push 502c994fb3b2157cb8d5bfd04fb7e4ce7daec2a1
[wine/hacks.git] / dlls / wined3d / glsl_shader.c
blob94ce5f22c17c321d0a3948a508d4784998d6c153
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
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
31 #include "config.h"
32 #include <limits.h>
33 #include <stdio.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 #define GLINFO_LOCATION (*gl_info)
43 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
44 #define WINED3D_GLSL_SAMPLE_RECT 0x2
45 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 typedef struct {
48 char reg_name[150];
49 char mask_str[6];
50 } glsl_dst_param_t;
52 typedef struct {
53 char reg_name[150];
54 char param_str[100];
55 } glsl_src_param_t;
57 typedef struct {
58 const char *name;
59 DWORD coord_mask;
60 } glsl_sample_function_t;
62 enum heap_node_op
64 HEAP_NODE_TRAVERSE_LEFT,
65 HEAP_NODE_TRAVERSE_RIGHT,
66 HEAP_NODE_POP,
69 struct constant_entry
71 unsigned int idx;
72 unsigned int version;
75 struct constant_heap
77 struct constant_entry *entries;
78 unsigned int *positions;
79 unsigned int size;
82 /* GLSL shader private data */
83 struct shader_glsl_priv {
84 struct hash_table_t *glsl_program_lookup;
85 struct glsl_shader_prog_link *glsl_program;
86 struct constant_heap vconst_heap;
87 struct constant_heap pconst_heap;
88 unsigned char *stack;
89 GLhandleARB depth_blt_program[tex_type_count];
90 UINT next_constant_version;
93 /* Struct to maintain data about a linked GLSL program */
94 struct glsl_shader_prog_link {
95 struct list vshader_entry;
96 struct list pshader_entry;
97 GLhandleARB programId;
98 GLint *vuniformF_locations;
99 GLint *puniformF_locations;
100 GLint vuniformI_locations[MAX_CONST_I];
101 GLint puniformI_locations[MAX_CONST_I];
102 GLint posFixup_location;
103 GLint rectFixup_location[MAX_FRAGMENT_SAMPLERS];
104 GLint bumpenvmat_location[MAX_TEXTURES];
105 GLint luminancescale_location[MAX_TEXTURES];
106 GLint luminanceoffset_location[MAX_TEXTURES];
107 GLint ycorrection_location;
108 GLenum vertex_color_clamp;
109 IWineD3DVertexShader *vshader;
110 IWineD3DPixelShader *pshader;
111 struct vs_compile_args vs_args;
112 struct ps_compile_args ps_args;
113 UINT constant_version;
116 typedef struct {
117 IWineD3DVertexShader *vshader;
118 IWineD3DPixelShader *pshader;
119 struct ps_compile_args ps_args;
120 struct vs_compile_args vs_args;
121 } glsl_program_key_t;
124 /** Prints the GLSL info log which will contain error messages if they exist */
125 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
127 int infologLength = 0;
128 char *infoLog;
129 unsigned int i;
130 BOOL is_spam;
132 static const char * const spam[] =
134 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
135 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
136 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
137 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
138 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
139 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
140 "Fragment shader was successfully compiled to run on hardware.\n"
141 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
142 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
143 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
144 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
147 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
149 GL_EXTCALL(glGetObjectParameterivARB(obj,
150 GL_OBJECT_INFO_LOG_LENGTH_ARB,
151 &infologLength));
153 /* A size of 1 is just a null-terminated string, so the log should be bigger than
154 * that if there are errors. */
155 if (infologLength > 1)
157 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
158 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
160 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
161 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
162 is_spam = FALSE;
164 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
165 if(strcmp(infoLog, spam[i]) == 0) {
166 is_spam = TRUE;
167 break;
170 if(is_spam) {
171 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
172 } else {
173 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
175 HeapFree(GetProcessHeap(), 0, infoLog);
180 * Loads (pixel shader) samplers
182 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
184 GLint name_loc;
185 int i;
186 char sampler_name[20];
188 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
189 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
190 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
191 if (name_loc != -1) {
192 DWORD mapped_unit = tex_unit_map[i];
193 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
195 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
196 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
197 checkGLcall("glUniform1iARB");
198 } else {
199 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
205 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
207 GLint name_loc;
208 char sampler_name[20];
209 int i;
211 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
212 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
213 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
214 if (name_loc != -1) {
215 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
216 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
218 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
219 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
220 checkGLcall("glUniform1iARB");
221 } else {
222 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
228 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
229 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
231 int stack_idx = 0;
232 unsigned int heap_idx = 1;
233 unsigned int idx;
235 if (heap->entries[heap_idx].version <= version) return;
237 idx = heap->entries[heap_idx].idx;
238 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
239 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
241 while (stack_idx >= 0)
243 /* Note that we fall through to the next case statement. */
244 switch(stack[stack_idx])
246 case HEAP_NODE_TRAVERSE_LEFT:
248 unsigned int left_idx = heap_idx << 1;
249 if (left_idx < heap->size && heap->entries[left_idx].version > version)
251 heap_idx = left_idx;
252 idx = heap->entries[heap_idx].idx;
253 if (constant_locations[idx] != -1)
254 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
256 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
257 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
258 break;
262 case HEAP_NODE_TRAVERSE_RIGHT:
264 unsigned int right_idx = (heap_idx << 1) + 1;
265 if (right_idx < heap->size && heap->entries[right_idx].version > version)
267 heap_idx = right_idx;
268 idx = heap->entries[heap_idx].idx;
269 if (constant_locations[idx] != -1)
270 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
272 stack[stack_idx++] = HEAP_NODE_POP;
273 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
274 break;
278 case HEAP_NODE_POP:
280 heap_idx >>= 1;
281 --stack_idx;
282 break;
286 checkGLcall("walk_constant_heap()");
289 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
291 GLfloat clamped_constant[4];
293 if (location == -1) return;
295 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
296 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
297 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
298 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
300 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
303 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
304 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
306 int stack_idx = 0;
307 unsigned int heap_idx = 1;
308 unsigned int idx;
310 if (heap->entries[heap_idx].version <= version) return;
312 idx = heap->entries[heap_idx].idx;
313 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
314 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
316 while (stack_idx >= 0)
318 /* Note that we fall through to the next case statement. */
319 switch(stack[stack_idx])
321 case HEAP_NODE_TRAVERSE_LEFT:
323 unsigned int left_idx = heap_idx << 1;
324 if (left_idx < heap->size && heap->entries[left_idx].version > version)
326 heap_idx = left_idx;
327 idx = heap->entries[heap_idx].idx;
328 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
330 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
331 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
332 break;
336 case HEAP_NODE_TRAVERSE_RIGHT:
338 unsigned int right_idx = (heap_idx << 1) + 1;
339 if (right_idx < heap->size && heap->entries[right_idx].version > version)
341 heap_idx = right_idx;
342 idx = heap->entries[heap_idx].idx;
343 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
345 stack[stack_idx++] = HEAP_NODE_POP;
346 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
347 break;
351 case HEAP_NODE_POP:
353 heap_idx >>= 1;
354 --stack_idx;
355 break;
359 checkGLcall("walk_constant_heap_clamped()");
362 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
363 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
364 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
365 unsigned char *stack, UINT version)
367 const local_constant *lconst;
369 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
370 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1
371 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version))
372 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
373 else
374 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
376 if (!This->baseShader.load_local_constsF)
378 TRACE("No need to load local float constants for this shader\n");
379 return;
382 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
383 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
385 GLint location = constant_locations[lconst->idx];
386 /* We found this uniform name in the program - go ahead and send the data */
387 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
389 checkGLcall("glUniform4fvARB()");
392 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
393 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
394 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
396 unsigned int i;
397 struct list* ptr;
399 for (i = 0; constants_set; constants_set >>= 1, ++i)
401 if (!(constants_set & 1)) continue;
403 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
404 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
406 /* We found this uniform name in the program - go ahead and send the data */
407 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
408 checkGLcall("glUniform4ivARB");
411 /* Load immediate constants */
412 ptr = list_head(&This->baseShader.constantsI);
413 while (ptr) {
414 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
415 unsigned int idx = lconst->idx;
416 const GLint *values = (const GLint *)lconst->value;
418 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
419 values[0], values[1], values[2], values[3]);
421 /* We found this uniform name in the program - go ahead and send the data */
422 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
423 checkGLcall("glUniform4ivARB");
424 ptr = list_next(&This->baseShader.constantsI, ptr);
428 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
429 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
430 GLhandleARB programId, const BOOL *constants, WORD constants_set)
432 GLint tmp_loc;
433 unsigned int i;
434 char tmp_name[8];
435 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
436 const char* prefix = is_pshader? "PB":"VB";
437 struct list* ptr;
439 /* TODO: Benchmark and see if it would be beneficial to store the
440 * locations of the constants to avoid looking up each time */
441 for (i = 0; constants_set; constants_set >>= 1, ++i)
443 if (!(constants_set & 1)) continue;
445 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
447 /* TODO: Benchmark and see if it would be beneficial to store the
448 * locations of the constants to avoid looking up each time */
449 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
450 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
451 if (tmp_loc != -1)
453 /* We found this uniform name in the program - go ahead and send the data */
454 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
455 checkGLcall("glUniform1ivARB");
459 /* Load immediate constants */
460 ptr = list_head(&This->baseShader.constantsB);
461 while (ptr) {
462 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
463 unsigned int idx = lconst->idx;
464 const GLint *values = (const GLint *)lconst->value;
466 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
468 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
469 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
470 if (tmp_loc != -1) {
471 /* We found this uniform name in the program - go ahead and send the data */
472 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
473 checkGLcall("glUniform1ivARB");
475 ptr = list_next(&This->baseShader.constantsB, ptr);
479 static void reset_program_constant_version(void *value, void *context)
481 struct glsl_shader_prog_link *entry = value;
482 entry->constant_version = 0;
486 * Loads the app-supplied constants into the currently set GLSL program.
488 static void shader_glsl_load_constants(
489 IWineD3DDevice* device,
490 char usePixelShader,
491 char useVertexShader) {
493 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
494 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
495 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
496 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
498 GLhandleARB programId;
499 struct glsl_shader_prog_link *prog = priv->glsl_program;
500 UINT constant_version;
501 int i;
503 if (!prog) {
504 /* No GLSL program set - nothing to do. */
505 return;
507 programId = prog->programId;
508 constant_version = prog->constant_version;
510 if (useVertexShader) {
511 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
513 /* Load DirectX 9 float constants/uniforms for vertex shader */
514 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
515 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
517 /* Load DirectX 9 integer constants/uniforms for vertex shader */
518 if(vshader->baseShader.uses_int_consts) {
519 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
520 stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
523 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
524 if(vshader->baseShader.uses_bool_consts) {
525 shader_glsl_load_constantsB(vshader, gl_info, programId,
526 stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
529 /* Upload the position fixup params */
530 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
531 checkGLcall("glUniform4fvARB");
534 if (usePixelShader) {
536 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
538 /* Load DirectX 9 float constants/uniforms for pixel shader */
539 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
540 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
542 /* Load DirectX 9 integer constants/uniforms for pixel shader */
543 if(pshader->baseShader.uses_int_consts) {
544 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
545 stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
548 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
549 if(pshader->baseShader.uses_bool_consts) {
550 shader_glsl_load_constantsB(pshader, gl_info, programId,
551 stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
554 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
555 * It can't be 0 for a valid texbem instruction.
557 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
558 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
559 int stage = ps->luminanceconst[i].texunit;
561 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
562 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
563 checkGLcall("glUniformMatrix2fvARB");
565 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
566 * is set too, so we can check that in the needsbumpmat check
568 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
569 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
570 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
572 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
573 checkGLcall("glUniform1fvARB");
574 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
575 checkGLcall("glUniform1fvARB");
579 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
580 float correction_params[4];
581 if(deviceImpl->render_offscreen) {
582 correction_params[0] = 0.0;
583 correction_params[1] = 1.0;
584 } else {
585 /* position is window relative, not viewport relative */
586 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
587 correction_params[1] = -1.0;
589 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
592 /* Constant loading for texture rect coord fixup. */
593 if (prog->ps_args.texrect_fixup) {
594 UINT fixup = prog->ps_args.texrect_fixup;
596 for (i = 0; fixup; fixup >>= 1, ++i) {
597 if (-1 != prog->rectFixup_location[i]) {
598 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
599 if (!tex) {
600 FIXME("Non-existant texture is flagged for NP2 texcoord fixup\n");
601 continue;
602 } else {
603 const float tex_dim[2] = {tex->baseTexture.pow2Matrix[0], tex->baseTexture.pow2Matrix[5]};
604 GL_EXTCALL(glUniform2fvARB(prog->rectFixup_location[i], 1, tex_dim));
611 if (priv->next_constant_version == UINT_MAX)
613 TRACE("Max constant version reached, resetting to 0.\n");
614 hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
615 priv->next_constant_version = 1;
617 else
619 prog->constant_version = priv->next_constant_version++;
623 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
624 unsigned int heap_idx, DWORD new_version)
626 struct constant_entry *entries = heap->entries;
627 unsigned int *positions = heap->positions;
628 unsigned int parent_idx;
630 while (heap_idx > 1)
632 parent_idx = heap_idx >> 1;
634 if (new_version <= entries[parent_idx].version) break;
636 entries[heap_idx] = entries[parent_idx];
637 positions[entries[parent_idx].idx] = heap_idx;
638 heap_idx = parent_idx;
641 entries[heap_idx].version = new_version;
642 entries[heap_idx].idx = idx;
643 positions[idx] = heap_idx;
646 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
648 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
649 struct shader_glsl_priv *priv = This->shader_priv;
650 struct constant_heap *heap = &priv->vconst_heap;
651 UINT i;
653 for (i = start; i < count + start; ++i)
655 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
656 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
657 else
658 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
662 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
664 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
665 struct shader_glsl_priv *priv = This->shader_priv;
666 struct constant_heap *heap = &priv->pconst_heap;
667 UINT i;
669 for (i = start; i < count + start; ++i)
671 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
672 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
673 else
674 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
678 /** Generate the variable & register declarations for the GLSL output target */
679 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
680 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
681 const struct ps_compile_args *ps_args)
683 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
684 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
685 DWORD shader_version = reg_maps->shader_version;
686 unsigned int i, extra_constants_needed = 0;
687 const local_constant *lconst;
689 /* There are some minor differences between pixel and vertex shaders */
690 char pshader = shader_is_pshader_version(shader_version);
691 char prefix = pshader ? 'P' : 'V';
693 /* Prototype the subroutines */
694 for (i = 0; i < This->baseShader.limits.label; i++) {
695 if (reg_maps->labels[i])
696 shader_addline(buffer, "void subroutine%u();\n", i);
699 /* Declare the constants (aka uniforms) */
700 if (This->baseShader.limits.constant_float > 0) {
701 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
702 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
703 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
706 if (This->baseShader.limits.constant_int > 0)
707 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
709 if (This->baseShader.limits.constant_bool > 0)
710 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
712 if(!pshader) {
713 shader_addline(buffer, "uniform vec4 posFixup;\n");
714 /* Predeclaration; This function is added at link time based on the pixel shader.
715 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
716 * that. We know the input to the reorder function at vertex shader compile time, so
717 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
718 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
719 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
720 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
721 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
722 * inout.
724 if (shader_version >= WINED3DVS_VERSION(3, 0))
726 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
727 } else {
728 shader_addline(buffer, "void order_ps_input();\n");
730 } else {
731 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
733 ps_impl->numbumpenvmatconsts = 0;
734 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
735 if(!reg_maps->bumpmat[i]) {
736 continue;
739 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
740 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
742 if(reg_maps->luminanceparams) {
743 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
744 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
745 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
746 extra_constants_needed++;
747 } else {
748 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
751 extra_constants_needed++;
752 ps_impl->numbumpenvmatconsts++;
755 if(ps_args->srgb_correction) {
756 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
757 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
758 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
759 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
761 if(reg_maps->vpos || reg_maps->usesdsy) {
762 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
763 shader_addline(buffer, "uniform vec4 ycorrection;\n");
764 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
765 extra_constants_needed++;
766 } else {
767 /* This happens because we do not have proper tracking of the constant registers that are
768 * actually used, only the max limit of the shader version
770 FIXME("Cannot find a free uniform for vpos correction params\n");
771 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
772 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
773 device->render_offscreen ? 1.0 : -1.0);
775 shader_addline(buffer, "vec4 vpos;\n");
779 /* Declare texture samplers */
780 for (i = 0; i < This->baseShader.limits.sampler; i++) {
781 if (reg_maps->samplers[i]) {
783 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
784 switch (stype) {
786 case WINED3DSTT_1D:
787 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
788 break;
789 case WINED3DSTT_2D:
790 if(device->stateBlock->textures[i] &&
791 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
792 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
793 } else {
794 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
797 if(ps_args->texrect_fixup & (1 << i)) {
798 /* RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
799 * while D3D has them in the (normalized) [0,1]x[0,1] range.
800 * samplerRectFixup stores texture dimensions and is updated through
801 * shader_glsl_load_constants when the sampler changes. */
802 shader_addline(buffer, "uniform vec2 %csamplerRectFixup%u;\n", prefix, i);
804 break;
805 case WINED3DSTT_CUBE:
806 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
807 break;
808 case WINED3DSTT_VOLUME:
809 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
810 break;
811 default:
812 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
813 FIXME("Unrecognized sampler type: %#x\n", stype);
814 break;
819 /* Declare address variables */
820 for (i = 0; i < This->baseShader.limits.address; i++) {
821 if (reg_maps->address[i])
822 shader_addline(buffer, "ivec4 A%d;\n", i);
825 /* Declare texture coordinate temporaries and initialize them */
826 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
827 if (reg_maps->texcoord[i])
828 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
831 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
832 * helper function shader that is linked in at link time
834 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
836 if (use_vs(device->stateBlock))
838 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
839 } else {
840 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
841 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
842 * pixel shader that reads the fixed function color into the packed input registers.
844 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
848 /* Declare output register temporaries */
849 if(This->baseShader.limits.packed_output) {
850 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
853 /* Declare temporary variables */
854 for(i = 0; i < This->baseShader.limits.temporary; i++) {
855 if (reg_maps->temporary[i])
856 shader_addline(buffer, "vec4 R%u;\n", i);
859 /* Declare attributes */
860 for (i = 0; i < This->baseShader.limits.attributes; i++) {
861 if (reg_maps->attributes[i])
862 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
865 /* Declare loop registers aLx */
866 for (i = 0; i < reg_maps->loop_depth; i++) {
867 shader_addline(buffer, "int aL%u;\n", i);
868 shader_addline(buffer, "int tmpInt%u;\n", i);
871 /* Temporary variables for matrix operations */
872 shader_addline(buffer, "vec4 tmp0;\n");
873 shader_addline(buffer, "vec4 tmp1;\n");
875 /* Local constants use a different name so they can be loaded once at shader link time
876 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
877 * float -> string conversion can cause precision loss.
879 if(!This->baseShader.load_local_constsF) {
880 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
881 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
885 /* Start the main program */
886 shader_addline(buffer, "void main() {\n");
887 if(pshader && reg_maps->vpos) {
888 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
889 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
890 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
891 * precision troubles when we just substract 0.5.
893 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
895 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
897 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
898 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
899 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
900 * correctly on drivers that returns integer values.
902 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
906 /*****************************************************************************
907 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
909 * For more information, see http://wiki.winehq.org/DirectX-Shaders
910 ****************************************************************************/
912 /* Prototypes */
913 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins, const DWORD param,
914 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
916 /** Used for opcode modifiers - They multiply the result by the specified amount */
917 static const char * const shift_glsl_tab[] = {
918 "", /* 0 (none) */
919 "2.0 * ", /* 1 (x2) */
920 "4.0 * ", /* 2 (x4) */
921 "8.0 * ", /* 3 (x8) */
922 "16.0 * ", /* 4 (x16) */
923 "32.0 * ", /* 5 (x32) */
924 "", /* 6 (x64) */
925 "", /* 7 (x128) */
926 "", /* 8 (d256) */
927 "", /* 9 (d128) */
928 "", /* 10 (d64) */
929 "", /* 11 (d32) */
930 "0.0625 * ", /* 12 (d16) */
931 "0.125 * ", /* 13 (d8) */
932 "0.25 * ", /* 14 (d4) */
933 "0.5 * " /* 15 (d2) */
936 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
937 static void shader_glsl_gen_modifier (
938 const DWORD instr,
939 const char *in_reg,
940 const char *in_regswizzle,
941 char *out_str) {
943 out_str[0] = 0;
945 switch (instr & WINED3DSP_SRCMOD_MASK) {
946 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
947 case WINED3DSPSM_DW:
948 case WINED3DSPSM_NONE:
949 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
950 break;
951 case WINED3DSPSM_NEG:
952 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
953 break;
954 case WINED3DSPSM_NOT:
955 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
956 break;
957 case WINED3DSPSM_BIAS:
958 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
959 break;
960 case WINED3DSPSM_BIASNEG:
961 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
962 break;
963 case WINED3DSPSM_SIGN:
964 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
965 break;
966 case WINED3DSPSM_SIGNNEG:
967 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
968 break;
969 case WINED3DSPSM_COMP:
970 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
971 break;
972 case WINED3DSPSM_X2:
973 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
974 break;
975 case WINED3DSPSM_X2NEG:
976 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
977 break;
978 case WINED3DSPSM_ABS:
979 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
980 break;
981 case WINED3DSPSM_ABSNEG:
982 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
983 break;
984 default:
985 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
986 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
990 /** Writes the GLSL variable name that corresponds to the register that the
991 * DX opcode parameter is trying to access */
992 static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
993 char *regstr, BOOL *is_color, const struct wined3d_shader_instruction *ins)
995 /* oPos, oFog and oPts in D3D */
996 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
998 DWORD reg = param & WINED3DSP_REGNUM_MASK;
999 DWORD regtype = shader_get_regtype(param);
1000 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->shader;
1001 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1002 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
1003 DWORD shader_version = This->baseShader.reg_maps.shader_version;
1004 char pshader = shader_is_pshader_version(shader_version);
1005 char tmpStr[150];
1007 *is_color = FALSE;
1009 switch (regtype) {
1010 case WINED3DSPR_TEMP:
1011 sprintf(tmpStr, "R%u", reg);
1012 break;
1013 case WINED3DSPR_INPUT:
1014 if (pshader) {
1015 /* Pixel shaders >= 3.0 */
1016 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
1018 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
1020 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
1021 glsl_src_param_t rel_param;
1022 shader_glsl_add_src_param(ins, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1024 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1025 * operation there
1027 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
1028 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1029 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1030 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
1031 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
1032 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1033 } else {
1034 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1036 } else {
1037 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1038 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1039 rel_param.param_str, in_count - 1,
1040 rel_param.param_str, in_count,
1041 rel_param.param_str);
1042 } else {
1043 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
1046 } else {
1047 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
1048 if (idx == in_count) {
1049 sprintf(tmpStr, "gl_Color");
1050 } else if (idx == in_count + 1) {
1051 sprintf(tmpStr, "gl_SecondaryColor");
1052 } else {
1053 sprintf(tmpStr, "IN[%u]", idx);
1056 } else {
1057 if (reg==0)
1058 strcpy(tmpStr, "gl_Color");
1059 else
1060 strcpy(tmpStr, "gl_SecondaryColor");
1062 } else {
1063 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg)) *is_color = TRUE;
1064 sprintf(tmpStr, "attrib%u", reg);
1066 break;
1067 case WINED3DSPR_CONST:
1069 const char prefix = pshader? 'P':'V';
1071 /* Relative addressing */
1072 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
1074 /* Relative addressing on shaders 2.0+ have a relative address token,
1075 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
1076 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
1078 glsl_src_param_t rel_param;
1079 shader_glsl_add_src_param(ins, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1080 if(reg) {
1081 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
1082 } else {
1083 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
1085 } else {
1086 if(reg) {
1087 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
1088 } else {
1089 sprintf(tmpStr, "%cC[A0.x]", prefix);
1093 } else {
1094 if(shader_constant_is_local(This, reg)) {
1095 sprintf(tmpStr, "%cLC%u", prefix, reg);
1096 } else {
1097 sprintf(tmpStr, "%cC[%u]", prefix, reg);
1101 break;
1103 case WINED3DSPR_CONSTINT:
1104 if (pshader)
1105 sprintf(tmpStr, "PI[%u]", reg);
1106 else
1107 sprintf(tmpStr, "VI[%u]", reg);
1108 break;
1109 case WINED3DSPR_CONSTBOOL:
1110 if (pshader)
1111 sprintf(tmpStr, "PB[%u]", reg);
1112 else
1113 sprintf(tmpStr, "VB[%u]", reg);
1114 break;
1115 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1116 if (pshader) {
1117 sprintf(tmpStr, "T%u", reg);
1118 } else {
1119 sprintf(tmpStr, "A%u", reg);
1121 break;
1122 case WINED3DSPR_LOOP:
1123 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
1124 break;
1125 case WINED3DSPR_SAMPLER:
1126 if (pshader)
1127 sprintf(tmpStr, "Psampler%u", reg);
1128 else
1129 sprintf(tmpStr, "Vsampler%u", reg);
1130 break;
1131 case WINED3DSPR_COLOROUT:
1132 if (reg >= GL_LIMITS(buffers)) {
1133 WARN("Write to render target %u, only %d supported\n", reg, 4);
1135 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1136 sprintf(tmpStr, "gl_FragData[%u]", reg);
1137 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1138 sprintf(tmpStr, "gl_FragColor");
1140 break;
1141 case WINED3DSPR_RASTOUT:
1142 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
1143 break;
1144 case WINED3DSPR_DEPTHOUT:
1145 sprintf(tmpStr, "gl_FragDepth");
1146 break;
1147 case WINED3DSPR_ATTROUT:
1148 if (reg == 0) {
1149 sprintf(tmpStr, "gl_FrontColor");
1150 } else {
1151 sprintf(tmpStr, "gl_FrontSecondaryColor");
1153 break;
1154 case WINED3DSPR_TEXCRDOUT:
1155 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1156 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(tmpStr, "OUT[%u]", reg);
1157 else sprintf(tmpStr, "gl_TexCoord[%u]", reg);
1158 break;
1159 case WINED3DSPR_MISCTYPE:
1160 if (reg == 0) {
1161 /* vPos */
1162 sprintf(tmpStr, "vpos");
1163 } else if (reg == 1){
1164 /* Note that gl_FrontFacing is a bool, while vFace is
1165 * a float for which the sign determines front/back
1167 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
1168 } else {
1169 FIXME("Unhandled misctype register %d\n", reg);
1170 sprintf(tmpStr, "unrecognized_register");
1172 break;
1173 default:
1174 FIXME("Unhandled register name Type(%d)\n", regtype);
1175 sprintf(tmpStr, "unrecognized_register");
1176 break;
1179 strcat(regstr, tmpStr);
1182 /* Get the GLSL write mask for the destination register */
1183 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
1184 char *ptr = write_mask;
1185 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1187 if (shader_is_scalar(shader_get_regtype(param), param & WINED3DSP_REGNUM_MASK))
1189 mask = WINED3DSP_WRITEMASK_0;
1190 } else {
1191 *ptr++ = '.';
1192 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1193 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1194 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1195 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1198 *ptr = '\0';
1200 return mask;
1203 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1204 unsigned int size = 0;
1206 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1207 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1208 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1209 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1211 return size;
1214 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1215 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1216 * but addressed as "rgba". To fix this we need to swap the register's x
1217 * and z components. */
1218 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1219 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1220 char *ptr = swizzle_str;
1222 if (!shader_is_scalar(shader_get_regtype(param), param & WINED3DSP_REGNUM_MASK))
1224 *ptr++ = '.';
1225 /* swizzle bits fields: wwzzyyxx */
1226 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1227 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1228 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1229 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1232 *ptr = '\0';
1235 /* From a given parameter token, generate the corresponding GLSL string.
1236 * Also, return the actual register name and swizzle in case the
1237 * caller needs this information as well. */
1238 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1239 const DWORD param, const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
1241 BOOL is_color = FALSE;
1242 char swizzle_str[6];
1244 src_param->reg_name[0] = '\0';
1245 src_param->param_str[0] = '\0';
1246 swizzle_str[0] = '\0';
1248 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, ins);
1250 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1251 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1254 /* From a given parameter token, generate the corresponding GLSL string.
1255 * Also, return the actual register name and swizzle in case the
1256 * caller needs this information as well. */
1257 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1258 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1260 BOOL is_color = FALSE;
1262 glsl_dst->mask_str[0] = '\0';
1263 glsl_dst->reg_name[0] = '\0';
1265 shader_glsl_get_register_name(wined3d_dst->token, wined3d_dst->addr_token, glsl_dst->reg_name, &is_color, ins);
1266 return shader_glsl_get_write_mask(wined3d_dst->token, glsl_dst->mask_str);
1269 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1270 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
1271 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1273 glsl_dst_param_t glsl_dst;
1274 DWORD mask;
1275 int shift;
1277 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1278 if (mask)
1280 shift = (dst->token & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1281 shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[shift]);
1284 return mask;
1287 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1288 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins)
1290 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1293 /** Process GLSL instruction modifiers */
1294 void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1296 glsl_dst_param_t dst_param;
1297 DWORD modifiers;
1299 if (!ins->dst_count) return;
1301 modifiers = ins->dst[0].modifiers;
1302 if (!modifiers) return;
1304 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1306 if (modifiers & WINED3DSPDM_SATURATE)
1308 /* _SAT means to clamp the value of the register to between 0 and 1 */
1309 shader_addline(ins->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1310 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1313 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1315 FIXME("_centroid modifier not handled\n");
1318 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1320 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1324 static inline const char *shader_get_comp_op(DWORD flags)
1326 DWORD op = (flags & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1327 switch (op) {
1328 case COMPARISON_GT: return ">";
1329 case COMPARISON_EQ: return "==";
1330 case COMPARISON_GE: return ">=";
1331 case COMPARISON_LT: return "<";
1332 case COMPARISON_NE: return "!=";
1333 case COMPARISON_LE: return "<=";
1334 default:
1335 FIXME("Unrecognized comparison value: %u\n", op);
1336 return "(\?\?)";
1340 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1342 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1343 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1344 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1346 /* Note that there's no such thing as a projected cube texture. */
1347 switch(sampler_type) {
1348 case WINED3DSTT_1D:
1349 if(lod) {
1350 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1351 } else {
1352 sample_function->name = projected ? "texture1DProj" : "texture1D";
1354 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1355 break;
1356 case WINED3DSTT_2D:
1357 if(texrect) {
1358 if(lod) {
1359 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1360 } else {
1361 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1363 } else {
1364 if(lod) {
1365 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1366 } else {
1367 sample_function->name = projected ? "texture2DProj" : "texture2D";
1370 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1371 break;
1372 case WINED3DSTT_CUBE:
1373 if(lod) {
1374 sample_function->name = "textureCubeLod";
1375 } else {
1376 sample_function->name = "textureCube";
1378 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1379 break;
1380 case WINED3DSTT_VOLUME:
1381 if(lod) {
1382 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1383 } else {
1384 sample_function->name = projected ? "texture3DProj" : "texture3D";
1386 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1387 break;
1388 default:
1389 sample_function->name = "";
1390 sample_function->coord_mask = 0;
1391 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1392 break;
1396 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1397 BOOL sign_fixup, enum fixup_channel_source channel_source)
1399 switch(channel_source)
1401 case CHANNEL_SOURCE_ZERO:
1402 strcat(arguments, "0.0");
1403 break;
1405 case CHANNEL_SOURCE_ONE:
1406 strcat(arguments, "1.0");
1407 break;
1409 case CHANNEL_SOURCE_X:
1410 strcat(arguments, reg_name);
1411 strcat(arguments, ".x");
1412 break;
1414 case CHANNEL_SOURCE_Y:
1415 strcat(arguments, reg_name);
1416 strcat(arguments, ".y");
1417 break;
1419 case CHANNEL_SOURCE_Z:
1420 strcat(arguments, reg_name);
1421 strcat(arguments, ".z");
1422 break;
1424 case CHANNEL_SOURCE_W:
1425 strcat(arguments, reg_name);
1426 strcat(arguments, ".w");
1427 break;
1429 default:
1430 FIXME("Unhandled channel source %#x\n", channel_source);
1431 strcat(arguments, "undefined");
1432 break;
1435 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1438 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1440 struct wined3d_shader_dst_param dst;
1441 unsigned int mask_size, remaining;
1442 glsl_dst_param_t dst_param;
1443 char arguments[256];
1444 DWORD mask;
1446 mask = 0;
1447 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1448 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1449 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1450 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1451 mask &= ins->dst[0].write_mask;
1453 if (!mask) return; /* Nothing to do */
1455 if (is_yuv_fixup(fixup))
1457 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1458 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1459 return;
1462 mask_size = shader_glsl_get_write_mask_size(mask);
1464 dst = ins->dst[0];
1465 dst.write_mask = mask;
1466 dst.token = (dst.token & ~WINED3DSP_WRITEMASK_ALL) | dst.write_mask;
1467 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1469 arguments[0] = '\0';
1470 remaining = mask_size;
1471 if (mask & WINED3DSP_WRITEMASK_0)
1473 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1474 if (--remaining) strcat(arguments, ", ");
1476 if (mask & WINED3DSP_WRITEMASK_1)
1478 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1479 if (--remaining) strcat(arguments, ", ");
1481 if (mask & WINED3DSP_WRITEMASK_2)
1483 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1484 if (--remaining) strcat(arguments, ", ");
1486 if (mask & WINED3DSP_WRITEMASK_3)
1488 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1489 if (--remaining) strcat(arguments, ", ");
1492 if (mask_size > 1)
1494 shader_addline(ins->buffer, "%s%s = vec%u(%s);\n",
1495 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1497 else
1499 shader_addline(ins->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1503 static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1504 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1505 const char *bias, const char *coord_reg_fmt, ...)
1507 const char *sampler_base;
1508 char dst_swizzle[6];
1509 struct color_fixup_desc fixup;
1510 BOOL rect_fixup = FALSE;
1511 va_list args;
1513 shader_glsl_get_swizzle(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1515 if (shader_is_pshader_version(ins->reg_maps->shader_version))
1517 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
1518 fixup = This->cur_args->color_fixup[sampler];
1519 sampler_base = "Psampler";
1521 if(This->cur_args->texrect_fixup & (1 << sampler)) {
1522 if(bias) {
1523 FIXME("Biased sampling from RECT textures is unsupported\n");
1524 } else {
1525 rect_fixup = TRUE;
1528 } else {
1529 sampler_base = "Vsampler";
1530 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1533 shader_glsl_append_dst(ins->buffer, ins);
1535 shader_addline(ins->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1537 va_start(args, coord_reg_fmt);
1538 shader_vaddline(ins->buffer, coord_reg_fmt, args);
1539 va_end(args);
1541 if(bias) {
1542 shader_addline(ins->buffer, ", %s)%s);\n", bias, dst_swizzle);
1543 } else {
1544 if (rect_fixup) {
1545 shader_addline(ins->buffer, " * PsamplerRectFixup%u)%s);\n", sampler, dst_swizzle);
1546 } else {
1547 shader_addline(ins->buffer, ")%s);\n", dst_swizzle);
1551 if(!is_identity_fixup(fixup)) {
1552 shader_glsl_color_correction(ins, fixup);
1556 /*****************************************************************************
1558 * Begin processing individual instruction opcodes
1560 ****************************************************************************/
1562 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1563 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1565 SHADER_BUFFER *buffer = ins->buffer;
1566 glsl_src_param_t src0_param;
1567 glsl_src_param_t src1_param;
1568 DWORD write_mask;
1569 char op;
1571 /* Determine the GLSL operator to use based on the opcode */
1572 switch (ins->handler_idx)
1574 case WINED3DSIH_MUL: op = '*'; break;
1575 case WINED3DSIH_ADD: op = '+'; break;
1576 case WINED3DSIH_SUB: op = '-'; break;
1577 default:
1578 op = ' ';
1579 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1580 break;
1583 write_mask = shader_glsl_append_dst(buffer, ins);
1584 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], write_mask, &src0_param);
1585 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
1586 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1589 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1590 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1592 SHADER_BUFFER *buffer = ins->buffer;
1593 glsl_src_param_t src0_param;
1594 DWORD write_mask;
1596 write_mask = shader_glsl_append_dst(buffer, ins);
1597 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], write_mask, &src0_param);
1599 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1600 * shader versions WINED3DSIO_MOVA is used for this. */
1601 if ((WINED3DSHADER_VERSION_MAJOR(ins->reg_maps->shader_version) == 1
1602 && !shader_is_pshader_version(ins->reg_maps->shader_version)
1603 && ins->dst[0].register_type == WINED3DSPR_ADDR))
1605 /* This is a simple floor() */
1606 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1607 if (mask_size > 1) {
1608 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1609 } else {
1610 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1613 else if(ins->handler_idx == WINED3DSIH_MOVA)
1615 /* We need to *round* to the nearest int here. */
1616 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1617 if (mask_size > 1) {
1618 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);
1619 } else {
1620 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1622 } else {
1623 shader_addline(buffer, "%s);\n", src0_param.param_str);
1627 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1628 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1630 SHADER_BUFFER *buffer = ins->buffer;
1631 glsl_src_param_t src0_param;
1632 glsl_src_param_t src1_param;
1633 DWORD dst_write_mask, src_write_mask;
1634 unsigned int dst_size = 0;
1636 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1637 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1639 /* dp3 works on vec3, dp4 on vec4 */
1640 if (ins->handler_idx == WINED3DSIH_DP4)
1642 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1643 } else {
1644 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1647 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_write_mask, &src0_param);
1648 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], src_write_mask, &src1_param);
1650 if (dst_size > 1) {
1651 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1652 } else {
1653 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1657 /* Note that this instruction has some restrictions. The destination write mask
1658 * can't contain the w component, and the source swizzles have to be .xyzw */
1659 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1661 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1662 glsl_src_param_t src0_param;
1663 glsl_src_param_t src1_param;
1664 char dst_mask[6];
1666 shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
1667 shader_glsl_append_dst(ins->buffer, ins);
1668 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
1669 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], src_mask, &src1_param);
1670 shader_addline(ins->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1673 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1674 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1675 * GLSL uses the value as-is. */
1676 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1678 SHADER_BUFFER *buffer = ins->buffer;
1679 glsl_src_param_t src0_param;
1680 glsl_src_param_t src1_param;
1681 DWORD dst_write_mask;
1682 unsigned int dst_size;
1684 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1685 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1687 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1688 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1690 if (dst_size > 1) {
1691 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1692 } else {
1693 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1697 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1698 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1699 * GLSL uses the value as-is. */
1700 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1702 SHADER_BUFFER *buffer = ins->buffer;
1703 glsl_src_param_t src0_param;
1704 DWORD dst_write_mask;
1705 unsigned int dst_size;
1707 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1708 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1710 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1712 if (dst_size > 1) {
1713 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1714 } else {
1715 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1719 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1720 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1722 SHADER_BUFFER *buffer = ins->buffer;
1723 glsl_src_param_t src_param;
1724 const char *instruction;
1725 DWORD write_mask;
1726 unsigned i;
1728 /* Determine the GLSL function to use based on the opcode */
1729 /* TODO: Possibly make this a table for faster lookups */
1730 switch (ins->handler_idx)
1732 case WINED3DSIH_MIN: instruction = "min"; break;
1733 case WINED3DSIH_MAX: instruction = "max"; break;
1734 case WINED3DSIH_ABS: instruction = "abs"; break;
1735 case WINED3DSIH_FRC: instruction = "fract"; break;
1736 case WINED3DSIH_NRM: instruction = "normalize"; break;
1737 case WINED3DSIH_EXP: instruction = "exp2"; break;
1738 case WINED3DSIH_SGN: instruction = "sign"; break;
1739 case WINED3DSIH_DSX: instruction = "dFdx"; break;
1740 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1741 default: instruction = "";
1742 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1743 break;
1746 write_mask = shader_glsl_append_dst(buffer, ins);
1748 shader_addline(buffer, "%s(", instruction);
1750 if (ins->src_count)
1752 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], write_mask, &src_param);
1753 shader_addline(buffer, "%s", src_param.param_str);
1754 for (i = 1; i < ins->src_count; ++i)
1756 shader_glsl_add_src_param(ins, ins->src[i], ins->src_addr[i], write_mask, &src_param);
1757 shader_addline(buffer, ", %s", src_param.param_str);
1761 shader_addline(buffer, "));\n");
1764 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1765 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1766 * dst.x = 2^(floor(src))
1767 * dst.y = src - floor(src)
1768 * dst.z = 2^src (partial precision is allowed, but optional)
1769 * dst.w = 1.0;
1770 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1771 * dst = 2^src; (partial precision is allowed, but optional)
1773 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
1775 glsl_src_param_t src_param;
1777 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1779 if (ins->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1781 char dst_mask[6];
1783 shader_addline(ins->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1784 shader_addline(ins->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1785 shader_addline(ins->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1786 shader_addline(ins->buffer, "tmp0.w = 1.0;\n");
1788 shader_glsl_append_dst(ins->buffer, ins);
1789 shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
1790 shader_addline(ins->buffer, "tmp0%s);\n", dst_mask);
1791 } else {
1792 DWORD write_mask;
1793 unsigned int mask_size;
1795 write_mask = shader_glsl_append_dst(ins->buffer, ins);
1796 mask_size = shader_glsl_get_write_mask_size(write_mask);
1798 if (mask_size > 1) {
1799 shader_addline(ins->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1800 } else {
1801 shader_addline(ins->buffer, "exp2(%s));\n", src_param.param_str);
1806 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1807 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
1809 glsl_src_param_t src_param;
1810 DWORD write_mask;
1811 unsigned int mask_size;
1813 write_mask = shader_glsl_append_dst(ins->buffer, ins);
1814 mask_size = shader_glsl_get_write_mask_size(write_mask);
1815 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1817 if (mask_size > 1) {
1818 shader_addline(ins->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1819 } else {
1820 shader_addline(ins->buffer, "1.0 / %s);\n", src_param.param_str);
1824 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
1826 SHADER_BUFFER *buffer = ins->buffer;
1827 glsl_src_param_t src_param;
1828 DWORD write_mask;
1829 unsigned int mask_size;
1831 write_mask = shader_glsl_append_dst(buffer, ins);
1832 mask_size = shader_glsl_get_write_mask_size(write_mask);
1834 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1836 if (mask_size > 1) {
1837 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1838 } else {
1839 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1843 /** Process signed comparison opcodes in GLSL. */
1844 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
1846 glsl_src_param_t src0_param;
1847 glsl_src_param_t src1_param;
1848 DWORD write_mask;
1849 unsigned int mask_size;
1851 write_mask = shader_glsl_append_dst(ins->buffer, ins);
1852 mask_size = shader_glsl_get_write_mask_size(write_mask);
1853 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], write_mask, &src0_param);
1854 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
1856 if (mask_size > 1) {
1857 const char *compare;
1859 switch(ins->handler_idx)
1861 case WINED3DSIH_SLT: compare = "lessThan"; break;
1862 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
1863 default: compare = "";
1864 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
1867 shader_addline(ins->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1868 src0_param.param_str, src1_param.param_str);
1869 } else {
1870 switch(ins->handler_idx)
1872 case WINED3DSIH_SLT:
1873 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1874 * to return 0.0 but step returns 1.0 because step is not < x
1875 * An alternative is a bvec compare padded with an unused second component.
1876 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1877 * issue. Playing with not() is not possible either because not() does not accept
1878 * a scalar.
1880 shader_addline(ins->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1881 break;
1882 case WINED3DSIH_SGE:
1883 /* Here we can use the step() function and safe a conditional */
1884 shader_addline(ins->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1885 break;
1886 default:
1887 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
1893 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1894 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
1896 glsl_src_param_t src0_param;
1897 glsl_src_param_t src1_param;
1898 glsl_src_param_t src2_param;
1899 DWORD write_mask, cmp_channel = 0;
1900 unsigned int i, j;
1901 char mask_char[6];
1902 BOOL temp_destination = FALSE;
1904 if (shader_is_scalar(shader_get_regtype(ins->src[0]), ins->src[0] & WINED3DSP_REGNUM_MASK))
1906 write_mask = shader_glsl_append_dst(ins->buffer, ins);
1908 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1909 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
1910 shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2], write_mask, &src2_param);
1912 shader_addline(ins->buffer, "%s >= 0.0 ? %s : %s);\n",
1913 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1914 } else {
1915 DWORD src0reg = ins->src[0] & WINED3DSP_REGNUM_MASK;
1916 DWORD src1reg = ins->src[1] & WINED3DSP_REGNUM_MASK;
1917 DWORD src2reg = ins->src[2] & WINED3DSP_REGNUM_MASK;
1918 DWORD src0regtype = shader_get_regtype(ins->src[0]);
1919 DWORD src1regtype = shader_get_regtype(ins->src[1]);
1920 DWORD src2regtype = shader_get_regtype(ins->src[2]);
1921 DWORD dstreg = ins->dst[0].register_idx;
1922 DWORD dstregtype = ins->dst[0].register_type;
1923 DWORD dst_mask = ins->dst[0].write_mask;
1924 struct wined3d_shader_dst_param dst = ins->dst[0];
1926 /* Cycle through all source0 channels */
1927 for (i=0; i<4; i++) {
1928 write_mask = 0;
1929 /* Find the destination channels which use the current source0 channel */
1930 for (j=0; j<4; j++) {
1931 if (((ins->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2 * j)) & 0x3) == i)
1933 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1934 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1938 dst.write_mask = dst_mask & write_mask;
1939 dst.token = (dst.token & ~WINED3DSP_WRITEMASK_ALL) | dst.write_mask;
1941 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1942 * The first lines may overwrite source parameters of the following lines.
1943 * Deal with that by using a temporary destination register if needed
1945 if ((src0reg == dstreg && src0regtype == dstregtype)
1946 || (src1reg == dstreg && src1regtype == dstregtype)
1947 || (src2reg == dstreg && src2regtype == dstregtype))
1949 write_mask = shader_glsl_get_write_mask(dst.token, mask_char);
1950 if (!write_mask) continue;
1951 shader_addline(ins->buffer, "tmp0%s = (", mask_char);
1952 temp_destination = TRUE;
1953 } else {
1954 write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, &dst);
1955 if (!write_mask) continue;
1958 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], cmp_channel, &src0_param);
1959 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
1960 shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2], write_mask, &src2_param);
1962 shader_addline(ins->buffer, "%s >= 0.0 ? %s : %s);\n",
1963 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1966 if(temp_destination) {
1967 shader_glsl_get_write_mask(ins->dst[0].token, mask_char);
1968 shader_glsl_append_dst(ins->buffer, ins);
1969 shader_addline(ins->buffer, "tmp0%s);\n", mask_char);
1975 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1976 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1977 * the compare is done per component of src0. */
1978 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
1980 struct wined3d_shader_dst_param dst;
1981 glsl_src_param_t src0_param;
1982 glsl_src_param_t src1_param;
1983 glsl_src_param_t src2_param;
1984 DWORD write_mask, cmp_channel = 0;
1985 unsigned int i, j;
1986 DWORD dst_mask;
1988 if (ins->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
1990 write_mask = shader_glsl_append_dst(ins->buffer, ins);
1991 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1992 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
1993 shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2], write_mask, &src2_param);
1995 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1996 if (ins->coissue)
1998 shader_addline(ins->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1999 } else {
2000 shader_addline(ins->buffer, "%s > 0.5 ? %s : %s);\n",
2001 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2003 return;
2005 /* Cycle through all source0 channels */
2006 dst_mask = ins->dst[0].write_mask;
2007 dst = ins->dst[0];
2008 for (i=0; i<4; i++) {
2009 write_mask = 0;
2010 /* Find the destination channels which use the current source0 channel */
2011 for (j=0; j<4; j++) {
2012 if (((ins->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2 * j)) & 0x3) == i)
2014 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2015 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2019 dst.write_mask = dst_mask & write_mask;
2020 dst.token = (dst.token & ~WINED3DSP_WRITEMASK_ALL) | dst.write_mask;
2021 write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, &dst);
2022 if (!write_mask) continue;
2024 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], cmp_channel, &src0_param);
2025 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
2026 shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2], write_mask, &src2_param);
2028 shader_addline(ins->buffer, "%s > 0.5 ? %s : %s);\n",
2029 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2033 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2034 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2036 glsl_src_param_t src0_param;
2037 glsl_src_param_t src1_param;
2038 glsl_src_param_t src2_param;
2039 DWORD write_mask;
2041 write_mask = shader_glsl_append_dst(ins->buffer, ins);
2042 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], write_mask, &src0_param);
2043 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
2044 shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2], write_mask, &src2_param);
2045 shader_addline(ins->buffer, "(%s * %s) + %s);\n",
2046 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2049 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2050 Vertex shaders to GLSL codes */
2051 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2053 int i;
2054 int nComponents = 0;
2055 struct wined3d_shader_dst_param tmp_dst = {0};
2056 struct wined3d_shader_instruction tmp_ins;
2058 memset(&tmp_ins, 0, sizeof(tmp_ins));
2060 /* Set constants for the temporary argument */
2061 tmp_ins.shader = ins->shader;
2062 tmp_ins.buffer = ins->buffer;
2063 tmp_ins.src[0] = ins->src[0];
2064 tmp_ins.src_addr[0] = ins->src_addr[0];
2065 tmp_ins.src_addr[1] = ins->src_addr[1];
2066 tmp_ins.reg_maps = ins->reg_maps;
2067 tmp_ins.dst_count = 1;
2068 tmp_ins.dst = &tmp_dst;
2069 tmp_ins.src_count = 2;
2071 switch(ins->handler_idx)
2073 case WINED3DSIH_M4x4:
2074 nComponents = 4;
2075 tmp_ins.handler_idx = WINED3DSIH_DP4;
2076 break;
2077 case WINED3DSIH_M4x3:
2078 nComponents = 3;
2079 tmp_ins.handler_idx = WINED3DSIH_DP4;
2080 break;
2081 case WINED3DSIH_M3x4:
2082 nComponents = 4;
2083 tmp_ins.handler_idx = WINED3DSIH_DP3;
2084 break;
2085 case WINED3DSIH_M3x3:
2086 nComponents = 3;
2087 tmp_ins.handler_idx = WINED3DSIH_DP3;
2088 break;
2089 case WINED3DSIH_M3x2:
2090 nComponents = 2;
2091 tmp_ins.handler_idx = WINED3DSIH_DP3;
2092 break;
2093 default:
2094 break;
2097 tmp_dst = ins->dst[0];
2098 for (i = 0; i < nComponents; ++i)
2100 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2101 tmp_dst.token = (tmp_dst.token & ~WINED3DSP_WRITEMASK_ALL) | tmp_dst.write_mask;
2102 tmp_ins.src[1] = ins->src[1] + i;
2103 shader_glsl_dot(&tmp_ins);
2108 The LRP instruction performs a component-wise linear interpolation
2109 between the second and third operands using the first operand as the
2110 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2111 This is equivalent to mix(src2, src1, src0);
2113 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2115 glsl_src_param_t src0_param;
2116 glsl_src_param_t src1_param;
2117 glsl_src_param_t src2_param;
2118 DWORD write_mask;
2120 write_mask = shader_glsl_append_dst(ins->buffer, ins);
2122 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], write_mask, &src0_param);
2123 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], write_mask, &src1_param);
2124 shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2], write_mask, &src2_param);
2126 shader_addline(ins->buffer, "mix(%s, %s, %s));\n",
2127 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2130 /** Process the WINED3DSIO_LIT instruction in GLSL:
2131 * dst.x = dst.w = 1.0
2132 * dst.y = (src0.x > 0) ? src0.x
2133 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2134 * where src.w is clamped at +- 128
2136 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2138 glsl_src_param_t src0_param;
2139 glsl_src_param_t src1_param;
2140 glsl_src_param_t src3_param;
2141 char dst_mask[6];
2143 shader_glsl_append_dst(ins->buffer, ins);
2144 shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
2146 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2147 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
2148 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
2150 /* The sdk specifies the instruction like this
2151 * dst.x = 1.0;
2152 * if(src.x > 0.0) dst.y = src.x
2153 * else dst.y = 0.0.
2154 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2155 * else dst.z = 0.0;
2156 * dst.w = 1.0;
2158 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2159 * dst.x = 1.0 ... No further explanation needed
2160 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2161 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2162 * dst.w = 1.0. ... Nothing fancy.
2164 * So we still have one conditional in there. So do this:
2165 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2167 * 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),
2168 * 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.
2169 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2171 shader_addline(ins->buffer,
2172 "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",
2173 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2176 /** Process the WINED3DSIO_DST instruction in GLSL:
2177 * dst.x = 1.0
2178 * dst.y = src0.x * src0.y
2179 * dst.z = src0.z
2180 * dst.w = src1.w
2182 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2184 glsl_src_param_t src0y_param;
2185 glsl_src_param_t src0z_param;
2186 glsl_src_param_t src1y_param;
2187 glsl_src_param_t src1w_param;
2188 char dst_mask[6];
2190 shader_glsl_append_dst(ins->buffer, ins);
2191 shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
2193 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2194 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2195 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2196 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2198 shader_addline(ins->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2199 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2202 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2203 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2204 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2206 * dst.x = cos(src0.?)
2207 * dst.y = sin(src0.?)
2208 * dst.z = dst.z
2209 * dst.w = dst.w
2211 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2213 glsl_src_param_t src0_param;
2214 DWORD write_mask;
2216 write_mask = shader_glsl_append_dst(ins->buffer, ins);
2217 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2219 switch (write_mask) {
2220 case WINED3DSP_WRITEMASK_0:
2221 shader_addline(ins->buffer, "cos(%s));\n", src0_param.param_str);
2222 break;
2224 case WINED3DSP_WRITEMASK_1:
2225 shader_addline(ins->buffer, "sin(%s));\n", src0_param.param_str);
2226 break;
2228 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2229 shader_addline(ins->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2230 break;
2232 default:
2233 ERR("Write mask should be .x, .y or .xy\n");
2234 break;
2238 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2239 * Start a for() loop where src1.y is the initial value of aL,
2240 * increment aL by src1.z for a total of src1.x iterations.
2241 * Need to use a temporary variable for this operation.
2243 /* FIXME: I don't think nested loops will work correctly this way. */
2244 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2246 glsl_src_param_t src1_param;
2247 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->shader;
2248 DWORD regtype = shader_get_regtype(ins->src[1]);
2249 DWORD reg = ins->src[1] & WINED3DSP_REGNUM_MASK;
2250 const DWORD *control_values = NULL;
2251 const local_constant *constant;
2253 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2255 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2256 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2257 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2258 * addressing.
2260 if(regtype == WINED3DSPR_CONSTINT) {
2261 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2262 if(constant->idx == reg) {
2263 control_values = constant->value;
2264 break;
2269 if(control_values) {
2270 if(control_values[2] > 0) {
2271 shader_addline(ins->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2272 shader->baseShader.cur_loop_depth, control_values[1],
2273 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2274 shader->baseShader.cur_loop_depth, control_values[2]);
2275 } else if(control_values[2] == 0) {
2276 shader_addline(ins->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2277 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2278 shader->baseShader.cur_loop_depth, control_values[0],
2279 shader->baseShader.cur_loop_depth);
2280 } else {
2281 shader_addline(ins->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2282 shader->baseShader.cur_loop_depth, control_values[1],
2283 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2284 shader->baseShader.cur_loop_depth, control_values[2]);
2286 } else {
2287 shader_addline(ins->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2288 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2289 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2290 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2293 shader->baseShader.cur_loop_depth++;
2294 shader->baseShader.cur_loop_regno++;
2297 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2299 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->shader;
2301 shader_addline(ins->buffer, "}\n");
2303 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2305 shader->baseShader.cur_loop_depth--;
2306 shader->baseShader.cur_loop_regno--;
2309 if (ins->handler_idx == WINED3DSIH_ENDREP)
2311 shader->baseShader.cur_loop_depth--;
2315 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2317 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->shader;
2318 glsl_src_param_t src0_param;
2320 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2321 shader_addline(ins->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2322 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2323 src0_param.param_str, shader->baseShader.cur_loop_depth);
2324 shader->baseShader.cur_loop_depth++;
2327 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2329 glsl_src_param_t src0_param;
2331 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2332 shader_addline(ins->buffer, "if (%s) {\n", src0_param.param_str);
2335 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2337 glsl_src_param_t src0_param;
2338 glsl_src_param_t src1_param;
2340 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2341 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2343 shader_addline(ins->buffer, "if (%s %s %s) {\n",
2344 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2347 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2349 shader_addline(ins->buffer, "} else {\n");
2352 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2354 shader_addline(ins->buffer, "break;\n");
2357 /* FIXME: According to MSDN the compare is done per component. */
2358 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2360 glsl_src_param_t src0_param;
2361 glsl_src_param_t src1_param;
2363 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2364 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2366 shader_addline(ins->buffer, "if (%s %s %s) break;\n",
2367 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2370 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2373 DWORD snum = (ins->src[0]) & WINED3DSP_REGNUM_MASK;
2374 shader_addline(ins->buffer, "}\n");
2375 shader_addline(ins->buffer, "void subroutine%u () {\n", snum);
2378 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2380 DWORD snum = (ins->src[0]) & WINED3DSP_REGNUM_MASK;
2381 shader_addline(ins->buffer, "subroutine%u();\n", snum);
2384 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2386 glsl_src_param_t src1_param;
2388 DWORD snum = (ins->src[0]) & WINED3DSP_REGNUM_MASK;
2389 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2390 shader_addline(ins->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2393 /*********************************************
2394 * Pixel Shader Specific Code begins here
2395 ********************************************/
2396 static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
2398 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
2399 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2400 DWORD shader_version = ins->reg_maps->shader_version;
2401 glsl_sample_function_t sample_function;
2402 DWORD sample_flags = 0;
2403 DWORD sampler_type;
2404 DWORD sampler_idx;
2405 DWORD mask = 0, swizzle;
2407 /* 1.0-1.4: Use destination register as sampler source.
2408 * 2.0+: Use provided sampler source. */
2409 if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = ins->dst[0].register_idx;
2410 else sampler_idx = ins->src[1] & WINED3DSP_REGNUM_MASK;
2411 sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2413 if (shader_version < WINED3DPS_VERSION(1,4))
2415 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2417 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2418 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2419 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2420 switch (flags & ~WINED3DTTFF_PROJECTED) {
2421 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2422 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2423 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2424 case WINED3DTTFF_COUNT4:
2425 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2429 else if (shader_version < WINED3DPS_VERSION(2,0))
2431 DWORD src_mod = ins->src[0] & WINED3DSP_SRCMOD_MASK;
2433 if (src_mod == WINED3DSPSM_DZ) {
2434 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2435 mask = WINED3DSP_WRITEMASK_2;
2436 } else if (src_mod == WINED3DSPSM_DW) {
2437 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2438 mask = WINED3DSP_WRITEMASK_3;
2440 } else {
2441 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2443 /* ps 2.0 texldp instruction always divides by the fourth component. */
2444 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2445 mask = WINED3DSP_WRITEMASK_3;
2449 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2450 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2451 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2454 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2455 mask |= sample_function.coord_mask;
2457 if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE;
2458 else swizzle = ins->src[1] & WINED3DSP_SWIZZLE_MASK;
2460 /* 1.0-1.3: Use destination register as coordinate source.
2461 1.4+: Use provided coordinate source register. */
2462 if (shader_version < WINED3DPS_VERSION(1,4))
2464 char coord_mask[6];
2465 shader_glsl_get_write_mask(mask, coord_mask);
2466 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL,
2467 "T%u%s", sampler_idx, coord_mask);
2468 } else {
2469 glsl_src_param_t coord_param;
2470 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], mask, &coord_param);
2471 if (ins->flags & WINED3DSI_TEXLD_BIAS)
2473 glsl_src_param_t bias;
2474 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2475 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, bias.param_str,
2476 "%s", coord_param.param_str);
2477 } else {
2478 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL,
2479 "%s", coord_param.param_str);
2484 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2486 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->shader;
2487 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2488 glsl_sample_function_t sample_function;
2489 glsl_src_param_t coord_param, lod_param;
2490 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2491 DWORD sampler_type;
2492 DWORD sampler_idx;
2493 DWORD swizzle = ins->src[1] & WINED3DSP_SWIZZLE_MASK;
2495 sampler_idx = ins->src[1] & WINED3DSP_REGNUM_MASK;
2496 sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2497 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2498 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2499 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2501 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2502 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], sample_function.coord_mask, &coord_param);
2504 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2506 if (shader_is_pshader_version(ins->reg_maps->shader_version))
2508 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2509 * However, they seem to work just fine in fragment shaders as well. */
2510 WARN("Using %s in fragment shader.\n", sample_function.name);
2512 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, lod_param.param_str,
2513 "%s", coord_param.param_str);
2516 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2518 /* FIXME: Make this work for more than just 2D textures */
2519 SHADER_BUFFER *buffer = ins->buffer;
2520 DWORD write_mask;
2521 char dst_mask[6];
2523 write_mask = shader_glsl_append_dst(ins->buffer, ins);
2524 shader_glsl_get_write_mask(write_mask, dst_mask);
2526 if (ins->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2528 DWORD reg = ins->dst[0].register_idx;
2529 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2530 } else {
2531 DWORD reg = ins->src[0] & WINED3DSP_REGNUM_MASK;
2532 DWORD src_mod = ins->src[0] & WINED3DSP_SRCMOD_MASK;
2533 char dst_swizzle[6];
2535 shader_glsl_get_swizzle(ins->src[0], FALSE, write_mask, dst_swizzle);
2537 if (src_mod == WINED3DSPSM_DZ) {
2538 glsl_src_param_t div_param;
2539 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2540 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2542 if (mask_size > 1) {
2543 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2544 } else {
2545 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2547 } else if (src_mod == WINED3DSPSM_DW) {
2548 glsl_src_param_t div_param;
2549 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2550 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2552 if (mask_size > 1) {
2553 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2554 } else {
2555 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2557 } else {
2558 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2563 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2564 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2565 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2566 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2568 glsl_src_param_t src0_param;
2569 glsl_sample_function_t sample_function;
2570 DWORD sampler_idx = ins->dst[0].register_idx;
2571 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2572 DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2573 UINT mask_size;
2575 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
2577 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2578 * scalar, and projected sampling would require 4.
2580 * It is a dependent read - not valid with conditional NP2 textures
2582 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2583 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2585 switch(mask_size)
2587 case 1:
2588 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2589 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2590 break;
2592 case 2:
2593 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2594 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2595 break;
2597 case 3:
2598 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2599 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2600 break;
2602 default:
2603 FIXME("Unexpected mask size %u\n", mask_size);
2604 break;
2608 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2609 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2610 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2612 glsl_src_param_t src0_param;
2613 DWORD dstreg = ins->dst[0].register_idx;
2614 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2615 DWORD dst_mask;
2616 unsigned int mask_size;
2618 dst_mask = shader_glsl_append_dst(ins->buffer, ins);
2619 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2620 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
2622 if (mask_size > 1) {
2623 shader_addline(ins->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2624 } else {
2625 shader_addline(ins->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2629 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2630 * Calculate the depth as dst.x / dst.y */
2631 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2633 glsl_dst_param_t dst_param;
2635 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2637 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2638 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2639 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2640 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2641 * >= 1.0 or < 0.0
2643 shader_addline(ins->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2644 dst_param.reg_name, dst_param.reg_name);
2647 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2648 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2649 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2650 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2652 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2654 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2655 DWORD dstreg = ins->dst[0].register_idx;
2656 glsl_src_param_t src0_param;
2658 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
2660 shader_addline(ins->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2661 shader_addline(ins->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2664 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2665 * Calculate the 1st of a 2-row matrix multiplication. */
2666 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2668 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2669 DWORD reg = ins->dst[0].register_idx;
2670 SHADER_BUFFER *buffer = ins->buffer;
2671 glsl_src_param_t src0_param;
2673 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
2674 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2677 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2678 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2679 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2681 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
2682 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2683 DWORD reg = ins->dst[0].register_idx;
2684 SHADER_BUFFER *buffer = ins->buffer;
2685 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2686 glsl_src_param_t src0_param;
2688 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
2689 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2690 current_state->texcoord_w[current_state->current_row++] = reg;
2693 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2695 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2696 DWORD reg = ins->dst[0].register_idx;
2697 SHADER_BUFFER *buffer = ins->buffer;
2698 glsl_src_param_t src0_param;
2699 DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2700 glsl_sample_function_t sample_function;
2702 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
2703 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2705 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2707 /* Sample the texture using the calculated coordinates */
2708 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xy");
2711 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2712 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2713 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
2715 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2716 glsl_src_param_t src0_param;
2717 DWORD reg = ins->dst[0].register_idx;
2718 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
2719 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2720 DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2721 glsl_sample_function_t sample_function;
2723 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
2724 shader_addline(ins->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2726 /* Dependent read, not valid with conditional NP2 */
2727 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2729 /* Sample the texture using the calculated coordinates */
2730 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
2732 current_state->current_row = 0;
2735 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2736 * Perform the 3rd row of a 3x3 matrix multiply */
2737 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
2739 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2740 glsl_src_param_t src0_param;
2741 char dst_mask[6];
2742 DWORD reg = ins->dst[0].register_idx;
2743 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
2744 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2746 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
2748 shader_glsl_append_dst(ins->buffer, ins);
2749 shader_glsl_get_write_mask(ins->dst[0].token, dst_mask);
2750 shader_addline(ins->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2752 current_state->current_row = 0;
2755 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2756 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2757 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
2759 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
2760 DWORD reg = ins->dst[0].register_idx;
2761 glsl_src_param_t src0_param;
2762 glsl_src_param_t src1_param;
2763 SHADER_BUFFER *buffer = ins->buffer;
2764 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2765 DWORD stype = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2766 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2767 glsl_sample_function_t sample_function;
2769 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
2770 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1], src_mask, &src1_param);
2772 /* Perform the last matrix multiply operation */
2773 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2774 /* Reflection calculation */
2775 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2777 /* Dependent read, not valid with conditional NP2 */
2778 shader_glsl_get_sample_function(stype, 0, &sample_function);
2780 /* Sample the texture */
2781 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
2783 current_state->current_row = 0;
2786 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2787 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2788 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2790 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->shader;
2791 DWORD reg = ins->dst[0].register_idx;
2792 SHADER_BUFFER *buffer = ins->buffer;
2793 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2794 glsl_src_param_t src0_param;
2795 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2796 DWORD sampler_type = ins->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2797 glsl_sample_function_t sample_function;
2799 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], src_mask, &src0_param);
2801 /* Perform the last matrix multiply operation */
2802 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2804 /* Construct the eye-ray vector from w coordinates */
2805 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2806 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2807 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2809 /* Dependent read, not valid with conditional NP2 */
2810 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2812 /* Sample the texture using the calculated coordinates */
2813 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
2815 current_state->current_row = 0;
2818 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2819 * Apply a fake bump map transform.
2820 * texbem is pshader <= 1.3 only, this saves a few version checks
2822 static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
2824 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->shader;
2825 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2826 glsl_sample_function_t sample_function;
2827 glsl_src_param_t coord_param;
2828 DWORD sampler_type;
2829 DWORD sampler_idx;
2830 DWORD mask;
2831 DWORD flags;
2832 char coord_mask[6];
2834 sampler_idx = ins->dst[0].register_idx;
2835 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2837 sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2838 /* Dependent read, not valid with conditional NP2 */
2839 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2840 mask = sample_function.coord_mask;
2842 shader_glsl_get_write_mask(mask, coord_mask);
2844 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2845 * so we can't let the GL handle this.
2847 if (flags & WINED3DTTFF_PROJECTED) {
2848 DWORD div_mask=0;
2849 char coord_div_mask[3];
2850 switch (flags & ~WINED3DTTFF_PROJECTED) {
2851 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2852 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2853 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2854 case WINED3DTTFF_COUNT4:
2855 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2857 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2858 shader_addline(ins->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2861 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0],
2862 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
2864 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2865 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
2866 coord_param.param_str, coord_mask);
2868 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2870 glsl_src_param_t luminance_param;
2871 glsl_dst_param_t dst_param;
2873 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2874 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2876 shader_addline(ins->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
2877 dst_param.reg_name, dst_param.mask_str,
2878 luminance_param.param_str, sampler_idx, sampler_idx);
2882 static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
2884 glsl_src_param_t src0_param, src1_param;
2885 DWORD sampler_idx = ins->dst[0].register_idx;
2887 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0],
2888 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2889 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1],
2890 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2892 shader_glsl_append_dst(ins->buffer, ins);
2893 shader_addline(ins->buffer, "%s + bumpenvmat%d * %s);\n",
2894 src0_param.param_str, sampler_idx, src1_param.param_str);
2897 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2898 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2899 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
2901 glsl_src_param_t src0_param;
2902 DWORD sampler_idx = ins->dst[0].register_idx;
2903 DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2904 glsl_sample_function_t sample_function;
2906 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2908 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2909 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2910 "%s.wx", src0_param.reg_name);
2913 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2914 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2915 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
2917 glsl_src_param_t src0_param;
2918 DWORD sampler_idx = ins->dst[0].register_idx;
2919 DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2920 glsl_sample_function_t sample_function;
2922 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2924 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2925 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2926 "%s.yz", src0_param.reg_name);
2929 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2930 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2931 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
2933 glsl_src_param_t src0_param;
2934 DWORD sampler_idx = ins->dst[0].register_idx;
2935 DWORD sampler_type = ins->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2936 glsl_sample_function_t sample_function;
2938 /* Dependent read, not valid with conditional NP2 */
2939 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2940 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0], sample_function.coord_mask, &src0_param);
2942 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2943 "%s", src0_param.param_str);
2946 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2947 * If any of the first 3 components are < 0, discard this pixel */
2948 static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
2950 glsl_dst_param_t dst_param;
2952 /* The argument is a destination parameter, and no writemasks are allowed */
2953 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2954 if ((ins->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
2956 /* 2.0 shaders compare all 4 components in texkill */
2957 shader_addline(ins->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2958 } else {
2959 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2960 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2961 * 4 components are defined, only the first 3 are used
2963 shader_addline(ins->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2967 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2968 * dst = dot2(src0, src1) + src2 */
2969 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
2971 glsl_src_param_t src0_param;
2972 glsl_src_param_t src1_param;
2973 glsl_src_param_t src2_param;
2974 DWORD write_mask;
2975 unsigned int mask_size;
2977 write_mask = shader_glsl_append_dst(ins->buffer, ins);
2978 mask_size = shader_glsl_get_write_mask_size(write_mask);
2980 shader_glsl_add_src_param(ins, ins->src[0], ins->src_addr[0],
2981 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2982 shader_glsl_add_src_param(ins, ins->src[1], ins->src_addr[1],
2983 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2984 shader_glsl_add_src_param(ins, ins->src[2], ins->src_addr[2],
2985 WINED3DSP_WRITEMASK_0, &src2_param);
2987 if (mask_size > 1) {
2988 shader_addline(ins->buffer, "vec%d(dot(%s, %s) + %s));\n",
2989 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
2990 } else {
2991 shader_addline(ins->buffer, "dot(%s, %s) + %s);\n",
2992 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2996 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2997 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2999 unsigned int i;
3000 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
3002 for (i = 0; i < MAX_REG_INPUT; i++) {
3004 DWORD usage_token = semantics_in[i].usage;
3005 DWORD register_token = semantics_in[i].reg;
3006 DWORD usage, usage_idx;
3007 char reg_mask[6];
3009 /* Uninitialized */
3010 if (!usage_token) continue;
3011 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3012 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3013 shader_glsl_get_write_mask(register_token, reg_mask);
3015 switch(usage) {
3017 case WINED3DDECLUSAGE_TEXCOORD:
3018 if(usage_idx < 8 && vertexprocessing == pretransformed) {
3019 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3020 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
3021 } else {
3022 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3023 This->input_reg_map[i], reg_mask, reg_mask);
3025 break;
3027 case WINED3DDECLUSAGE_COLOR:
3028 if (usage_idx == 0)
3029 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3030 This->input_reg_map[i], reg_mask, reg_mask);
3031 else if (usage_idx == 1)
3032 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3033 This->input_reg_map[i], reg_mask, reg_mask);
3034 else
3035 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3036 This->input_reg_map[i], reg_mask, reg_mask);
3037 break;
3039 default:
3040 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3041 This->input_reg_map[i], reg_mask, reg_mask);
3046 /*********************************************
3047 * Vertex Shader Specific Code begins here
3048 ********************************************/
3050 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3051 glsl_program_key_t *key;
3053 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3054 key->vshader = entry->vshader;
3055 key->pshader = entry->pshader;
3056 key->vs_args = entry->vs_args;
3057 key->ps_args = entry->ps_args;
3059 hash_table_put(priv->glsl_program_lookup, key, entry);
3062 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3063 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3064 struct ps_compile_args *ps_args) {
3065 glsl_program_key_t key;
3067 key.vshader = vshader;
3068 key.pshader = pshader;
3069 key.vs_args = *vs_args;
3070 key.ps_args = *ps_args;
3072 return hash_table_get(priv->glsl_program_lookup, &key);
3075 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
3076 struct glsl_shader_prog_link *entry)
3078 glsl_program_key_t *key;
3080 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3081 key->vshader = entry->vshader;
3082 key->pshader = entry->pshader;
3083 key->vs_args = entry->vs_args;
3084 key->ps_args = entry->ps_args;
3085 hash_table_remove(priv->glsl_program_lookup, key);
3087 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3088 if (entry->vshader) list_remove(&entry->vshader_entry);
3089 if (entry->pshader) list_remove(&entry->pshader_entry);
3090 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3091 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3092 HeapFree(GetProcessHeap(), 0, entry);
3095 static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
3096 const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
3098 unsigned int i, j;
3099 DWORD usage_token, usage_token_out;
3100 DWORD register_token, register_token_out;
3101 DWORD usage, usage_idx, usage_out, usage_idx_out;
3102 DWORD *set;
3103 DWORD in_idx;
3104 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
3105 char reg_mask[6], reg_mask_out[6];
3106 char destination[50];
3108 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3110 if (!semantics_out) {
3111 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3112 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3113 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3116 for(i = 0; i < MAX_REG_INPUT; i++) {
3117 usage_token = semantics_in[i].usage;
3118 if (!usage_token) continue;
3120 in_idx = map[i];
3121 if (in_idx >= (in_count + 2)) {
3122 FIXME("More input varyings declared than supported, expect issues\n");
3123 continue;
3125 else if (map[i] == ~0U)
3127 /* Declared, but not read register */
3128 continue;
3131 if (in_idx == in_count) {
3132 sprintf(destination, "gl_FrontColor");
3133 } else if (in_idx == in_count + 1) {
3134 sprintf(destination, "gl_FrontSecondaryColor");
3135 } else {
3136 sprintf(destination, "IN[%u]", in_idx);
3139 register_token = semantics_in[i].reg;
3141 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3142 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3143 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
3145 if(!semantics_out) {
3146 switch(usage) {
3147 case WINED3DDECLUSAGE_COLOR:
3148 if (usage_idx == 0)
3149 shader_addline(buffer, "%s%s = front_color%s;\n",
3150 destination, reg_mask, reg_mask);
3151 else if (usage_idx == 1)
3152 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3153 destination, reg_mask, reg_mask);
3154 else
3155 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3156 destination, reg_mask, reg_mask);
3157 break;
3159 case WINED3DDECLUSAGE_TEXCOORD:
3160 if (usage_idx < 8) {
3161 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3162 destination, reg_mask, usage_idx, reg_mask);
3163 } else {
3164 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3165 destination, reg_mask, reg_mask);
3167 break;
3169 case WINED3DDECLUSAGE_FOG:
3170 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3171 destination, reg_mask, reg_mask);
3172 break;
3174 default:
3175 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3176 destination, reg_mask, reg_mask);
3178 } else {
3179 BOOL found = FALSE;
3180 for(j = 0; j < MAX_REG_OUTPUT; j++) {
3181 usage_token_out = semantics_out[j].usage;
3182 if (!usage_token_out) continue;
3183 register_token_out = semantics_out[j].reg;
3185 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3186 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3187 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
3189 if(usage == usage_out &&
3190 usage_idx == usage_idx_out) {
3191 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3192 destination, reg_mask, j, reg_mask);
3193 found = TRUE;
3196 if(!found) {
3197 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3198 destination, reg_mask, reg_mask);
3203 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3204 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3205 * input varyings are assigned above, if the optimizer works properly.
3207 for(i = 0; i < in_count + 2; i++) {
3208 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3209 unsigned int size = 0;
3210 memset(reg_mask, 0, sizeof(reg_mask));
3211 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3212 reg_mask[size] = 'x';
3213 size++;
3215 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3216 reg_mask[size] = 'y';
3217 size++;
3219 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3220 reg_mask[size] = 'z';
3221 size++;
3223 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3224 reg_mask[size] = 'w';
3225 size++;
3228 if (i == in_count) {
3229 sprintf(destination, "gl_FrontColor");
3230 } else if (i == in_count + 1) {
3231 sprintf(destination, "gl_FrontSecondaryColor");
3232 } else {
3233 sprintf(destination, "IN[%u]", i);
3236 if (size == 1) {
3237 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3238 } else {
3239 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3244 HeapFree(GetProcessHeap(), 0, set);
3247 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3248 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3250 GLhandleARB ret = 0;
3251 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3252 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3253 IWineD3DDeviceImpl *device;
3254 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version);
3255 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
3256 unsigned int i;
3257 SHADER_BUFFER buffer;
3258 DWORD usage_token;
3259 DWORD register_token;
3260 DWORD usage, usage_idx, writemask;
3261 char reg_mask[6];
3262 const struct semantic *semantics_out, *semantics_in;
3264 shader_buffer_init(&buffer);
3266 shader_addline(&buffer, "#version 120\n");
3268 if(vs_major < 3 && ps_major < 3) {
3269 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3270 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3272 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3273 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3274 !device->frag_pipe->ffp_proj_control) {
3275 shader_addline(&buffer, "void order_ps_input() {\n");
3276 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3277 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3278 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3279 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3282 shader_addline(&buffer, "}\n");
3283 } else {
3284 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3286 } else if(ps_major < 3 && vs_major >= 3) {
3287 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3288 semantics_out = vs->semantics_out;
3290 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3291 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3292 usage_token = semantics_out[i].usage;
3293 if (!usage_token) continue;
3294 register_token = semantics_out[i].reg;
3296 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3297 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3298 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3300 switch(usage) {
3301 case WINED3DDECLUSAGE_COLOR:
3302 if (usage_idx == 0)
3303 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3304 else if (usage_idx == 1)
3305 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3306 break;
3308 case WINED3DDECLUSAGE_POSITION:
3309 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3310 break;
3312 case WINED3DDECLUSAGE_TEXCOORD:
3313 if (usage_idx < 8) {
3314 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3316 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3317 usage_idx, reg_mask, i, reg_mask);
3318 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3319 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3322 break;
3324 case WINED3DDECLUSAGE_PSIZE:
3325 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3326 break;
3328 case WINED3DDECLUSAGE_FOG:
3329 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3330 break;
3332 default:
3333 break;
3336 shader_addline(&buffer, "}\n");
3338 } else if(ps_major >= 3 && vs_major >= 3) {
3339 semantics_out = vs->semantics_out;
3340 semantics_in = ps->semantics_in;
3342 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3343 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3344 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3346 /* First, sort out position and point size. Those are not passed to the pixel shader */
3347 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3348 usage_token = semantics_out[i].usage;
3349 if (!usage_token) continue;
3350 register_token = semantics_out[i].reg;
3352 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3353 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3354 shader_glsl_get_write_mask(register_token, reg_mask);
3356 switch(usage) {
3357 case WINED3DDECLUSAGE_POSITION:
3358 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3359 break;
3361 case WINED3DDECLUSAGE_PSIZE:
3362 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3363 break;
3365 default:
3366 break;
3370 /* Then, fix the pixel shader input */
3371 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3373 shader_addline(&buffer, "}\n");
3374 } else if(ps_major >= 3 && vs_major < 3) {
3375 semantics_in = ps->semantics_in;
3377 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3378 shader_addline(&buffer, "void order_ps_input() {\n");
3379 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3380 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3381 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3383 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3384 shader_addline(&buffer, "}\n");
3385 } else {
3386 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3389 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3390 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3391 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3392 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3393 GL_EXTCALL(glCompileShaderARB(ret));
3394 checkGLcall("glCompileShaderARB(ret)");
3396 shader_buffer_free(&buffer);
3397 return ret;
3400 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3401 GLhandleARB programId, char prefix)
3403 const local_constant *lconst;
3404 GLint tmp_loc;
3405 const float *value;
3406 char glsl_name[8];
3408 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3409 value = (const float *)lconst->value;
3410 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3411 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3412 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3414 checkGLcall("Hardcoding local constants\n");
3417 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3418 * It sets the programId on the current StateBlock (because it should be called
3419 * inside of the DrawPrimitive() part of the render loop).
3421 * If a program for the given combination does not exist, create one, and store
3422 * the program in the hash table. If it creates a program, it will link the
3423 * given objects, too.
3425 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3426 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3427 struct shader_glsl_priv *priv = This->shader_priv;
3428 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3429 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3430 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3431 struct glsl_shader_prog_link *entry = NULL;
3432 GLhandleARB programId = 0;
3433 GLhandleARB reorder_shader_id = 0;
3434 unsigned int i;
3435 char glsl_name[8];
3436 GLhandleARB vshader_id, pshader_id;
3437 struct ps_compile_args ps_compile_args;
3438 struct vs_compile_args vs_compile_args;
3440 if(use_vs) {
3441 find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
3442 } else {
3443 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3444 memset(&vs_compile_args, 0, sizeof(vs_compile_args));
3446 if(use_ps) {
3447 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
3448 } else {
3449 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3450 memset(&ps_compile_args, 0, sizeof(ps_compile_args));
3452 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3453 if (entry) {
3454 priv->glsl_program = entry;
3455 return;
3458 /* If we get to this point, then no matching program exists, so we create one */
3459 programId = GL_EXTCALL(glCreateProgramObjectARB());
3460 TRACE("Created new GLSL shader program %u\n", programId);
3462 /* Create the entry */
3463 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3464 entry->programId = programId;
3465 entry->vshader = vshader;
3466 entry->pshader = pshader;
3467 entry->vs_args = vs_compile_args;
3468 entry->ps_args = ps_compile_args;
3469 entry->constant_version = 0;
3470 /* Add the hash table entry */
3471 add_glsl_program_entry(priv, entry);
3473 /* Set the current program */
3474 priv->glsl_program = entry;
3476 if(use_vs) {
3477 vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
3478 } else {
3479 vshader_id = 0;
3482 /* Attach GLSL vshader */
3483 if (vshader_id) {
3484 const unsigned int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3485 char tmp_name[10];
3487 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3488 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3489 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3490 checkGLcall("glAttachObjectARB");
3491 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3492 * is destroyed
3494 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3496 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3497 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3498 checkGLcall("glAttachObjectARB");
3500 /* Bind vertex attributes to a corresponding index number to match
3501 * the same index numbers as ARB_vertex_programs (makes loading
3502 * vertex attributes simpler). With this method, we can use the
3503 * exact same code to load the attributes later for both ARB and
3504 * GLSL shaders.
3506 * We have to do this here because we need to know the Program ID
3507 * in order to make the bindings work, and it has to be done prior
3508 * to linking the GLSL program. */
3509 for (i = 0; i < max_attribs; ++i) {
3510 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3511 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3512 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3515 checkGLcall("glBindAttribLocationARB");
3517 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3520 if(use_ps) {
3521 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
3522 } else {
3523 pshader_id = 0;
3526 /* Attach GLSL pshader */
3527 if (pshader_id) {
3528 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3529 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3530 checkGLcall("glAttachObjectARB");
3532 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3535 /* Link the program */
3536 TRACE("Linking GLSL shader program %u\n", programId);
3537 GL_EXTCALL(glLinkProgramARB(programId));
3538 print_glsl_info_log(&GLINFO_LOCATION, programId);
3540 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3541 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3542 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3543 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3545 for (i = 0; i < MAX_CONST_I; ++i) {
3546 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3547 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3549 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3550 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3551 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3552 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3554 for (i = 0; i < MAX_CONST_I; ++i) {
3555 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3556 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3559 if(pshader) {
3560 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3561 char name[32];
3562 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3563 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3564 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3565 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3566 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3567 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3571 if (use_ps && ps_compile_args.texrect_fixup) {
3572 char name[32];
3573 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3574 if (ps_compile_args.texrect_fixup & (1 << i)) {
3575 sprintf(name, "PsamplerRectFixup%u", i);
3576 entry->rectFixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3577 } else {
3578 entry->rectFixup_location[i] = -1;
3583 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3584 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3585 checkGLcall("Find glsl program uniform locations");
3587 if (pshader
3588 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3589 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3591 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3592 entry->vertex_color_clamp = GL_FALSE;
3593 } else {
3594 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3597 /* Set the shader to allow uniform loading on it */
3598 GL_EXTCALL(glUseProgramObjectARB(programId));
3599 checkGLcall("glUseProgramObjectARB(programId)");
3601 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3602 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3603 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3604 * vertex shader with fixed function pixel processing is used we make sure that the card
3605 * supports enough samplers to allow the max number of vertex samplers with all possible
3606 * fixed function fragment processing setups. So once the program is linked these samplers
3607 * won't change.
3609 if(vshader_id) {
3610 /* Load vertex shader samplers */
3611 shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
3613 if(pshader_id) {
3614 /* Load pixel shader samplers */
3615 shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
3618 /* If the local constants do not have to be loaded with the environment constants,
3619 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3620 * later
3622 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3623 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3625 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3626 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3630 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3632 GLhandleARB program_id;
3633 GLhandleARB vshader_id, pshader_id;
3634 static const char *blt_vshader[] =
3636 "#version 120\n"
3637 "void main(void)\n"
3638 "{\n"
3639 " gl_Position = gl_Vertex;\n"
3640 " gl_FrontColor = vec4(1.0);\n"
3641 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3642 "}\n"
3645 static const char *blt_pshaders[tex_type_count] =
3647 /* tex_1d */
3648 NULL,
3649 /* tex_2d */
3650 "#version 120\n"
3651 "uniform sampler2D sampler;\n"
3652 "void main(void)\n"
3653 "{\n"
3654 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3655 "}\n",
3656 /* tex_3d */
3657 NULL,
3658 /* tex_cube */
3659 "#version 120\n"
3660 "uniform samplerCube sampler;\n"
3661 "void main(void)\n"
3662 "{\n"
3663 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3664 "}\n",
3665 /* tex_rect */
3666 "#version 120\n"
3667 "#extension GL_ARB_texture_rectangle : enable\n"
3668 "uniform sampler2DRect sampler;\n"
3669 "void main(void)\n"
3670 "{\n"
3671 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3672 "}\n",
3675 if (!blt_pshaders[tex_type])
3677 FIXME("tex_type %#x not supported\n", tex_type);
3678 tex_type = tex_2d;
3681 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3682 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3683 GL_EXTCALL(glCompileShaderARB(vshader_id));
3685 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3686 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3687 GL_EXTCALL(glCompileShaderARB(pshader_id));
3689 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3690 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3691 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3692 GL_EXTCALL(glLinkProgramARB(program_id));
3694 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3696 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3697 * is destroyed
3699 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3700 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3701 return program_id;
3704 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3705 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3706 struct shader_glsl_priv *priv = This->shader_priv;
3707 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3708 GLhandleARB program_id = 0;
3709 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3711 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3713 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3714 else priv->glsl_program = NULL;
3716 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3718 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3719 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3720 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3721 checkGLcall("glClampColorARB");
3722 } else {
3723 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3727 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3728 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3729 GL_EXTCALL(glUseProgramObjectARB(program_id));
3730 checkGLcall("glUseProgramObjectARB");
3733 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3734 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3735 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3736 struct shader_glsl_priv *priv = This->shader_priv;
3737 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3739 if (!*blt_program) {
3740 GLint loc;
3741 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3742 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3743 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3744 GL_EXTCALL(glUniform1iARB(loc, 0));
3745 } else {
3746 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3750 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3751 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3752 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3753 struct shader_glsl_priv *priv = This->shader_priv;
3754 GLhandleARB program_id;
3756 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3757 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3759 GL_EXTCALL(glUseProgramObjectARB(program_id));
3760 checkGLcall("glUseProgramObjectARB");
3763 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3764 const struct list *linked_programs;
3765 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3766 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3767 struct shader_glsl_priv *priv = device->shader_priv;
3768 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3769 IWineD3DPixelShaderImpl *ps = NULL;
3770 IWineD3DVertexShaderImpl *vs = NULL;
3772 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3773 * can be called from IWineD3DBaseShader::Release
3775 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3777 if(pshader) {
3778 ps = (IWineD3DPixelShaderImpl *) This;
3779 if(ps->num_gl_shaders == 0) return;
3780 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
3781 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
3782 } else {
3783 vs = (IWineD3DVertexShaderImpl *) This;
3784 if(vs->num_gl_shaders == 0) return;
3785 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
3786 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
3789 linked_programs = &This->baseShader.linked_programs;
3791 TRACE("Deleting linked programs\n");
3792 if (linked_programs->next) {
3793 struct glsl_shader_prog_link *entry, *entry2;
3795 if(pshader) {
3796 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3797 delete_glsl_program_entry(priv, gl_info, entry);
3799 } else {
3800 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3801 delete_glsl_program_entry(priv, gl_info, entry);
3806 if(pshader) {
3807 UINT i;
3809 ENTER_GL();
3810 for(i = 0; i < ps->num_gl_shaders; i++) {
3811 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3812 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3813 checkGLcall("glDeleteObjectARB");
3815 LEAVE_GL();
3816 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3817 ps->gl_shaders = NULL;
3818 ps->num_gl_shaders = 0;
3819 ps->shader_array_size = 0;
3820 } else {
3821 UINT i;
3823 ENTER_GL();
3824 for(i = 0; i < vs->num_gl_shaders; i++) {
3825 TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId);
3826 GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId));
3827 checkGLcall("glDeleteObjectARB");
3829 LEAVE_GL();
3830 HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
3831 vs->gl_shaders = NULL;
3832 vs->num_gl_shaders = 0;
3833 vs->shader_array_size = 0;
3837 static unsigned int glsl_program_key_hash(const void *key)
3839 const glsl_program_key_t *k = key;
3841 unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16;
3842 hash += ~(hash << 15);
3843 hash ^= (hash >> 10);
3844 hash += (hash << 3);
3845 hash ^= (hash >> 6);
3846 hash += ~(hash << 11);
3847 hash ^= (hash >> 16);
3849 return hash;
3852 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3854 const glsl_program_key_t *ka = keya;
3855 const glsl_program_key_t *kb = keyb;
3857 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3858 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) &&
3859 (memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0);
3862 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3864 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3865 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3867 if (!mem)
3869 ERR("Failed to allocate memory\n");
3870 return FALSE;
3873 heap->entries = mem;
3874 heap->entries[1].version = 0;
3875 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3876 heap->size = 1;
3878 return TRUE;
3881 static void constant_heap_free(struct constant_heap *heap)
3883 HeapFree(GetProcessHeap(), 0, heap->entries);
3886 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3887 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3888 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3889 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3890 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
3892 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3893 if (!priv->stack)
3895 ERR("Failed to allocate memory.\n");
3896 HeapFree(GetProcessHeap(), 0, priv);
3897 return E_OUTOFMEMORY;
3900 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3902 ERR("Failed to initialize vertex shader constant heap\n");
3903 HeapFree(GetProcessHeap(), 0, priv->stack);
3904 HeapFree(GetProcessHeap(), 0, priv);
3905 return E_OUTOFMEMORY;
3908 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3910 ERR("Failed to initialize pixel shader constant heap\n");
3911 constant_heap_free(&priv->vconst_heap);
3912 HeapFree(GetProcessHeap(), 0, priv->stack);
3913 HeapFree(GetProcessHeap(), 0, priv);
3914 return E_OUTOFMEMORY;
3917 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3918 priv->next_constant_version = 1;
3920 This->shader_priv = priv;
3921 return WINED3D_OK;
3924 static void shader_glsl_free(IWineD3DDevice *iface) {
3925 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3926 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3927 struct shader_glsl_priv *priv = This->shader_priv;
3928 int i;
3930 for (i = 0; i < tex_type_count; ++i)
3932 if (priv->depth_blt_program[i])
3934 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3938 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3939 constant_heap_free(&priv->pconst_heap);
3940 constant_heap_free(&priv->vconst_heap);
3942 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3943 This->shader_priv = NULL;
3946 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3947 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3948 return FALSE;
3951 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
3952 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3953 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3954 CONST DWORD *function = This->baseShader.function;
3955 const char *fragcolor;
3956 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3958 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3959 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3961 shader_addline(buffer, "#version 120\n");
3963 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3964 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3966 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3967 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3968 * drivers write a warning if we don't do so
3970 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3973 /* Base Declarations */
3974 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3976 /* Pack 3.0 inputs */
3977 if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
3978 pshader_glsl_input_pack(buffer, This->semantics_in, iface, args->vp_mode);
3981 /* Base Shader Body */
3982 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3984 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3985 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3987 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3988 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3989 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3990 else
3991 shader_addline(buffer, "gl_FragColor = R0;\n");
3994 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3995 fragcolor = "gl_FragData[0]";
3996 } else {
3997 fragcolor = "gl_FragColor";
3999 if(args->srgb_correction) {
4000 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
4001 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
4002 srgb_sub_high, srgb_sub_high, srgb_sub_high);
4003 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
4004 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
4005 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
4006 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
4007 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
4009 /* Pixel shader < 3.0 do not replace the fog stage.
4010 * This implements linear fog computation and blending.
4011 * TODO: non linear fog
4012 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4013 * -1/(e-s) and e/(e-s) respectively.
4015 if(reg_maps->shader_version < WINED3DPS_VERSION(3,0)) {
4016 switch(args->fog) {
4017 case FOG_OFF: break;
4018 case FOG_LINEAR:
4019 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4020 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4021 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4022 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4023 break;
4024 case FOG_EXP:
4025 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4026 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4027 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4028 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4029 break;
4030 case FOG_EXP2:
4031 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4032 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4033 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4034 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4035 break;
4039 shader_addline(buffer, "}\n");
4041 TRACE("Compiling shader object %u\n", shader_obj);
4042 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4043 GL_EXTCALL(glCompileShaderARB(shader_obj));
4044 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4046 /* Store the shader object */
4047 return shader_obj;
4050 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
4051 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
4052 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4053 CONST DWORD *function = This->baseShader.function;
4054 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
4056 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4057 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4059 shader_addline(buffer, "#version 120\n");
4061 /* Base Declarations */
4062 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
4064 /* Base Shader Body */
4065 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
4067 /* Unpack 3.0 outputs */
4068 if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
4069 else shader_addline(buffer, "order_ps_input();\n");
4071 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4072 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4073 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4074 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4076 if(args->fog_src == VS_FOG_Z) {
4077 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4078 } else if (!reg_maps->fog) {
4079 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4082 /* Write the final position.
4084 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4085 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4086 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4087 * contains 1.0 to allow a mad.
4089 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4090 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4092 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4094 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4095 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4096 * which is the same as z = z * 2 - w.
4098 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4100 shader_addline(buffer, "}\n");
4102 TRACE("Compiling shader object %u\n", shader_obj);
4103 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4104 GL_EXTCALL(glCompileShaderARB(shader_obj));
4105 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4107 return shader_obj;
4110 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4112 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4113 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4114 * vs_nv_version which is based on NV_vertex_program.
4115 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4116 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4117 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4118 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4120 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4121 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4122 else
4123 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4124 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4125 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4127 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4128 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4129 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4130 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4131 * in max native instructions. Intel and others also offer the info in this extension but they
4132 * don't support GLSL (at least on Windows).
4134 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4135 * of instructions is 512 or less we have to do with ps2.0 hardware.
4136 * 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.
4138 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4139 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4140 else
4141 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4143 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4144 * Direct3D minimum requirement.
4146 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4147 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4149 * The problem is that the refrast clamps temporary results in the shader to
4150 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4151 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4152 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4153 * offer a way to query this.
4155 pCaps->PixelShader1xMaxValue = 8.0;
4156 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4159 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4161 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4163 TRACE("Checking support for fixup:\n");
4164 dump_color_fixup_desc(fixup);
4167 /* We support everything except YUV conversions. */
4168 if (!is_yuv_fixup(fixup))
4170 TRACE("[OK]\n");
4171 return TRUE;
4174 TRACE("[FAILED]\n");
4175 return FALSE;
4178 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4180 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4181 /* WINED3DSIH_ADD */ shader_glsl_arith,
4182 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4183 /* WINED3DSIH_BREAK */ shader_glsl_break,
4184 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4185 /* WINED3DSIH_BREAKP */ NULL,
4186 /* WINED3DSIH_CALL */ shader_glsl_call,
4187 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4188 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4189 /* WINED3DSIH_CND */ shader_glsl_cnd,
4190 /* WINED3DSIH_CRS */ shader_glsl_cross,
4191 /* WINED3DSIH_DCL */ NULL,
4192 /* WINED3DSIH_DEF */ NULL,
4193 /* WINED3DSIH_DEFB */ NULL,
4194 /* WINED3DSIH_DEFI */ NULL,
4195 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4196 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4197 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4198 /* WINED3DSIH_DST */ shader_glsl_dst,
4199 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4200 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4201 /* WINED3DSIH_ELSE */ shader_glsl_else,
4202 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4203 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4204 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4205 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4206 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4207 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4208 /* WINED3DSIH_IF */ shader_glsl_if,
4209 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4210 /* WINED3DSIH_LABEL */ shader_glsl_label,
4211 /* WINED3DSIH_LIT */ shader_glsl_lit,
4212 /* WINED3DSIH_LOG */ shader_glsl_log,
4213 /* WINED3DSIH_LOGP */ shader_glsl_log,
4214 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4215 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4216 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4217 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4218 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4219 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4220 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4221 /* WINED3DSIH_MAD */ shader_glsl_mad,
4222 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4223 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4224 /* WINED3DSIH_MOV */ shader_glsl_mov,
4225 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4226 /* WINED3DSIH_MUL */ shader_glsl_arith,
4227 /* WINED3DSIH_NOP */ NULL,
4228 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4229 /* WINED3DSIH_PHASE */ NULL,
4230 /* WINED3DSIH_POW */ shader_glsl_pow,
4231 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4232 /* WINED3DSIH_REP */ shader_glsl_rep,
4233 /* WINED3DSIH_RET */ NULL,
4234 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4235 /* WINED3DSIH_SETP */ NULL,
4236 /* WINED3DSIH_SGE */ shader_glsl_compare,
4237 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4238 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4239 /* WINED3DSIH_SLT */ shader_glsl_compare,
4240 /* WINED3DSIH_SUB */ shader_glsl_arith,
4241 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4242 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4243 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4244 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4245 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4246 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4247 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4248 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4249 /* WINED3DSIH_TEXLDD */ NULL,
4250 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4251 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4252 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4253 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4254 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4255 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4256 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4257 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4258 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4259 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4260 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4261 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4262 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4265 const shader_backend_t glsl_shader_backend = {
4266 shader_glsl_instruction_handler_table,
4267 shader_glsl_select,
4268 shader_glsl_select_depth_blt,
4269 shader_glsl_deselect_depth_blt,
4270 shader_glsl_update_float_vertex_constants,
4271 shader_glsl_update_float_pixel_constants,
4272 shader_glsl_load_constants,
4273 shader_glsl_destroy,
4274 shader_glsl_alloc,
4275 shader_glsl_free,
4276 shader_glsl_dirty_const,
4277 shader_glsl_generate_pshader,
4278 shader_glsl_generate_vshader,
4279 shader_glsl_get_caps,
4280 shader_glsl_color_fixup_supported,