1 << i)) {
3702 sprintf(name, "PsamplerNP2Fixup%u", i);
3703 entry->np2Fixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3704 } else {
3705 entry->np2Fixup_location[i] = -1;
3710 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3711 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3712 checkGLcall("Find glsl program uniform locations");
3714 if (pshader
3715 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
3716 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3718 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3719 entry->vertex_color_clamp = GL_FALSE;
3720 } else {
3721 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3724 /* Set the shader to allow uniform loading on it */
3725 GL_EXTCALL(glUseProgramObjectARB(programId));
3726 checkGLcall("glUseProgramObjectARB(programId)");
3728 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3729 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3730 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3731 * vertex shader with fixed function pixel processing is used we make sure that the card
3732 * supports enough samplers to allow the max number of vertex samplers with all possible
3733 * fixed function fragment processing setups. So once the program is linked these samplers
3734 * won't change.
3736 if(vshader_id) {
3737 /* Load vertex shader samplers */
3738 shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
3740 if(pshader_id) {
3741 /* Load pixel shader samplers */
3742 shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
3745 /* If the local constants do not have to be loaded with the environment constants,
3746 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3747 * later
3749 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3750 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3752 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3753 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3757 /* GL locking is done by the caller */
3758 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3760 GLhandleARB program_id;
3761 GLhandleARB vshader_id, pshader_id;
3762 static const char *blt_vshader[] =
3764 "#version 120\n"
3765 "void main(void)\n"
3766 "{\n"
3767 " gl_Position = gl_Vertex;\n"
3768 " gl_FrontColor = vec4(1.0);\n"
3769 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3770 "}\n"
3773 static const char *blt_pshaders[tex_type_count] =
3775 /* tex_1d */
3776 NULL,
3777 /* tex_2d */
3778 "#version 120\n"
3779 "uniform sampler2D sampler;\n"
3780 "void main(void)\n"
3781 "{\n"
3782 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3783 "}\n",
3784 /* tex_3d */
3785 NULL,
3786 /* tex_cube */
3787 "#version 120\n"
3788 "uniform samplerCube sampler;\n"
3789 "void main(void)\n"
3790 "{\n"
3791 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3792 "}\n",
3793 /* tex_rect */
3794 "#version 120\n"
3795 "#extension GL_ARB_texture_rectangle : enable\n"
3796 "uniform sampler2DRect sampler;\n"
3797 "void main(void)\n"
3798 "{\n"
3799 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3800 "}\n",
3803 if (!blt_pshaders[tex_type])
3805 FIXME("tex_type %#x not supported\n", tex_type);
3806 tex_type = tex_2d;
3809 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3810 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3811 GL_EXTCALL(glCompileShaderARB(vshader_id));
3813 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3814 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3815 GL_EXTCALL(glCompileShaderARB(pshader_id));
3817 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3818 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3819 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3820 GL_EXTCALL(glLinkProgramARB(program_id));
3822 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3824 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3825 * is destroyed
3827 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3828 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3829 return program_id;
3832 /* GL locking is done by the caller */
3833 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3834 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3835 struct shader_glsl_priv *priv = This->shader_priv;
3836 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3837 GLhandleARB program_id = 0;
3838 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3840 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3842 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3843 else priv->glsl_program = NULL;
3845 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3847 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3848 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3849 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3850 checkGLcall("glClampColorARB");
3851 } else {
3852 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3856 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3857 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3858 GL_EXTCALL(glUseProgramObjectARB(program_id));
3859 checkGLcall("glUseProgramObjectARB");
3862 /* GL locking is done by the caller */
3863 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3864 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3865 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3866 struct shader_glsl_priv *priv = This->shader_priv;
3867 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3869 if (!*blt_program) {
3870 GLint loc;
3871 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3872 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3873 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3874 GL_EXTCALL(glUniform1iARB(loc, 0));
3875 } else {
3876 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3880 /* GL locking is done by the caller */
3881 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3882 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3883 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3884 struct shader_glsl_priv *priv = This->shader_priv;
3885 GLhandleARB program_id;
3887 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3888 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3890 GL_EXTCALL(glUseProgramObjectARB(program_id));
3891 checkGLcall("glUseProgramObjectARB");
3894 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3895 const struct list *linked_programs;
3896 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3897 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3898 struct shader_glsl_priv *priv = device->shader_priv;
3899 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3900 IWineD3DPixelShaderImpl *ps = NULL;
3901 IWineD3DVertexShaderImpl *vs = NULL;
3903 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3904 * can be called from IWineD3DBaseShader::Release
3906 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
3908 if(pshader) {
3909 ps = (IWineD3DPixelShaderImpl *) This;
3910 if(ps->num_gl_shaders == 0) return;
3911 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
3913 ENTER_GL();
3914 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
3915 LEAVE_GL();
3917 } else {
3918 vs = (IWineD3DVertexShaderImpl *) This;
3919 if(vs->num_gl_shaders == 0) return;
3920 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
3922 ENTER_GL();
3923 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
3924 LEAVE_GL();
3928 linked_programs = &This->baseShader.linked_programs;
3930 TRACE("Deleting linked programs\n");
3931 if (linked_programs->next) {
3932 struct glsl_shader_prog_link *entry, *entry2;
3934 ENTER_GL();
3935 if(pshader) {
3936 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3937 delete_glsl_program_entry(priv, gl_info, entry);
3939 } else {
3940 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3941 delete_glsl_program_entry(priv, gl_info, entry);
3944 LEAVE_GL();
3947 if(pshader) {
3948 UINT i;
3950 ENTER_GL();
3951 for(i = 0; i < ps->num_gl_shaders; i++) {
3952 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3953 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3954 checkGLcall("glDeleteObjectARB");
3956 LEAVE_GL();
3957 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3958 ps->gl_shaders = NULL;
3959 ps->num_gl_shaders = 0;
3960 ps->shader_array_size = 0;
3961 } else {
3962 UINT i;
3964 ENTER_GL();
3965 for(i = 0; i < vs->num_gl_shaders; i++) {
3966 TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId);
3967 GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId));
3968 checkGLcall("glDeleteObjectARB");
3970 LEAVE_GL();
3971 HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
3972 vs->gl_shaders = NULL;
3973 vs->num_gl_shaders = 0;
3974 vs->shader_array_size = 0;
3978 static unsigned int glsl_program_key_hash(const void *key)
3980 const glsl_program_key_t *k = key;
3982 unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16;
3983 hash += ~(hash << 15);
3984 hash ^= (hash >> 10);
3985 hash += (hash << 3);
3986 hash ^= (hash >> 6);
3987 hash += ~(hash << 11);
3988 hash ^= (hash >> 16);
3990 return hash;
3993 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3995 const glsl_program_key_t *ka = keya;
3996 const glsl_program_key_t *kb = keyb;
3998 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3999 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) &&
4000 (memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0);
4003 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4005 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4006 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4008 if (!mem)
4010 ERR("Failed to allocate memory\n");
4011 return FALSE;
4014 heap->entries = mem;
4015 heap->entries[1].version = 0;
4016 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4017 heap->size = 1;
4019 return TRUE;
4022 static void constant_heap_free(struct constant_heap *heap)
4024 HeapFree(GetProcessHeap(), 0, heap->entries);
4027 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4028 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4029 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4030 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4031 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
4033 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4034 if (!priv->stack)
4036 ERR("Failed to allocate memory.\n");
4037 HeapFree(GetProcessHeap(), 0, priv);
4038 return E_OUTOFMEMORY;
4041 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
4043 ERR("Failed to initialize vertex shader constant heap\n");
4044 HeapFree(GetProcessHeap(), 0, priv->stack);
4045 HeapFree(GetProcessHeap(), 0, priv);
4046 return E_OUTOFMEMORY;
4049 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
4051 ERR("Failed to initialize pixel shader constant heap\n");
4052 constant_heap_free(&priv->vconst_heap);
4053 HeapFree(GetProcessHeap(), 0, priv->stack);
4054 HeapFree(GetProcessHeap(), 0, priv);
4055 return E_OUTOFMEMORY;
4058 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
4059 priv->next_constant_version = 1;
4061 This->shader_priv = priv;
4062 return WINED3D_OK;
4065 static void shader_glsl_free(IWineD3DDevice *iface) {
4066 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4067 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4068 struct shader_glsl_priv *priv = This->shader_priv;
4069 int i;
4071 ENTER_GL();
4072 for (i = 0; i < tex_type_count; ++i)
4074 if (priv->depth_blt_program[i])
4076 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4079 LEAVE_GL();
4081 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
4082 constant_heap_free(&priv->pconst_heap);
4083 constant_heap_free(&priv->vconst_heap);
4085 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4086 This->shader_priv = NULL;
4089 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4090 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4091 return FALSE;
4094 /* GL locking is done by the caller */
4095 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface,
4096 SHADER_BUFFER *buffer, const struct ps_compile_args *args)
4098 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
4099 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4100 CONST DWORD *function = This->baseShader.function;
4101 const char *fragcolor;
4102 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
4104 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4105 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4107 shader_addline(buffer, "#version 120\n");
4109 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
4110 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
4112 if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
4113 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4115 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4116 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4117 * drivers write a warning if we don't do so
4119 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4122 /* Base Declarations */
4123 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
4125 /* Pack 3.0 inputs */
4126 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4128 pshader_glsl_input_pack(iface, buffer, This->semantics_in, reg_maps, args->vp_mode);
4131 /* Base Shader Body */
4132 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
4134 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4135 if (reg_maps->shader_version.major < 2)
4137 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4138 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
4139 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4140 else
4141 shader_addline(buffer, "gl_FragColor = R0;\n");
4144 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
4145 fragcolor = "gl_FragData[0]";
4146 } else {
4147 fragcolor = "gl_FragColor";
4149 if(args->srgb_correction) {
4150 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
4151 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
4152 srgb_sub_high, srgb_sub_high, srgb_sub_high);
4153 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
4154 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
4155 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
4156 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
4157 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
4159 /* Pixel shader < 3.0 do not replace the fog stage.
4160 * This implements linear fog computation and blending.
4161 * TODO: non linear fog
4162 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4163 * -1/(e-s) and e/(e-s) respectively.
4165 if (reg_maps->shader_version.major < 3)
4167 switch(args->fog) {
4168 case FOG_OFF: break;
4169 case FOG_LINEAR:
4170 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4171 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4172 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4173 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4174 break;
4175 case FOG_EXP:
4176 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4177 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4178 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4179 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4180 break;
4181 case FOG_EXP2:
4182 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4183 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4184 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4185 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4186 break;
4190 shader_addline(buffer, "}\n");
4192 TRACE("Compiling shader object %u\n", shader_obj);
4193 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4194 GL_EXTCALL(glCompileShaderARB(shader_obj));
4195 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4197 /* Store the shader object */
4198 return shader_obj;
4201 /* GL locking is done by the caller */
4202 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface,
4203 SHADER_BUFFER *buffer, const struct vs_compile_args *args)
4205 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
4206 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4207 CONST DWORD *function = This->baseShader.function;
4208 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
4210 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4211 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4213 shader_addline(buffer, "#version 120\n");
4215 /* Base Declarations */
4216 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
4218 /* Base Shader Body */
4219 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function);
4221 /* Unpack 3.0 outputs */
4222 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
4223 else shader_addline(buffer, "order_ps_input();\n");
4225 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4226 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4227 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4228 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4230 if(args->fog_src == VS_FOG_Z) {
4231 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4232 } else if (!reg_maps->fog) {
4233 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4236 /* Write the final position.
4238 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4239 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4240 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4241 * contains 1.0 to allow a mad.
4243 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4244 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4246 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4248 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4249 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4250 * which is the same as z = z * 2 - w.
4252 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4254 shader_addline(buffer, "}\n");
4256 TRACE("Compiling shader object %u\n", shader_obj);
4257 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4258 GL_EXTCALL(glCompileShaderARB(shader_obj));
4259 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4261 return shader_obj;
4264 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4266 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4267 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4268 * vs_nv_version which is based on NV_vertex_program.
4269 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4270 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4271 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4272 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4274 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4275 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4276 else
4277 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4278 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4279 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4281 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4282 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4283 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4284 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4285 * in max native instructions. Intel and others also offer the info in this extension but they
4286 * don't support GLSL (at least on Windows).
4288 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4289 * of instructions is 512 or less we have to do with ps2.0 hardware.
4290 * 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.
4292 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4293 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4294 else
4295 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4297 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4299 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4300 * Direct3D minimum requirement.
4302 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4303 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4305 * The problem is that the refrast clamps temporary results in the shader to
4306 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4307 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4308 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4309 * offer a way to query this.
4311 pCaps->PixelShader1xMaxValue = 8.0;
4312 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4315 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4317 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4319 TRACE("Checking support for fixup:\n");
4320 dump_color_fixup_desc(fixup);
4323 /* We support everything except YUV conversions. */
4324 if (!is_yuv_fixup(fixup))
4326 TRACE("[OK]\n");
4327 return TRUE;
4330 TRACE("[FAILED]\n");
4331 return FALSE;
4334 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4336 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4337 /* WINED3DSIH_ADD */ shader_glsl_arith,
4338 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4339 /* WINED3DSIH_BREAK */ shader_glsl_break,
4340 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4341 /* WINED3DSIH_BREAKP */ NULL,
4342 /* WINED3DSIH_CALL */ shader_glsl_call,
4343 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4344 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4345 /* WINED3DSIH_CND */ shader_glsl_cnd,
4346 /* WINED3DSIH_CRS */ shader_glsl_cross,
4347 /* WINED3DSIH_DCL */ NULL,
4348 /* WINED3DSIH_DEF */ NULL,
4349 /* WINED3DSIH_DEFB */ NULL,
4350 /* WINED3DSIH_DEFI */ NULL,
4351 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4352 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4353 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4354 /* WINED3DSIH_DST */ shader_glsl_dst,
4355 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4356 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4357 /* WINED3DSIH_ELSE */ shader_glsl_else,
4358 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4359 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4360 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4361 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4362 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4363 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4364 /* WINED3DSIH_IF */ shader_glsl_if,
4365 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4366 /* WINED3DSIH_LABEL */ shader_glsl_label,
4367 /* WINED3DSIH_LIT */ shader_glsl_lit,
4368 /* WINED3DSIH_LOG */ shader_glsl_log,
4369 /* WINED3DSIH_LOGP */ shader_glsl_log,
4370 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4371 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4372 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4373 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4374 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4375 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4376 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4377 /* WINED3DSIH_MAD */ shader_glsl_mad,
4378 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4379 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4380 /* WINED3DSIH_MOV */ shader_glsl_mov,
4381 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4382 /* WINED3DSIH_MUL */ shader_glsl_arith,
4383 /* WINED3DSIH_NOP */ NULL,
4384 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4385 /* WINED3DSIH_PHASE */ NULL,
4386 /* WINED3DSIH_POW */ shader_glsl_pow,
4387 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4388 /* WINED3DSIH_REP */ shader_glsl_rep,
4389 /* WINED3DSIH_RET */ NULL,
4390 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4391 /* WINED3DSIH_SETP */ NULL,
4392 /* WINED3DSIH_SGE */ shader_glsl_compare,
4393 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4394 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4395 /* WINED3DSIH_SLT */ shader_glsl_compare,
4396 /* WINED3DSIH_SUB */ shader_glsl_arith,
4397 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4398 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4399 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4400 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4401 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4402 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4403 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4404 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4405 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
4406 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4407 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4408 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4409 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4410 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4411 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4412 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4413 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4414 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4415 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4416 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4417 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4418 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4421 const shader_backend_t glsl_shader_backend = {
4422 shader_glsl_instruction_handler_table,
4423 shader_glsl_select,
4424 shader_glsl_select_depth_blt,
4425 shader_glsl_deselect_depth_blt,
4426 shader_glsl_update_float_vertex_constants,
4427 shader_glsl_update_float_pixel_constants,
4428 shader_glsl_load_constants,
4429 shader_glsl_load_np2fixup_constants,
4430 shader_glsl_destroy,
4431 shader_glsl_alloc,
4432 shader_glsl_free,
4433 shader_glsl_dirty_const,
4434 shader_glsl_generate_pshader,
4435 shader_glsl_generate_vshader,
4436 shader_glsl_get_caps,
4437 shader_glsl_color_fixup_supported,
4438 shader_glsl_add_instruction_modifiers,