2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 * D3D shader asm has swizzles on source parameters, and write masks for
24 * destination parameters. GLSL uses swizzles for both. The result of this is
25 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
26 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
27 * mask for the destination parameter into account.
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
37 #define GLINFO_LOCATION (*gl_info)
52 } glsl_sample_function_t
;
54 /** Prints the GLSL info log which will contain error messages if they exist */
55 void print_glsl_info_log(WineD3D_GL_Info
*gl_info
, GLhandleARB obj
) {
57 int infologLength
= 0;
60 GL_EXTCALL(glGetObjectParameterivARB(obj
,
61 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
64 /* A size of 1 is just a null-terminated string, so the log should be bigger than
65 * that if there are errors. */
66 if (infologLength
> 1)
68 infoLog
= HeapAlloc(GetProcessHeap(), 0, infologLength
);
69 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
70 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
71 HeapFree(GetProcessHeap(), 0, infoLog
);
76 * Loads (pixel shader) samplers
78 static void shader_glsl_load_psamplers(
79 WineD3D_GL_Info
*gl_info
,
80 IWineD3DStateBlock
* iface
) {
82 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
83 GLhandleARB programId
= stateBlock
->glsl_program
->programId
;
86 char sampler_name
[20];
88 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
89 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
90 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
92 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[i
];
93 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(fragment_samplers
)) {
94 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
95 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
96 checkGLcall("glUniform1iARB");
98 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
104 static void shader_glsl_load_vsamplers(WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
* iface
) {
105 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
106 GLhandleARB programId
= stateBlock
->glsl_program
->programId
;
107 GLhandleARB name_loc
;
108 char sampler_name
[20];
111 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
112 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
113 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
114 if (name_loc
!= -1) {
115 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ i
];
116 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(combined_samplers
)) {
117 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
118 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
119 checkGLcall("glUniform1iARB");
121 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
128 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
129 * When constant_list == NULL, it will load all the constants.
131 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
,
132 unsigned int max_constants
, float* constants
, GLhandleARB
*constant_locations
,
133 struct list
*constant_list
) {
134 constants_entry
*constant
;
135 local_constant
* lconst
;
140 if (TRACE_ON(d3d_shader
)) {
141 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
146 tmp_loc
= constant_locations
[i
];
148 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
149 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
150 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
156 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
157 if(WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 &&
158 shader_is_pshader_version(This
->baseShader
.hex_version
)) {
161 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
166 tmp_loc
= constant_locations
[i
];
168 /* We found this uniform name in the program - go ahead and send the data */
170 if(constants
[k
+ 0] < -1.0) lcl_const
[0] = -1.0;
171 else if(constants
[k
+ 0] > 1.0) lcl_const
[0] = 1.0;
172 else lcl_const
[0] = constants
[k
+ 0];
173 if(constants
[k
+ 1] < -1.0) lcl_const
[1] = -1.0;
174 else if(constants
[k
+ 1] > 1.0) lcl_const
[1] = 1.0;
175 else lcl_const
[1] = constants
[k
+ 1];
176 if(constants
[k
+ 2] < -1.0) lcl_const
[2] = -1.0;
177 else if(constants
[k
+ 2] > 1.0) lcl_const
[2] = 1.0;
178 else lcl_const
[2] = constants
[k
+ 2];
179 if(constants
[k
+ 3] < -1.0) lcl_const
[3] = -1.0;
180 else if(constants
[k
+ 3] > 1.0) lcl_const
[3] = 1.0;
181 else lcl_const
[3] = constants
[k
+ 3];
183 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, lcl_const
));
188 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
193 tmp_loc
= constant_locations
[i
];
195 /* We found this uniform name in the program - go ahead and send the data */
196 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
201 checkGLcall("glUniform4fvARB()");
203 /* Load immediate constants */
204 if (TRACE_ON(d3d_shader
)) {
205 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
206 tmp_loc
= constant_locations
[lconst
->idx
];
208 GLfloat
* values
= (GLfloat
*)lconst
->value
;
209 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
210 values
[0], values
[1], values
[2], values
[3]);
214 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
215 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
216 tmp_loc
= constant_locations
[lconst
->idx
];
218 /* We found this uniform name in the program - go ahead and send the data */
219 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (GLfloat
*)lconst
->value
));
222 checkGLcall("glUniform4fvARB()");
226 * Loads integer constants (aka uniforms) into the currently set GLSL program.
227 * When @constants_set == NULL, it will load all the constants.
229 static void shader_glsl_load_constantsI(
230 IWineD3DBaseShaderImpl
* This
,
231 WineD3D_GL_Info
*gl_info
,
232 GLhandleARB programId
,
233 unsigned max_constants
,
235 BOOL
* constants_set
) {
240 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
241 const char* prefix
= is_pshader
? "PI":"VI";
244 for (i
=0; i
<max_constants
; ++i
) {
245 if (NULL
== constants_set
|| constants_set
[i
]) {
247 TRACE_(d3d_constants
)("Loading constants %i: %i, %i, %i, %i\n",
248 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
250 /* TODO: Benchmark and see if it would be beneficial to store the
251 * locations of the constants to avoid looking up each time */
252 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
253 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
255 /* We found this uniform name in the program - go ahead and send the data */
256 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, &constants
[i
*4]));
257 checkGLcall("glUniform4ivARB");
262 /* Load immediate constants */
263 ptr
= list_head(&This
->baseShader
.constantsI
);
265 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
266 unsigned int idx
= lconst
->idx
;
267 GLint
* values
= (GLint
*) lconst
->value
;
269 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
270 values
[0], values
[1], values
[2], values
[3]);
272 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
273 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
275 /* We found this uniform name in the program - go ahead and send the data */
276 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, values
));
277 checkGLcall("glUniform4ivARB");
279 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
284 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
285 * When @constants_set == NULL, it will load all the constants.
287 static void shader_glsl_load_constantsB(
288 IWineD3DBaseShaderImpl
* This
,
289 WineD3D_GL_Info
*gl_info
,
290 GLhandleARB programId
,
291 unsigned max_constants
,
293 BOOL
* constants_set
) {
298 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
299 const char* prefix
= is_pshader
? "PB":"VB";
302 for (i
=0; i
<max_constants
; ++i
) {
303 if (NULL
== constants_set
|| constants_set
[i
]) {
305 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
*4]);
307 /* TODO: Benchmark and see if it would be beneficial to store the
308 * locations of the constants to avoid looking up each time */
309 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
310 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
312 /* We found this uniform name in the program - go ahead and send the data */
313 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
*4]));
314 checkGLcall("glUniform1ivARB");
319 /* Load immediate constants */
320 ptr
= list_head(&This
->baseShader
.constantsB
);
322 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
323 unsigned int idx
= lconst
->idx
;
324 GLint
* values
= (GLint
*) lconst
->value
;
326 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
328 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
329 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
331 /* We found this uniform name in the program - go ahead and send the data */
332 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
333 checkGLcall("glUniform1ivARB");
335 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
342 * Loads the app-supplied constants into the currently set GLSL program.
344 void shader_glsl_load_constants(
345 IWineD3DDevice
* device
,
347 char useVertexShader
) {
349 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
350 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
351 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
353 GLhandleARB
*constant_locations
;
354 struct list
*constant_list
;
355 GLhandleARB programId
;
358 if (!stateBlock
->glsl_program
) {
359 /* No GLSL program set - nothing to do. */
362 programId
= stateBlock
->glsl_program
->programId
;
364 if (useVertexShader
) {
365 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
368 constant_locations
= stateBlock
->glsl_program
->vuniformF_locations
;
369 constant_list
= &stateBlock
->set_vconstantsF
;
371 /* Load vertex shader samplers */
372 shader_glsl_load_vsamplers(gl_info
, (IWineD3DStateBlock
*)stateBlock
);
374 /* Load DirectX 9 float constants/uniforms for vertex shader */
375 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
376 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
378 /* Load DirectX 9 integer constants/uniforms for vertex shader */
379 shader_glsl_load_constantsI(vshader
, gl_info
, programId
, MAX_CONST_I
,
380 stateBlock
->vertexShaderConstantI
,
381 stateBlock
->changed
.vertexShaderConstantsI
);
383 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
384 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
385 stateBlock
->vertexShaderConstantB
,
386 stateBlock
->changed
.vertexShaderConstantsB
);
388 /* Upload the position fixup params */
389 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
390 checkGLcall("glGetUniformLocationARB");
391 GL_EXTCALL(glUniform4fvARB(pos
, 1, &deviceImpl
->posFixup
[0]));
392 checkGLcall("glUniform4fvARB");
395 if (usePixelShader
) {
397 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
399 constant_locations
= stateBlock
->glsl_program
->puniformF_locations
;
400 constant_list
= &stateBlock
->set_pconstantsF
;
402 /* Load pixel shader samplers */
403 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*) stateBlock
);
405 /* Load DirectX 9 float constants/uniforms for pixel shader */
406 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
407 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
409 /* Load DirectX 9 integer constants/uniforms for pixel shader */
410 shader_glsl_load_constantsI(pshader
, gl_info
, programId
, MAX_CONST_I
,
411 stateBlock
->pixelShaderConstantI
,
412 stateBlock
->changed
.pixelShaderConstantsI
);
414 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
415 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
416 stateBlock
->pixelShaderConstantB
,
417 stateBlock
->changed
.pixelShaderConstantsB
);
419 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
420 * It can't be 0 for a valid texbem instruction.
422 if(((IWineD3DPixelShaderImpl
*) pshader
)->needsbumpmat
!= -1) {
423 float *data
= (float *) &stateBlock
->textureState
[(int) ((IWineD3DPixelShaderImpl
*) pshader
)->needsbumpmat
][WINED3DTSS_BUMPENVMAT00
];
424 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "bumpenvmat"));
425 checkGLcall("glGetUniformLocationARB");
426 GL_EXTCALL(glUniformMatrix2fvARB(pos
, 1, 0, data
));
427 checkGLcall("glUniformMatrix2fvARB");
429 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
430 * is set too, so we can check that in the needsbumpmat check
432 if(((IWineD3DPixelShaderImpl
*) pshader
)->baseShader
.reg_maps
.luminanceparams
!= -1) {
433 int stage
= ((IWineD3DPixelShaderImpl
*) pshader
)->baseShader
.reg_maps
.luminanceparams
;
434 GLfloat
*scale
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
435 GLfloat
*offset
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
437 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "luminancescale"));
438 checkGLcall("glGetUniformLocationARB");
439 GL_EXTCALL(glUniform1fvARB(pos
, 1, scale
));
440 checkGLcall("glUniform1fvARB");
441 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "luminanceoffset"));
442 checkGLcall("glGetUniformLocationARB");
443 GL_EXTCALL(glUniform1fvARB(pos
, 1, offset
));
444 checkGLcall("glUniform1fvARB");
446 } else if(((IWineD3DPixelShaderImpl
*) pshader
)->srgb_enabled
&&
447 !((IWineD3DPixelShaderImpl
*) pshader
)->srgb_mode_hardcoded
) {
451 if(stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
452 comparison
[0] = srgb_cmp
; comparison
[1] = srgb_cmp
;
453 comparison
[2] = srgb_cmp
; comparison
[3] = srgb_cmp
;
455 mul_low
[0] = srgb_mul_low
; mul_low
[1] = srgb_mul_low
;
456 mul_low
[2] = srgb_mul_low
; mul_low
[3] = srgb_mul_low
;
458 comparison
[0] = 1.0 / 0.0; comparison
[1] = 1.0 / 0.0;
459 comparison
[2] = 1.0 / 0.0; comparison
[3] = 1.0 / 0.0;
461 mul_low
[0] = 1.0; mul_low
[1] = 1.0;
462 mul_low
[2] = 1.0; mul_low
[3] = 1.0;
465 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_comparison"));
466 checkGLcall("glGetUniformLocationARB");
467 GL_EXTCALL(glUniform4fvARB(pos
, 1, comparison
));
468 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_mul_low"));
469 checkGLcall("glGetUniformLocationARB");
470 GL_EXTCALL(glUniform4fvARB(pos
, 1, mul_low
));
472 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
473 float correction_params
[4];
474 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
475 checkGLcall("glGetUniformLocationARB");
476 if(deviceImpl
->render_offscreen
) {
477 correction_params
[0] = 0.0;
478 correction_params
[1] = 1.0;
480 /* position is window relative, not viewport relative */
481 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
482 correction_params
[1] = -1.0;
484 GL_EXTCALL(glUniform4fvARB(pos
, 1, correction_params
));
489 /** Generate the variable & register declarations for the GLSL output target */
490 void shader_generate_glsl_declarations(
491 IWineD3DBaseShader
*iface
,
492 shader_reg_maps
* reg_maps
,
493 SHADER_BUFFER
* buffer
,
494 WineD3D_GL_Info
* gl_info
) {
496 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
497 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
499 unsigned int extra_constants_needed
= 0;
501 /* There are some minor differences between pixel and vertex shaders */
502 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
503 char prefix
= pshader
? 'P' : 'V';
505 /* Prototype the subroutines */
506 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
507 if (reg_maps
->labels
[i
])
508 shader_addline(buffer
, "void subroutine%lu();\n", i
);
511 /* Declare the constants (aka uniforms) */
512 if (This
->baseShader
.limits
.constant_float
> 0) {
513 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
514 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
515 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
518 if (This
->baseShader
.limits
.constant_int
> 0)
519 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
521 if (This
->baseShader
.limits
.constant_bool
> 0)
522 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
525 shader_addline(buffer
, "uniform vec4 posFixup;\n");
527 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
529 if(reg_maps
->bumpmat
!= -1) {
530 shader_addline(buffer
, "uniform mat2 bumpenvmat;\n");
531 if(reg_maps
->luminanceparams
) {
532 shader_addline(buffer
, "uniform float luminancescale;\n");
533 shader_addline(buffer
, "uniform float luminanceoffset;\n");
534 extra_constants_needed
++;
536 extra_constants_needed
++;
539 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
540 ps_impl
->srgb_enabled
= 1;
541 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
542 shader_addline(buffer
, "uniform vec4 srgb_mul_low;\n");
543 shader_addline(buffer
, "uniform vec4 srgb_comparison;\n");
544 ps_impl
->srgb_mode_hardcoded
= 0;
545 extra_constants_needed
++;
547 ps_impl
->srgb_mode_hardcoded
= 1;
548 shader_addline(buffer
, "const vec4 srgb_mul_low = {%f, %f, %f, %f};\n",
549 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
550 shader_addline(buffer
, "const vec4 srgb_comparison = {%f, %f, %f, %f};\n",
551 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
554 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
556 /* Do not write any srgb fixup into the shader to save shader size and processing time.
557 * As a consequence, we can't toggle srgb write on without recompilation
559 ps_impl
->srgb_enabled
= 0;
560 ps_impl
->srgb_mode_hardcoded
= 1;
563 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
564 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
565 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
566 extra_constants_needed
++;
568 /* This happens because we do not have proper tracking of the constant registers that are
569 * actually used, only the max limit of the shader version
571 FIXME("Cannot find a free uniform for vpos correction params\n");
572 shader_addline(buffer
, "const vec4 ycorrection = {%f, %f, 0.0, 0.0};\n",
573 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
574 device
->render_offscreen
? 1.0 : -1.0);
576 shader_addline(buffer
, "vec4 vpos;\n");
580 /* Declare texture samplers */
581 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
582 if (reg_maps
->samplers
[i
]) {
584 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
588 shader_addline(buffer
, "uniform sampler1D %csampler%lu;\n", prefix
, i
);
591 shader_addline(buffer
, "uniform sampler2D %csampler%lu;\n", prefix
, i
);
593 case WINED3DSTT_CUBE
:
594 shader_addline(buffer
, "uniform samplerCube %csampler%lu;\n", prefix
, i
);
596 case WINED3DSTT_VOLUME
:
597 shader_addline(buffer
, "uniform sampler3D %csampler%lu;\n", prefix
, i
);
600 shader_addline(buffer
, "uniform unsupported_sampler %csampler%lu;\n", prefix
, i
);
601 FIXME("Unrecognized sampler type: %#x\n", stype
);
607 /* Declare address variables */
608 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
609 if (reg_maps
->address
[i
])
610 shader_addline(buffer
, "ivec4 A%d;\n", i
);
613 /* Declare texture coordinate temporaries and initialize them */
614 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
615 if (reg_maps
->texcoord
[i
])
616 shader_addline(buffer
, "vec4 T%lu = gl_TexCoord[%lu];\n", i
, i
);
619 /* Declare input register temporaries */
620 for (i
=0; i
< This
->baseShader
.limits
.packed_input
; i
++) {
621 if (reg_maps
->packed_input
[i
])
622 shader_addline(buffer
, "vec4 IN%lu;\n", i
);
625 /* Declare output register temporaries */
626 for (i
= 0; i
< This
->baseShader
.limits
.packed_output
; i
++) {
627 if (reg_maps
->packed_output
[i
])
628 shader_addline(buffer
, "vec4 OUT%lu;\n", i
);
631 /* Declare temporary variables */
632 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
633 if (reg_maps
->temporary
[i
])
634 shader_addline(buffer
, "vec4 R%lu;\n", i
);
637 /* Declare attributes */
638 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
639 if (reg_maps
->attributes
[i
])
640 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
643 /* Declare loop registers aLx */
644 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
645 shader_addline(buffer
, "int aL%u;\n", i
);
646 shader_addline(buffer
, "int tmpInt%u;\n", i
);
649 /* Temporary variables for matrix operations */
650 shader_addline(buffer
, "vec4 tmp0;\n");
651 shader_addline(buffer
, "vec4 tmp1;\n");
653 /* Start the main program */
654 shader_addline(buffer
, "void main() {\n");
655 if(pshader
&& reg_maps
->vpos
) {
656 shader_addline(buffer
, "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1) - 0.5;\n");
660 /*****************************************************************************
661 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
663 * For more information, see http://wiki.winehq.org/DirectX-Shaders
664 ****************************************************************************/
667 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
668 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
670 /** Used for opcode modifiers - They multiply the result by the specified amount */
671 static const char * const shift_glsl_tab
[] = {
673 "2.0 * ", /* 1 (x2) */
674 "4.0 * ", /* 2 (x4) */
675 "8.0 * ", /* 3 (x8) */
676 "16.0 * ", /* 4 (x16) */
677 "32.0 * ", /* 5 (x32) */
684 "0.0625 * ", /* 12 (d16) */
685 "0.125 * ", /* 13 (d8) */
686 "0.25 * ", /* 14 (d4) */
687 "0.5 * " /* 15 (d2) */
690 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
691 static void shader_glsl_gen_modifier (
694 const char *in_regswizzle
,
699 if (instr
== WINED3DSIO_TEXKILL
)
702 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
703 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
705 case WINED3DSPSM_NONE
:
706 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
708 case WINED3DSPSM_NEG
:
709 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
711 case WINED3DSPSM_NOT
:
712 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
714 case WINED3DSPSM_BIAS
:
715 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
717 case WINED3DSPSM_BIASNEG
:
718 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
720 case WINED3DSPSM_SIGN
:
721 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
723 case WINED3DSPSM_SIGNNEG
:
724 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
726 case WINED3DSPSM_COMP
:
727 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
730 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
732 case WINED3DSPSM_X2NEG
:
733 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
735 case WINED3DSPSM_ABS
:
736 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
738 case WINED3DSPSM_ABSNEG
:
739 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
742 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
743 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
747 /** Writes the GLSL variable name that corresponds to the register that the
748 * DX opcode parameter is trying to access */
749 static void shader_glsl_get_register_name(
751 const DWORD addr_token
,
754 SHADER_OPCODE_ARG
* arg
) {
756 /* oPos, oFog and oPts in D3D */
757 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
759 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
760 DWORD regtype
= shader_get_regtype(param
);
761 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
762 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
763 WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
765 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
771 case WINED3DSPR_TEMP
:
772 sprintf(tmpStr
, "R%u", reg
);
774 case WINED3DSPR_INPUT
:
776 /* Pixel shaders >= 3.0 */
777 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
778 sprintf(tmpStr
, "IN%u", reg
);
781 strcpy(tmpStr
, "gl_Color");
783 strcpy(tmpStr
, "gl_SecondaryColor");
786 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
788 sprintf(tmpStr
, "attrib%u", reg
);
791 case WINED3DSPR_CONST
:
793 const char* prefix
= pshader
? "PC":"VC";
795 /* Relative addressing */
796 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
798 /* Relative addressing on shaders 2.0+ have a relative address token,
799 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
800 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
801 glsl_src_param_t rel_param
;
802 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
803 sprintf(tmpStr
, "%s[%s + %u]", prefix
, rel_param
.param_str
, reg
);
805 sprintf(tmpStr
, "%s[A0.x + %u]", prefix
, reg
);
808 sprintf(tmpStr
, "%s[%u]", prefix
, reg
);
812 case WINED3DSPR_CONSTINT
:
814 sprintf(tmpStr
, "PI[%u]", reg
);
816 sprintf(tmpStr
, "VI[%u]", reg
);
818 case WINED3DSPR_CONSTBOOL
:
820 sprintf(tmpStr
, "PB[%u]", reg
);
822 sprintf(tmpStr
, "VB[%u]", reg
);
824 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
826 sprintf(tmpStr
, "T%u", reg
);
828 sprintf(tmpStr
, "A%u", reg
);
831 case WINED3DSPR_LOOP
:
832 sprintf(tmpStr
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
834 case WINED3DSPR_SAMPLER
:
836 sprintf(tmpStr
, "Psampler%u", reg
);
838 sprintf(tmpStr
, "Vsampler%u", reg
);
840 case WINED3DSPR_COLOROUT
:
841 if (reg
>= GL_LIMITS(buffers
)) {
842 WARN("Write to render target %u, only %d supported\n", reg
, 4);
844 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
845 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
846 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
847 sprintf(tmpStr
, "gl_FragColor");
850 case WINED3DSPR_RASTOUT
:
851 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
853 case WINED3DSPR_DEPTHOUT
:
854 sprintf(tmpStr
, "gl_FragDepth");
856 case WINED3DSPR_ATTROUT
:
858 sprintf(tmpStr
, "gl_FrontColor");
860 sprintf(tmpStr
, "gl_FrontSecondaryColor");
863 case WINED3DSPR_TEXCRDOUT
:
864 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
865 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
866 sprintf(tmpStr
, "OUT%u", reg
);
868 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
870 case WINED3DSPR_MISCTYPE
:
873 sprintf(tmpStr
, "vpos");
874 } else if (reg
== 1){
875 /* Note that gl_FrontFacing is a bool, while vFace is
876 * a float for which the sign determines front/back
878 sprintf(tmpStr
, "(gl_FrontFacing ? 1.0 : -1.0)");
880 FIXME("Unhandled misctype register %d\n", reg
);
881 sprintf(tmpStr
, "unrecognized_register");
885 FIXME("Unhandled register name Type(%d)\n", regtype
);
886 sprintf(tmpStr
, "unrecognized_register");
890 strcat(regstr
, tmpStr
);
893 /* Get the GLSL write mask for the destination register */
894 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
895 char *ptr
= write_mask
;
896 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
898 if (shader_is_scalar(param
)) {
899 mask
= WINED3DSP_WRITEMASK_0
;
902 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
903 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
904 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
905 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
913 static size_t shader_glsl_get_write_mask_size(DWORD write_mask
) {
916 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
917 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
918 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
919 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
924 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
925 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
926 * but addressed as "rgba". To fix this we need to swap the register's x
927 * and z components. */
928 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
929 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
930 char *ptr
= swizzle_str
;
932 if (!shader_is_scalar(param
)) {
934 /* swizzle bits fields: wwzzyyxx */
935 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
936 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
937 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
938 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
944 /* From a given parameter token, generate the corresponding GLSL string.
945 * Also, return the actual register name and swizzle in case the
946 * caller needs this information as well. */
947 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
948 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
) {
949 BOOL is_color
= FALSE
;
952 src_param
->reg_name
[0] = '\0';
953 src_param
->param_str
[0] = '\0';
954 swizzle_str
[0] = '\0';
956 shader_glsl_get_register_name(param
, addr_token
, src_param
->reg_name
, &is_color
, arg
);
958 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
959 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
962 /* From a given parameter token, generate the corresponding GLSL string.
963 * Also, return the actual register name and swizzle in case the
964 * caller needs this information as well. */
965 static DWORD
shader_glsl_add_dst_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
966 const DWORD addr_token
, glsl_dst_param_t
*dst_param
) {
967 BOOL is_color
= FALSE
;
969 dst_param
->mask_str
[0] = '\0';
970 dst_param
->reg_name
[0] = '\0';
972 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
973 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
976 /* Append the destination part of the instruction to the buffer, return the effective write mask */
977 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
, const DWORD param
) {
978 glsl_dst_param_t dst_param
;
982 mask
= shader_glsl_add_dst_param(arg
, param
, arg
->dst_addr
, &dst_param
);
985 shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
986 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
992 /* Append the destination part of the instruction to the buffer, return the effective write mask */
993 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
) {
994 return shader_glsl_append_dst_ext(buffer
, arg
, arg
->dst
);
997 /** Process GLSL instruction modifiers */
998 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
1000 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
1002 if (arg
->opcode
->dst_token
&& mask
!= 0) {
1003 glsl_dst_param_t dst_param
;
1005 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1007 if (mask
& WINED3DSPDM_SATURATE
) {
1008 /* _SAT means to clamp the value of the register to between 0 and 1 */
1009 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1010 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1012 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
1013 FIXME("_centroid modifier not handled\n");
1015 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
1016 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1021 static inline const char* shader_get_comp_op(
1022 const DWORD opcode
) {
1024 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1026 case COMPARISON_GT
: return ">";
1027 case COMPARISON_EQ
: return "==";
1028 case COMPARISON_GE
: return ">=";
1029 case COMPARISON_LT
: return "<";
1030 case COMPARISON_NE
: return "!=";
1031 case COMPARISON_LE
: return "<=";
1033 FIXME("Unrecognized comparison value: %u\n", op
);
1038 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, glsl_sample_function_t
*sample_function
) {
1039 /* Note that there's no such thing as a projected cube texture. */
1040 switch(sampler_type
) {
1042 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1043 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1046 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1047 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1049 case WINED3DSTT_CUBE
:
1050 sample_function
->name
= "textureCube";
1051 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1053 case WINED3DSTT_VOLUME
:
1054 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1055 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1058 sample_function
->name
= "";
1059 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1064 static void shader_glsl_color_correction(SHADER_OPCODE_ARG
* arg
) {
1065 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1066 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
1067 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
1068 glsl_dst_param_t dst_param
;
1069 glsl_dst_param_t dst_param2
;
1071 WINED3DFORMAT conversion_group
;
1072 IWineD3DBaseTextureImpl
*texture
;
1073 DWORD mask
, mask_size
;
1075 BOOL recorded
= FALSE
;
1077 DWORD hex_version
= shader
->baseShader
.hex_version
;
1079 switch(arg
->opcode
->opcode
) {
1080 case WINED3DSIO_TEX
:
1081 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1082 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1084 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1088 case WINED3DSIO_TEXLDL
:
1089 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1092 case WINED3DSIO_TEXDP3TEX
:
1093 case WINED3DSIO_TEXM3x3TEX
:
1094 case WINED3DSIO_TEXM3x3SPEC
:
1095 case WINED3DSIO_TEXM3x3VSPEC
:
1096 case WINED3DSIO_TEXBEM
:
1097 case WINED3DSIO_TEXREG2AR
:
1098 case WINED3DSIO_TEXREG2GB
:
1099 case WINED3DSIO_TEXREG2RGB
:
1100 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1104 /* Not a texture sampling instruction, nothing to do */
1108 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler_idx
];
1110 fmt
= texture
->resource
.format
;
1111 conversion_group
= texture
->baseTexture
.shader_conversion_group
;
1113 fmt
= WINED3DFMT_UNKNOWN
;
1114 conversion_group
= WINED3DFMT_UNKNOWN
;
1117 /* before doing anything, record the sampler with the format in the format conversion list,
1118 * but check if it's not there already
1120 for(i
= 0; i
< shader
->baseShader
.num_sampled_samplers
; i
++) {
1121 if(shader
->baseShader
.sampled_samplers
[i
] == sampler_idx
) {
1127 shader
->baseShader
.sampled_samplers
[shader
->baseShader
.num_sampled_samplers
] = sampler_idx
;
1128 shader
->baseShader
.num_sampled_samplers
++;
1129 shader
->baseShader
.sampled_format
[sampler_idx
] = conversion_group
;
1133 case WINED3DFMT_V8U8
:
1134 case WINED3DFMT_V16U16
:
1135 if(GL_SUPPORT(NV_TEXTURE_SHADER
) ||
1136 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) && fmt
== WINED3DFMT_V8U8
)) {
1137 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1138 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_2
, &dst_param
);
1139 mask_size
= shader_glsl_get_write_mask_size(mask
);
1140 if(mask_size
>= 3) {
1141 shader_addline(arg
->buffer
, "%s.%c = 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[3]);
1144 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1145 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
,
1146 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
,
1148 mask_size
= shader_glsl_get_write_mask_size(mask
);
1149 if(mask_size
>= 2) {
1150 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1151 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1152 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1153 } else if(mask_size
== 1) {
1154 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[1],
1155 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1160 case WINED3DFMT_X8L8V8U8
:
1161 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1162 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1163 * and a(X) is always 1.0
1165 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1166 mask_size
= shader_glsl_get_write_mask_size(mask
);
1167 if(mask_size
>= 2) {
1168 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1169 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1170 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1171 } else if(mask_size
== 1) {
1172 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1173 dst_param
.reg_name
, dst_param
.mask_str
[1],
1174 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1179 case WINED3DFMT_L6V5U5
:
1180 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1181 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1182 mask_size
= shader_glsl_get_write_mask_size(mask
);
1183 shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_2
, &dst_param2
);
1184 if(mask_size
>= 3) {
1185 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1186 shader_addline(arg
->buffer
, "tmp0.g = %s.%c;\n",
1187 dst_param
.reg_name
, dst_param
.mask_str
[2]);
1188 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1189 dst_param
.reg_name
, dst_param
.mask_str
[2], dst_param
.mask_str
[1],
1190 dst_param2
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[3]);
1191 shader_addline(arg
->buffer
, "%s.%c = tmp0.g;\n", dst_param
.reg_name
,
1192 dst_param
.mask_str
[3]);
1193 } else if(mask_size
== 2) {
1194 /* This is bad: We have VL, but we need VU */
1195 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1197 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1198 dst_param
.reg_name
, dst_param
.mask_str
[1],
1199 dst_param2
.reg_name
, dst_param
.mask_str
[1]);
1204 case WINED3DFMT_Q8W8V8U8
:
1205 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1206 /* Correct the sign in all channels. The writemask just applies as-is, no
1207 * need for checking the mask size
1209 shader_glsl_add_dst_param(arg
, arg
->dst
,
1210 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
|
1211 WINED3DSP_WRITEMASK_2
| WINED3DSP_WRITEMASK_3
,
1213 shader_addline(arg
->buffer
, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
,
1214 dst_param
.reg_name
, dst_param
.mask_str
);
1218 /* stupid compiler */
1224 /*****************************************************************************
1226 * Begin processing individual instruction opcodes
1228 ****************************************************************************/
1230 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1231 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
1232 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1233 SHADER_BUFFER
* buffer
= arg
->buffer
;
1234 glsl_src_param_t src0_param
;
1235 glsl_src_param_t src1_param
;
1239 /* Determine the GLSL operator to use based on the opcode */
1240 switch (curOpcode
->opcode
) {
1241 case WINED3DSIO_MUL
: op
= '*'; break;
1242 case WINED3DSIO_ADD
: op
= '+'; break;
1243 case WINED3DSIO_SUB
: op
= '-'; break;
1246 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1250 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1251 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1252 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1253 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1256 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1257 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
1258 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1259 SHADER_BUFFER
* buffer
= arg
->buffer
;
1260 glsl_src_param_t src0_param
;
1263 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1264 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1266 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1267 * shader versions WINED3DSIO_MOVA is used for this. */
1268 if ((WINED3DSHADER_VERSION_MAJOR(shader
->baseShader
.hex_version
) == 1 &&
1269 !shader_is_pshader_version(shader
->baseShader
.hex_version
) &&
1270 shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
) ||
1271 arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
1272 /* We need to *round* to the nearest int here. */
1273 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1274 if (mask_size
> 1) {
1275 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
);
1277 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1280 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1284 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1285 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
1286 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1287 SHADER_BUFFER
* buffer
= arg
->buffer
;
1288 glsl_src_param_t src0_param
;
1289 glsl_src_param_t src1_param
;
1290 DWORD dst_write_mask
, src_write_mask
;
1291 size_t dst_size
= 0;
1293 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1294 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1296 /* dp3 works on vec3, dp4 on vec4 */
1297 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
1298 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1300 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1303 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, &src0_param
);
1304 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, &src1_param
);
1307 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1309 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1313 /* Note that this instruction has some restrictions. The destination write mask
1314 * can't contain the w component, and the source swizzles have to be .xyzw */
1315 void shader_glsl_cross(SHADER_OPCODE_ARG
*arg
) {
1316 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1317 glsl_src_param_t src0_param
;
1318 glsl_src_param_t src1_param
;
1321 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1322 shader_glsl_append_dst(arg
->buffer
, arg
);
1323 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1324 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1325 shader_addline(arg
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1328 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1329 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1330 * GLSL uses the value as-is. */
1331 void shader_glsl_pow(SHADER_OPCODE_ARG
*arg
) {
1332 SHADER_BUFFER
*buffer
= arg
->buffer
;
1333 glsl_src_param_t src0_param
;
1334 glsl_src_param_t src1_param
;
1335 DWORD dst_write_mask
;
1338 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1339 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1341 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1342 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1345 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1347 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1351 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1352 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1353 * GLSL uses the value as-is. */
1354 void shader_glsl_log(SHADER_OPCODE_ARG
*arg
) {
1355 SHADER_BUFFER
*buffer
= arg
->buffer
;
1356 glsl_src_param_t src0_param
;
1357 DWORD dst_write_mask
;
1360 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1361 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1363 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1366 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1368 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1372 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1373 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
1374 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1375 SHADER_BUFFER
* buffer
= arg
->buffer
;
1376 glsl_src_param_t src_param
;
1377 const char *instruction
;
1378 char arguments
[256];
1382 /* Determine the GLSL function to use based on the opcode */
1383 /* TODO: Possibly make this a table for faster lookups */
1384 switch (curOpcode
->opcode
) {
1385 case WINED3DSIO_MIN
: instruction
= "min"; break;
1386 case WINED3DSIO_MAX
: instruction
= "max"; break;
1387 case WINED3DSIO_ABS
: instruction
= "abs"; break;
1388 case WINED3DSIO_FRC
: instruction
= "fract"; break;
1389 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
1390 case WINED3DSIO_LOGP
:
1391 case WINED3DSIO_LOG
: instruction
= "log2"; break;
1392 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
1393 case WINED3DSIO_SGN
: instruction
= "sign"; break;
1394 case WINED3DSIO_DSX
: instruction
= "dFdx"; break;
1395 case WINED3DSIO_DSY
: instruction
= "dFdy"; break;
1396 default: instruction
= "";
1397 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1401 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1403 arguments
[0] = '\0';
1404 if (curOpcode
->num_params
> 0) {
1405 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src_param
);
1406 strcat(arguments
, src_param
.param_str
);
1407 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1408 strcat(arguments
, ", ");
1409 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, &src_param
);
1410 strcat(arguments
, src_param
.param_str
);
1414 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1417 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1418 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1419 * dst.x = 2^(floor(src))
1420 * dst.y = src - floor(src)
1421 * dst.z = 2^src (partial precision is allowed, but optional)
1423 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1424 * dst = 2^src; (partial precision is allowed, but optional)
1426 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1427 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1428 glsl_src_param_t src_param
;
1430 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1432 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1435 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1436 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1437 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1438 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1440 shader_glsl_append_dst(arg
->buffer
, arg
);
1441 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1442 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1447 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1448 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1450 if (mask_size
> 1) {
1451 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1453 shader_addline(arg
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1458 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1459 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1460 glsl_src_param_t src_param
;
1464 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1465 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1466 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1468 if (mask_size
> 1) {
1469 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1471 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1475 void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
) {
1476 SHADER_BUFFER
* buffer
= arg
->buffer
;
1477 glsl_src_param_t src_param
;
1481 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1482 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1484 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1486 if (mask_size
> 1) {
1487 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1489 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1493 /** Process signed comparison opcodes in GLSL. */
1494 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1495 glsl_src_param_t src0_param
;
1496 glsl_src_param_t src1_param
;
1500 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1501 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1502 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1503 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1505 if (mask_size
> 1) {
1506 const char *compare
;
1508 switch(arg
->opcode
->opcode
) {
1509 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1510 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1511 default: compare
= "";
1512 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1515 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1516 src0_param
.param_str
, src1_param
.param_str
);
1518 const char *compare
;
1520 switch(arg
->opcode
->opcode
) {
1521 case WINED3DSIO_SLT
: compare
= "<"; break;
1522 case WINED3DSIO_SGE
: compare
= ">="; break;
1523 default: compare
= "";
1524 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1527 shader_addline(arg
->buffer
, "(%s %s %s) ? 1.0 : 0.0);\n",
1528 src0_param
.param_str
, compare
, src1_param
.param_str
);
1532 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1533 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1534 glsl_src_param_t src0_param
;
1535 glsl_src_param_t src1_param
;
1536 glsl_src_param_t src2_param
;
1537 DWORD write_mask
, cmp_channel
= 0;
1540 BOOL temp_destination
= FALSE
;
1542 DWORD src0reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1543 DWORD src1reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1544 DWORD src2reg
= arg
->src
[2] & WINED3DSP_REGNUM_MASK
;
1545 DWORD src0regtype
= shader_get_regtype(arg
->src
[0]);
1546 DWORD src1regtype
= shader_get_regtype(arg
->src
[1]);
1547 DWORD src2regtype
= shader_get_regtype(arg
->src
[2]);
1548 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1549 DWORD dstregtype
= shader_get_regtype(arg
->dst
);
1551 /* Cycle through all source0 channels */
1552 for (i
=0; i
<4; i
++) {
1554 /* Find the destination channels which use the current source0 channel */
1555 for (j
=0; j
<4; j
++) {
1556 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1557 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1558 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1562 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1563 * The first lines may overwrite source parameters of the following lines.
1564 * Deal with that by using a temporary destination register if needed
1566 if((src0reg
== dstreg
&& src0regtype
== dstregtype
) ||
1567 (src1reg
== dstreg
&& src1regtype
== dstregtype
) ||
1568 (src2reg
== dstreg
&& src2regtype
== dstregtype
)) {
1570 write_mask
= shader_glsl_get_write_mask(arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
), mask_char
);
1571 if (!write_mask
) continue;
1572 shader_addline(arg
->buffer
, "tmp0%s = (", mask_char
);
1573 temp_destination
= TRUE
;
1575 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1576 if (!write_mask
) continue;
1579 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1580 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1581 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1583 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1584 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1587 if(temp_destination
) {
1588 shader_glsl_get_write_mask(arg
->dst
, mask_char
);
1589 shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
);
1590 shader_addline(arg
->buffer
, "tmp0%s);\n", mask_char
);
1595 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1596 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1597 * the compare is done per component of src0. */
1598 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1599 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1600 glsl_src_param_t src0_param
;
1601 glsl_src_param_t src1_param
;
1602 glsl_src_param_t src2_param
;
1603 DWORD write_mask
, cmp_channel
= 0;
1606 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(1, 4)) {
1607 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1608 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1609 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1610 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1612 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1613 if(arg
->opcode_token
& WINED3DSI_COISSUE
) {
1614 shader_addline(arg
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
1616 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1617 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1621 /* Cycle through all source0 channels */
1622 for (i
=0; i
<4; i
++) {
1624 /* Find the destination channels which use the current source0 channel */
1625 for (j
=0; j
<4; j
++) {
1626 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1627 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1628 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1631 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1632 if (!write_mask
) continue;
1634 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1635 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1636 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1638 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1639 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1643 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1644 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1645 glsl_src_param_t src0_param
;
1646 glsl_src_param_t src1_param
;
1647 glsl_src_param_t src2_param
;
1650 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1651 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1652 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1653 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1654 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n",
1655 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1658 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1659 Vertex shaders to GLSL codes */
1660 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1662 int nComponents
= 0;
1663 SHADER_OPCODE_ARG tmpArg
;
1665 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1667 /* Set constants for the temporary argument */
1668 tmpArg
.shader
= arg
->shader
;
1669 tmpArg
.buffer
= arg
->buffer
;
1670 tmpArg
.src
[0] = arg
->src
[0];
1671 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1672 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1673 tmpArg
.reg_maps
= arg
->reg_maps
;
1675 switch(arg
->opcode
->opcode
) {
1676 case WINED3DSIO_M4x4
:
1678 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1680 case WINED3DSIO_M4x3
:
1682 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1684 case WINED3DSIO_M3x4
:
1686 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1688 case WINED3DSIO_M3x3
:
1690 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1692 case WINED3DSIO_M3x2
:
1694 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1700 for (i
= 0; i
< nComponents
; i
++) {
1701 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1702 tmpArg
.src
[1] = arg
->src
[1]+i
;
1703 shader_glsl_dot(&tmpArg
);
1708 The LRP instruction performs a component-wise linear interpolation
1709 between the second and third operands using the first operand as the
1710 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1711 This is equivalent to mix(src2, src1, src0);
1713 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1714 glsl_src_param_t src0_param
;
1715 glsl_src_param_t src1_param
;
1716 glsl_src_param_t src2_param
;
1719 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1721 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1722 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1723 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1725 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n",
1726 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
1729 /** Process the WINED3DSIO_LIT instruction in GLSL:
1730 * dst.x = dst.w = 1.0
1731 * dst.y = (src0.x > 0) ? src0.x
1732 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1733 * where src.w is clamped at +- 128
1735 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1736 glsl_src_param_t src0_param
;
1737 glsl_src_param_t src1_param
;
1738 glsl_src_param_t src3_param
;
1741 shader_glsl_append_dst(arg
->buffer
, arg
);
1742 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1744 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1745 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
1746 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
1748 shader_addline(arg
->buffer
, "vec4(1.0, (%s > 0.0 ? %s : 0.0), (%s > 0.0 ? ((%s > 0.0) ? pow(%s, clamp(%s, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s);\n",
1749 src0_param
.param_str
, src0_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
, src1_param
.param_str
, src3_param
.param_str
, dst_mask
);
1752 /** Process the WINED3DSIO_DST instruction in GLSL:
1754 * dst.y = src0.x * src0.y
1758 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1759 glsl_src_param_t src0y_param
;
1760 glsl_src_param_t src0z_param
;
1761 glsl_src_param_t src1y_param
;
1762 glsl_src_param_t src1w_param
;
1765 shader_glsl_append_dst(arg
->buffer
, arg
);
1766 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1768 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
1769 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
1770 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
1771 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
1773 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1774 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
1777 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1778 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1779 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1781 * dst.x = cos(src0.?)
1782 * dst.y = sin(src0.?)
1786 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1787 glsl_src_param_t src0_param
;
1790 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1791 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1793 switch (write_mask
) {
1794 case WINED3DSP_WRITEMASK_0
:
1795 shader_addline(arg
->buffer
, "cos(%s));\n", src0_param
.param_str
);
1798 case WINED3DSP_WRITEMASK_1
:
1799 shader_addline(arg
->buffer
, "sin(%s));\n", src0_param
.param_str
);
1802 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
1803 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1807 ERR("Write mask should be .x, .y or .xy\n");
1812 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1813 * Start a for() loop where src1.y is the initial value of aL,
1814 * increment aL by src1.z for a total of src1.x iterations.
1815 * Need to use a temporary variable for this operation.
1817 /* FIXME: I don't think nested loops will work correctly this way. */
1818 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
1819 glsl_src_param_t src1_param
;
1820 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1822 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
1824 shader_addline(arg
->buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
1825 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
1826 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
1827 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
1829 shader
->baseShader
.cur_loop_depth
++;
1830 shader
->baseShader
.cur_loop_regno
++;
1833 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
1834 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1836 shader_addline(arg
->buffer
, "}\n");
1838 if(arg
->opcode
->opcode
== WINED3DSIO_ENDLOOP
) {
1839 shader
->baseShader
.cur_loop_depth
--;
1840 shader
->baseShader
.cur_loop_regno
--;
1842 if(arg
->opcode
->opcode
== WINED3DSIO_ENDREP
) {
1843 shader
->baseShader
.cur_loop_depth
--;
1847 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
1848 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1849 glsl_src_param_t src0_param
;
1851 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1852 shader_addline(arg
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
1853 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
1854 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
1855 shader
->baseShader
.cur_loop_depth
++;
1858 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
1859 glsl_src_param_t src0_param
;
1861 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1862 shader_addline(arg
->buffer
, "if (%s) {\n", src0_param
.param_str
);
1865 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
1866 glsl_src_param_t src0_param
;
1867 glsl_src_param_t src1_param
;
1869 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1870 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1872 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
1873 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
1876 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
1877 shader_addline(arg
->buffer
, "} else {\n");
1880 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
1881 shader_addline(arg
->buffer
, "break;\n");
1884 /* FIXME: According to MSDN the compare is done per component. */
1885 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
1886 glsl_src_param_t src0_param
;
1887 glsl_src_param_t src1_param
;
1889 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1890 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1892 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
1893 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
1896 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
1898 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1899 shader_addline(arg
->buffer
, "}\n");
1900 shader_addline(arg
->buffer
, "void subroutine%lu () {\n", snum
);
1903 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
1904 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1905 shader_addline(arg
->buffer
, "subroutine%lu();\n", snum
);
1908 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
1909 glsl_src_param_t src1_param
;
1911 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1912 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1913 shader_addline(arg
->buffer
, "if (%s) subroutine%lu();\n", src1_param
.param_str
, snum
);
1916 /*********************************************
1917 * Pixel Shader Specific Code begins here
1918 ********************************************/
1919 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
1920 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1921 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1922 DWORD hex_version
= This
->baseShader
.hex_version
;
1923 char dst_swizzle
[6];
1924 glsl_sample_function_t sample_function
;
1930 /* All versions have a destination register */
1931 shader_glsl_append_dst(arg
->buffer
, arg
);
1933 /* 1.0-1.4: Use destination register as sampler source.
1934 * 2.0+: Use provided sampler source. */
1935 if (hex_version
< WINED3DPS_VERSION(1,4)) {
1938 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1939 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1941 if (flags
& WINED3DTTFF_PROJECTED
) {
1943 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
1944 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
1945 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
1946 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
1947 case WINED3DTTFF_COUNT4
:
1948 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
1953 } else if (hex_version
< WINED3DPS_VERSION(2,0)) {
1954 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1955 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1957 if (src_mod
== WINED3DSPSM_DZ
) {
1959 mask
= WINED3DSP_WRITEMASK_2
;
1960 } else if (src_mod
== WINED3DSPSM_DW
) {
1962 mask
= WINED3DSP_WRITEMASK_3
;
1967 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1968 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
1969 /* ps 2.0 texldp instruction always divides by the fourth component. */
1971 mask
= WINED3DSP_WRITEMASK_3
;
1977 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1978 shader_glsl_get_sample_function(sampler_type
, projected
, &sample_function
);
1979 mask
|= sample_function
.coord_mask
;
1981 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1982 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
1984 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
1987 /* 1.0-1.3: Use destination register as coordinate source.
1988 1.4+: Use provided coordinate source register. */
1989 if (hex_version
< WINED3DPS_VERSION(1,4)) {
1991 shader_glsl_get_write_mask(mask
, coord_mask
);
1992 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
1993 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
1995 glsl_src_param_t coord_param
;
1996 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, &coord_param
);
1997 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
1998 glsl_src_param_t bias
;
1999 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2001 shader_addline(arg
->buffer
, "%s(Psampler%u, %s, %s)%s);\n",
2002 sample_function
.name
, sampler_idx
, coord_param
.param_str
,
2003 bias
.param_str
, dst_swizzle
);
2005 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
2006 sample_function
.name
, sampler_idx
, coord_param
.param_str
, dst_swizzle
);
2011 void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
) {
2012 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
2013 glsl_sample_function_t sample_function
;
2014 glsl_src_param_t coord_param
, lod_param
;
2015 char dst_swizzle
[6];
2019 shader_glsl_append_dst(arg
->buffer
, arg
);
2020 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2022 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2023 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2024 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2025 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &coord_param
);
2027 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2029 if (shader_is_pshader_version(This
->baseShader
.hex_version
)) {
2030 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2031 * However, they seem to work just fine in fragment shaders as well. */
2032 WARN("Using %sLod in fragment shader.\n", sample_function
.name
);
2033 shader_addline(arg
->buffer
, "%sLod(Psampler%u, %s, %s)%s);\n",
2034 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2036 shader_addline(arg
->buffer
, "%sLod(Vsampler%u, %s, %s)%s);\n",
2037 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2041 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
2043 /* FIXME: Make this work for more than just 2D textures */
2045 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2046 SHADER_BUFFER
* buffer
= arg
->buffer
;
2047 DWORD hex_version
= This
->baseShader
.hex_version
;
2051 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2052 shader_glsl_get_write_mask(write_mask
, dst_mask
);
2054 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
2055 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2056 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
2058 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
2059 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2060 char dst_swizzle
[6];
2062 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2064 if (src_mod
== WINED3DSPSM_DZ
) {
2065 glsl_src_param_t div_param
;
2066 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2067 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2069 if (mask_size
> 1) {
2070 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2072 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2074 } else if (src_mod
== WINED3DSPSM_DW
) {
2075 glsl_src_param_t div_param
;
2076 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2077 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2079 if (mask_size
> 1) {
2080 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2082 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2085 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2090 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2091 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2092 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2093 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
2094 glsl_src_param_t src0_param
;
2096 glsl_sample_function_t sample_function
;
2097 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2098 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2099 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2101 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2103 shader_glsl_append_dst(arg
->buffer
, arg
);
2104 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2106 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2107 * scalar, and projected sampling would require 4
2109 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2111 switch(count_bits(sample_function
.coord_mask
)) {
2113 shader_addline(arg
->buffer
, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2114 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2118 shader_addline(arg
->buffer
, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2119 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2123 shader_addline(arg
->buffer
, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2124 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2127 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function
.coord_mask
));
2131 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2132 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2133 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
2134 glsl_src_param_t src0_param
;
2135 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2136 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2140 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2141 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2142 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2144 if (mask_size
> 1) {
2145 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2147 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2151 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2152 * Calculate the depth as dst.x / dst.y */
2153 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
2154 glsl_dst_param_t dst_param
;
2156 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2158 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2159 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2160 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2161 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2164 shader_addline(arg
->buffer
, "gl_FragDepth = (%s.y == 0.0) ? 1.0 : clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param
.reg_name
, dst_param
.reg_name
, dst_param
.reg_name
);
2167 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2168 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2169 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2170 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2172 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
2173 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2174 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2175 glsl_src_param_t src0_param
;
2177 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2179 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2180 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2183 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2184 * Calculate the 1st of a 2-row matrix multiplication. */
2185 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
2186 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2187 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2188 SHADER_BUFFER
* buffer
= arg
->buffer
;
2189 glsl_src_param_t src0_param
;
2191 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2192 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2195 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2196 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2197 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
2199 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2200 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2201 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2202 SHADER_BUFFER
* buffer
= arg
->buffer
;
2203 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2204 glsl_src_param_t src0_param
;
2206 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2207 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2208 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2211 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
2212 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2213 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2214 SHADER_BUFFER
* buffer
= arg
->buffer
;
2215 glsl_src_param_t src0_param
;
2218 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2219 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2221 shader_glsl_append_dst(buffer
, arg
);
2222 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2224 /* Sample the texture using the calculated coordinates */
2225 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
2228 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2229 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2230 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
2231 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2232 glsl_src_param_t src0_param
;
2234 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2235 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2236 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2237 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2238 glsl_sample_function_t sample_function
;
2240 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2241 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2243 shader_glsl_append_dst(arg
->buffer
, arg
);
2244 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2245 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2247 /* Sample the texture using the calculated coordinates */
2248 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2250 current_state
->current_row
= 0;
2253 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2254 * Perform the 3rd row of a 3x3 matrix multiply */
2255 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
2256 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2257 glsl_src_param_t src0_param
;
2259 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2260 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2261 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2263 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2265 shader_glsl_append_dst(arg
->buffer
, arg
);
2266 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2267 shader_addline(arg
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2269 current_state
->current_row
= 0;
2272 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2273 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2274 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
2276 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2277 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2278 glsl_src_param_t src0_param
;
2279 glsl_src_param_t src1_param
;
2281 SHADER_BUFFER
* buffer
= arg
->buffer
;
2282 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2283 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2284 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2285 glsl_sample_function_t sample_function
;
2287 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2288 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
2290 /* Perform the last matrix multiply operation */
2291 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2292 /* Reflection calculation */
2293 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2295 shader_glsl_append_dst(buffer
, arg
);
2296 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2297 shader_glsl_get_sample_function(stype
, FALSE
, &sample_function
);
2299 /* Sample the texture */
2300 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2302 current_state
->current_row
= 0;
2305 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2306 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2307 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
2309 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2310 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2311 SHADER_BUFFER
* buffer
= arg
->buffer
;
2312 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2313 glsl_src_param_t src0_param
;
2315 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2316 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2317 glsl_sample_function_t sample_function
;
2319 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2321 /* Perform the last matrix multiply operation */
2322 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2324 /* Construct the eye-ray vector from w coordinates */
2325 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2326 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2327 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2329 shader_glsl_append_dst(buffer
, arg
);
2330 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2331 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2333 /* Sample the texture using the calculated coordinates */
2334 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2336 current_state
->current_row
= 0;
2339 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2340 * Apply a fake bump map transform.
2341 * texbem is pshader <= 1.3 only, this saves a few version checks
2343 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
2344 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2345 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2346 char dst_swizzle
[6];
2347 glsl_sample_function_t sample_function
;
2348 glsl_src_param_t coord_param
;
2355 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2356 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2358 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2359 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2360 mask
= sample_function
.coord_mask
;
2362 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2364 shader_glsl_get_write_mask(mask
, coord_mask
);
2366 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2367 * so we can't let the GL handle this.
2369 if (flags
& WINED3DTTFF_PROJECTED
) {
2371 char coord_div_mask
[3];
2372 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2373 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2374 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2375 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2376 case WINED3DTTFF_COUNT4
:
2377 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2379 shader_glsl_get_write_mask(div_mask
, coord_div_mask
);
2380 shader_addline(arg
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2383 shader_glsl_append_dst(arg
->buffer
, arg
);
2384 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &coord_param
);
2385 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
) {
2386 glsl_src_param_t luminance_param
;
2387 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
2388 shader_addline(arg
->buffer
, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )*(%s * luminancescale + luminanceoffset))%s);\n",
2389 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, coord_param
.param_str
, coord_mask
,
2390 luminance_param
.param_str
, dst_swizzle
);
2392 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
2393 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, coord_param
.param_str
, coord_mask
, dst_swizzle
);
2397 void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
) {
2398 glsl_src_param_t src0_param
, src1_param
;
2400 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src0_param
);
2401 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src1_param
);
2403 shader_glsl_append_dst(arg
->buffer
, arg
);
2404 shader_addline(arg
->buffer
, "%s + bumpenvmat * %s);\n",
2405 src0_param
.param_str
, src1_param
.param_str
);
2408 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2409 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2410 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
2412 glsl_src_param_t src0_param
;
2413 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2416 shader_glsl_append_dst(arg
->buffer
, arg
);
2417 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2418 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2420 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2423 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2424 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2425 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
2426 glsl_src_param_t src0_param
;
2427 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2430 shader_glsl_append_dst(arg
->buffer
, arg
);
2431 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2432 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2434 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2437 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2438 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2439 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
2440 glsl_src_param_t src0_param
;
2442 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2443 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2444 glsl_sample_function_t sample_function
;
2446 shader_glsl_append_dst(arg
->buffer
, arg
);
2447 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2448 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2449 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
2451 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2454 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2455 * If any of the first 3 components are < 0, discard this pixel */
2456 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
2457 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2458 DWORD hex_version
= This
->baseShader
.hex_version
;
2459 glsl_dst_param_t dst_param
;
2461 /* The argument is a destination parameter, and no writemasks are allowed */
2462 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2463 if((hex_version
>= WINED3DPS_VERSION(2,0))) {
2464 /* 2.0 shaders compare all 4 components in texkill */
2465 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
2467 /* 1.X shaders only compare the first 3 components, propably due to the nature of the texkill
2468 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2469 * 4 components are defined, only the first 3 are used
2471 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
2475 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2476 * dst = dot2(src0, src1) + src2 */
2477 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
2478 glsl_src_param_t src0_param
;
2479 glsl_src_param_t src1_param
;
2480 glsl_src_param_t src2_param
;
2484 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2485 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2487 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2488 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2489 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
2491 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2494 void pshader_glsl_input_pack(
2495 SHADER_BUFFER
* buffer
,
2496 semantic
* semantics_in
) {
2500 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
2502 DWORD usage_token
= semantics_in
[i
].usage
;
2503 DWORD register_token
= semantics_in
[i
].reg
;
2504 DWORD usage
, usage_idx
;
2508 if (!usage_token
) continue;
2509 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2510 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2511 shader_glsl_get_write_mask(register_token
, reg_mask
);
2515 case WINED3DDECLUSAGE_COLOR
:
2517 shader_addline(buffer
, "IN%u%s = vec4(gl_Color)%s;\n",
2518 i
, reg_mask
, reg_mask
);
2519 else if (usage_idx
== 1)
2520 shader_addline(buffer
, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
2521 i
, reg_mask
, reg_mask
);
2523 shader_addline(buffer
, "IN%u%s = vec4(unsupported_color_input)%s;\n",
2524 i
, reg_mask
, reg_mask
);
2527 case WINED3DDECLUSAGE_TEXCOORD
:
2528 shader_addline(buffer
, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
2529 i
, reg_mask
, usage_idx
, reg_mask
);
2532 case WINED3DDECLUSAGE_FOG
:
2533 shader_addline(buffer
, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
2534 i
, reg_mask
, reg_mask
);
2538 shader_addline(buffer
, "IN%u%s = vec4(unsupported_input)%s;\n",
2539 i
, reg_mask
, reg_mask
);
2544 /*********************************************
2545 * Vertex Shader Specific Code begins here
2546 ********************************************/
2548 void vshader_glsl_output_unpack(
2549 SHADER_BUFFER
* buffer
,
2550 semantic
* semantics_out
) {
2554 for (i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
2556 DWORD usage_token
= semantics_out
[i
].usage
;
2557 DWORD register_token
= semantics_out
[i
].reg
;
2558 DWORD usage
, usage_idx
;
2562 if (!usage_token
) continue;
2564 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2565 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2566 shader_glsl_get_write_mask(register_token
, reg_mask
);
2570 case WINED3DDECLUSAGE_COLOR
:
2572 shader_addline(buffer
, "gl_FrontColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2573 else if (usage_idx
== 1)
2574 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2576 shader_addline(buffer
, "unsupported_color_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2579 case WINED3DDECLUSAGE_POSITION
:
2580 shader_addline(buffer
, "gl_Position%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2583 case WINED3DDECLUSAGE_TEXCOORD
:
2584 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT%u%s;\n",
2585 usage_idx
, reg_mask
, i
, reg_mask
);
2588 case WINED3DDECLUSAGE_PSIZE
:
2589 shader_addline(buffer
, "gl_PointSize = OUT%u.x;\n", i
);
2592 case WINED3DDECLUSAGE_FOG
:
2593 shader_addline(buffer
, "gl_FogFragCoord = OUT%u%s;\n", i
, reg_mask
);
2597 shader_addline(buffer
, "unsupported_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2602 static void add_glsl_program_entry(IWineD3DDeviceImpl
*device
, struct glsl_shader_prog_link
*entry
) {
2603 glsl_program_key_t
*key
;
2605 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2606 key
->vshader
= entry
->vshader
;
2607 key
->pshader
= entry
->pshader
;
2609 hash_table_put(device
->glsl_program_lookup
, key
, entry
);
2612 static struct glsl_shader_prog_link
*get_glsl_program_entry(IWineD3DDeviceImpl
*device
,
2613 GLhandleARB vshader
, GLhandleARB pshader
) {
2614 glsl_program_key_t key
;
2616 key
.vshader
= vshader
;
2617 key
.pshader
= pshader
;
2619 return (struct glsl_shader_prog_link
*)hash_table_get(device
->glsl_program_lookup
, &key
);
2622 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
) {
2623 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2624 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2625 glsl_program_key_t
*key
;
2627 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2628 key
->vshader
= entry
->vshader
;
2629 key
->pshader
= entry
->pshader
;
2630 hash_table_remove(This
->glsl_program_lookup
, key
);
2632 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
2633 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
2634 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
2635 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
2636 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
2637 HeapFree(GetProcessHeap(), 0, entry
);
2640 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
2641 * It sets the programId on the current StateBlock (because it should be called
2642 * inside of the DrawPrimitive() part of the render loop).
2644 * If a program for the given combination does not exist, create one, and store
2645 * the program in the hash table. If it creates a program, it will link the
2646 * given objects, too.
2648 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
2649 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2650 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2651 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
2652 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
2653 struct glsl_shader_prog_link
*entry
= NULL
;
2654 GLhandleARB programId
= 0;
2658 GLhandleARB vshader_id
= use_vs
? ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.prgId
: 0;
2659 GLhandleARB pshader_id
= use_ps
? ((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.prgId
: 0;
2660 entry
= get_glsl_program_entry(This
, vshader_id
, pshader_id
);
2662 This
->stateBlock
->glsl_program
= entry
;
2666 /* If we get to this point, then no matching program exists, so we create one */
2667 programId
= GL_EXTCALL(glCreateProgramObjectARB());
2668 TRACE("Created new GLSL shader program %u\n", programId
);
2670 /* Create the entry */
2671 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
2672 entry
->programId
= programId
;
2673 entry
->vshader
= vshader_id
;
2674 entry
->pshader
= pshader_id
;
2675 /* Add the hash table entry */
2676 add_glsl_program_entry(This
, entry
);
2678 /* Set the current program */
2679 This
->stateBlock
->glsl_program
= entry
;
2681 /* Attach GLSL vshader */
2683 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
2686 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
2687 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
2688 checkGLcall("glAttachObjectARB");
2690 /* Bind vertex attributes to a corresponding index number to match
2691 * the same index numbers as ARB_vertex_programs (makes loading
2692 * vertex attributes simpler). With this method, we can use the
2693 * exact same code to load the attributes later for both ARB and
2696 * We have to do this here because we need to know the Program ID
2697 * in order to make the bindings work, and it has to be done prior
2698 * to linking the GLSL program. */
2699 for (i
= 0; i
< max_attribs
; ++i
) {
2700 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
2701 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
2703 checkGLcall("glBindAttribLocationARB");
2705 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
2708 /* Attach GLSL pshader */
2710 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
2711 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
2712 checkGLcall("glAttachObjectARB");
2714 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
2717 /* Link the program */
2718 TRACE("Linking GLSL shader program %u\n", programId
);
2719 GL_EXTCALL(glLinkProgramARB(programId
));
2720 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
2722 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
2723 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
2724 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
2725 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2727 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
2728 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
2729 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
2730 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2734 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
2735 GLhandleARB program_id
;
2736 GLhandleARB vshader_id
, pshader_id
;
2737 const char *blt_vshader
[] = {
2740 " gl_Position = gl_Vertex;\n"
2741 " gl_FrontColor = vec4(1.0);\n"
2742 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
2743 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
2747 const char *blt_pshader
[] = {
2748 "uniform sampler2D sampler;\n"
2751 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
2755 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
2756 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
2757 GL_EXTCALL(glCompileShaderARB(vshader_id
));
2759 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
2760 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
2761 GL_EXTCALL(glCompileShaderARB(pshader_id
));
2763 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
2764 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
2765 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
2766 GL_EXTCALL(glLinkProgramARB(program_id
));
2768 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
2773 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
2774 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2775 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2776 GLhandleARB program_id
= 0;
2778 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
2779 else This
->stateBlock
->glsl_program
= NULL
;
2781 program_id
= This
->stateBlock
->glsl_program
? This
->stateBlock
->glsl_program
->programId
: 0;
2782 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
2783 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2784 checkGLcall("glUseProgramObjectARB");
2787 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
2788 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2789 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2790 static GLhandleARB program_id
= 0;
2791 static GLhandleARB loc
= -1;
2794 program_id
= create_glsl_blt_shader(gl_info
);
2795 loc
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "sampler"));
2798 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2799 GL_EXTCALL(glUniform1iARB(loc
, 0));
2802 static void shader_glsl_cleanup(IWineD3DDevice
*iface
) {
2803 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2804 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2805 GL_EXTCALL(glUseProgramObjectARB(0));
2808 const shader_backend_t glsl_shader_backend
= {
2809 &shader_glsl_select
,
2810 &shader_glsl_select_depth_blt
,
2811 &shader_glsl_load_constants
,
2812 &shader_glsl_cleanup
,
2813 &shader_glsl_color_correction