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
< GL_LIMITS(fragment_samplers
); ++i
) {
89 if (stateBlock
->textures
[i
] != NULL
) {
90 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
91 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
93 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[i
];
94 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
95 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
96 checkGLcall("glUniform1iARB");
102 static void shader_glsl_load_vsamplers(WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
* iface
) {
103 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
104 GLhandleARB programId
= stateBlock
->glsl_program
->programId
;
105 GLhandleARB name_loc
;
106 char sampler_name
[20];
109 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
110 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
111 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
112 if (name_loc
!= -1) {
113 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ i
];
114 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(combined_samplers
)) {
115 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
116 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
117 checkGLcall("glUniform1iARB");
119 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
126 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
127 * When constant_list == NULL, it will load all the constants.
129 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
,
130 unsigned int max_constants
, float* constants
, GLhandleARB
*constant_locations
,
131 struct list
*constant_list
) {
132 constants_entry
*constant
;
133 local_constant
* lconst
;
138 if (TRACE_ON(d3d_shader
)) {
139 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
144 tmp_loc
= constant_locations
[i
];
146 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
147 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
148 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
153 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
158 tmp_loc
= constant_locations
[i
];
160 /* We found this uniform name in the program - go ahead and send the data */
161 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
165 checkGLcall("glUniform4fvARB()");
167 /* Load immediate constants */
168 if (TRACE_ON(d3d_shader
)) {
169 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
170 tmp_loc
= constant_locations
[lconst
->idx
];
172 GLfloat
* values
= (GLfloat
*)lconst
->value
;
173 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
174 values
[0], values
[1], values
[2], values
[3]);
178 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
179 tmp_loc
= constant_locations
[lconst
->idx
];
181 /* We found this uniform name in the program - go ahead and send the data */
182 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (GLfloat
*)lconst
->value
));
185 checkGLcall("glUniform4fvARB()");
189 * Loads integer constants (aka uniforms) into the currently set GLSL program.
190 * When @constants_set == NULL, it will load all the constants.
192 static void shader_glsl_load_constantsI(
193 IWineD3DBaseShaderImpl
* This
,
194 WineD3D_GL_Info
*gl_info
,
195 GLhandleARB programId
,
196 unsigned max_constants
,
198 BOOL
* constants_set
) {
203 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
204 const char* prefix
= is_pshader
? "PI":"VI";
207 for (i
=0; i
<max_constants
; ++i
) {
208 if (NULL
== constants_set
|| constants_set
[i
]) {
210 TRACE_(d3d_constants
)("Loading constants %i: %i, %i, %i, %i\n",
211 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
213 /* TODO: Benchmark and see if it would be beneficial to store the
214 * locations of the constants to avoid looking up each time */
215 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
216 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
218 /* We found this uniform name in the program - go ahead and send the data */
219 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, &constants
[i
*4]));
220 checkGLcall("glUniform4ivARB");
225 /* Load immediate constants */
226 ptr
= list_head(&This
->baseShader
.constantsI
);
228 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
229 unsigned int idx
= lconst
->idx
;
230 GLint
* values
= (GLint
*) lconst
->value
;
232 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
233 values
[0], values
[1], values
[2], values
[3]);
235 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
236 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
238 /* We found this uniform name in the program - go ahead and send the data */
239 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, values
));
240 checkGLcall("glUniform4ivARB");
242 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
247 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
248 * When @constants_set == NULL, it will load all the constants.
250 static void shader_glsl_load_constantsB(
251 IWineD3DBaseShaderImpl
* This
,
252 WineD3D_GL_Info
*gl_info
,
253 GLhandleARB programId
,
254 unsigned max_constants
,
256 BOOL
* constants_set
) {
261 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
262 const char* prefix
= is_pshader
? "PB":"VB";
265 for (i
=0; i
<max_constants
; ++i
) {
266 if (NULL
== constants_set
|| constants_set
[i
]) {
268 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
*4]);
270 /* TODO: Benchmark and see if it would be beneficial to store the
271 * locations of the constants to avoid looking up each time */
272 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
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(glUniform1ivARB(tmp_loc
, 1, &constants
[i
*4]));
277 checkGLcall("glUniform1ivARB");
282 /* Load immediate constants */
283 ptr
= list_head(&This
->baseShader
.constantsB
);
285 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
286 unsigned int idx
= lconst
->idx
;
287 GLint
* values
= (GLint
*) lconst
->value
;
289 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
291 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
292 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
294 /* We found this uniform name in the program - go ahead and send the data */
295 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
296 checkGLcall("glUniform1ivARB");
298 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
305 * Loads the app-supplied constants into the currently set GLSL program.
307 void shader_glsl_load_constants(
308 IWineD3DDevice
* device
,
310 char useVertexShader
) {
312 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
313 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
314 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
316 GLhandleARB
*constant_locations
;
317 struct list
*constant_list
;
318 GLhandleARB programId
;
321 if (!stateBlock
->glsl_program
) {
322 /* No GLSL program set - nothing to do. */
325 programId
= stateBlock
->glsl_program
->programId
;
327 if (useVertexShader
) {
328 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
331 constant_locations
= stateBlock
->glsl_program
->vuniformF_locations
;
332 constant_list
= &stateBlock
->set_vconstantsF
;
334 /* Load vertex shader samplers */
335 shader_glsl_load_vsamplers(gl_info
, (IWineD3DStateBlock
*)stateBlock
);
337 /* Load DirectX 9 float constants/uniforms for vertex shader */
338 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
339 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
341 /* Load DirectX 9 integer constants/uniforms for vertex shader */
342 shader_glsl_load_constantsI(vshader
, gl_info
, programId
, MAX_CONST_I
,
343 stateBlock
->vertexShaderConstantI
,
344 stateBlock
->set
.vertexShaderConstantsI
);
346 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
347 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
348 stateBlock
->vertexShaderConstantB
,
349 stateBlock
->set
.vertexShaderConstantsB
);
351 /* Upload the position fixup params */
352 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
353 checkGLcall("glGetUniformLocationARB");
354 GL_EXTCALL(glUniform4fvARB(pos
, 1, &deviceImpl
->posFixup
[0]));
355 checkGLcall("glUniform4fvARB");
358 if (usePixelShader
) {
360 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
362 constant_locations
= stateBlock
->glsl_program
->puniformF_locations
;
363 constant_list
= &stateBlock
->set_pconstantsF
;
365 /* Load pixel shader samplers */
366 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*) stateBlock
);
368 /* Load DirectX 9 float constants/uniforms for pixel shader */
369 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
370 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
372 /* Load DirectX 9 integer constants/uniforms for pixel shader */
373 shader_glsl_load_constantsI(pshader
, gl_info
, programId
, MAX_CONST_I
,
374 stateBlock
->pixelShaderConstantI
,
375 stateBlock
->set
.pixelShaderConstantsI
);
377 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
378 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
379 stateBlock
->pixelShaderConstantB
,
380 stateBlock
->set
.pixelShaderConstantsB
);
382 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
383 * It can't be 0 for a valid texbem instruction.
385 if(((IWineD3DPixelShaderImpl
*) pshader
)->needsbumpmat
!= -1) {
386 float *data
= (float *) &stateBlock
->textureState
[(int) ((IWineD3DPixelShaderImpl
*) pshader
)->needsbumpmat
][WINED3DTSS_BUMPENVMAT00
];
387 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "bumpenvmat"));
388 checkGLcall("glGetUniformLocationARB");
389 GL_EXTCALL(glUniformMatrix2fvARB(pos
, 1, 0, data
));
390 checkGLcall("glUniform4fvARB");
395 /** Generate the variable & register declarations for the GLSL output target */
396 void shader_generate_glsl_declarations(
397 IWineD3DBaseShader
*iface
,
398 shader_reg_maps
* reg_maps
,
399 SHADER_BUFFER
* buffer
,
400 WineD3D_GL_Info
* gl_info
) {
402 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
405 /* There are some minor differences between pixel and vertex shaders */
406 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
407 char prefix
= pshader
? 'P' : 'V';
409 /* Prototype the subroutines */
410 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
411 if (reg_maps
->labels
[i
])
412 shader_addline(buffer
, "void subroutine%lu();\n", i
);
415 /* Declare the constants (aka uniforms) */
416 if (This
->baseShader
.limits
.constant_float
> 0) {
417 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
418 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
419 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
422 if (This
->baseShader
.limits
.constant_int
> 0)
423 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
425 if (This
->baseShader
.limits
.constant_bool
> 0)
426 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
429 shader_addline(buffer
, "uniform vec4 posFixup;\n");
430 else if(reg_maps
->bumpmat
!= -1)
431 shader_addline(buffer
, "uniform mat2 bumpenvmat;\n");
433 /* Declare texture samplers */
434 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
435 if (reg_maps
->samplers
[i
]) {
437 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
441 shader_addline(buffer
, "uniform sampler1D %csampler%lu;\n", prefix
, i
);
444 shader_addline(buffer
, "uniform sampler2D %csampler%lu;\n", prefix
, i
);
446 case WINED3DSTT_CUBE
:
447 shader_addline(buffer
, "uniform samplerCube %csampler%lu;\n", prefix
, i
);
449 case WINED3DSTT_VOLUME
:
450 shader_addline(buffer
, "uniform sampler3D %csampler%lu;\n", prefix
, i
);
453 shader_addline(buffer
, "uniform unsupported_sampler %csampler%lu;\n", prefix
, i
);
454 FIXME("Unrecognized sampler type: %#x\n", stype
);
460 /* Declare address variables */
461 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
462 if (reg_maps
->address
[i
])
463 shader_addline(buffer
, "ivec4 A%d;\n", i
);
466 /* Declare texture coordinate temporaries and initialize them */
467 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
468 if (reg_maps
->texcoord
[i
])
469 shader_addline(buffer
, "vec4 T%lu = gl_TexCoord[%lu];\n", i
, i
);
472 /* Declare input register temporaries */
473 for (i
=0; i
< This
->baseShader
.limits
.packed_input
; i
++) {
474 if (reg_maps
->packed_input
[i
])
475 shader_addline(buffer
, "vec4 IN%lu;\n", i
);
478 /* Declare output register temporaries */
479 for (i
= 0; i
< This
->baseShader
.limits
.packed_output
; i
++) {
480 if (reg_maps
->packed_output
[i
])
481 shader_addline(buffer
, "vec4 OUT%lu;\n", i
);
484 /* Declare temporary variables */
485 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
486 if (reg_maps
->temporary
[i
])
487 shader_addline(buffer
, "vec4 R%lu;\n", i
);
490 /* Declare attributes */
491 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
492 if (reg_maps
->attributes
[i
])
493 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
496 /* Declare loop register aL */
497 if (reg_maps
->loop
) {
498 shader_addline(buffer
, "int aL;\n");
499 shader_addline(buffer
, "int tmpInt;\n");
502 /* Temporary variables for matrix operations */
503 shader_addline(buffer
, "vec4 tmp0;\n");
504 shader_addline(buffer
, "vec4 tmp1;\n");
506 /* Start the main program */
507 shader_addline(buffer
, "void main() {\n");
510 /*****************************************************************************
511 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
513 * For more information, see http://wiki.winehq.org/DirectX-Shaders
514 ****************************************************************************/
517 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
518 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
520 /** Used for opcode modifiers - They multiply the result by the specified amount */
521 static const char * const shift_glsl_tab
[] = {
523 "2.0 * ", /* 1 (x2) */
524 "4.0 * ", /* 2 (x4) */
525 "8.0 * ", /* 3 (x8) */
526 "16.0 * ", /* 4 (x16) */
527 "32.0 * ", /* 5 (x32) */
534 "0.0625 * ", /* 12 (d16) */
535 "0.125 * ", /* 13 (d8) */
536 "0.25 * ", /* 14 (d4) */
537 "0.5 * " /* 15 (d2) */
540 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
541 static void shader_glsl_gen_modifier (
544 const char *in_regswizzle
,
549 if (instr
== WINED3DSIO_TEXKILL
)
552 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
553 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
555 case WINED3DSPSM_NONE
:
556 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
558 case WINED3DSPSM_NEG
:
559 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
561 case WINED3DSPSM_NOT
:
562 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
564 case WINED3DSPSM_BIAS
:
565 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
567 case WINED3DSPSM_BIASNEG
:
568 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
570 case WINED3DSPSM_SIGN
:
571 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
573 case WINED3DSPSM_SIGNNEG
:
574 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
576 case WINED3DSPSM_COMP
:
577 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
580 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
582 case WINED3DSPSM_X2NEG
:
583 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
585 case WINED3DSPSM_ABS
:
586 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
588 case WINED3DSPSM_ABSNEG
:
589 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
592 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
593 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
597 /** Writes the GLSL variable name that corresponds to the register that the
598 * DX opcode parameter is trying to access */
599 static void shader_glsl_get_register_name(
601 const DWORD addr_token
,
604 SHADER_OPCODE_ARG
* arg
) {
606 /* oPos, oFog and oPts in D3D */
607 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
609 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
610 DWORD regtype
= shader_get_regtype(param
);
611 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
612 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
613 WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
615 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
621 case WINED3DSPR_TEMP
:
622 sprintf(tmpStr
, "R%u", reg
);
624 case WINED3DSPR_INPUT
:
626 /* Pixel shaders >= 3.0 */
627 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
628 sprintf(tmpStr
, "IN%u", reg
);
631 strcpy(tmpStr
, "gl_Color");
633 strcpy(tmpStr
, "gl_SecondaryColor");
636 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
638 sprintf(tmpStr
, "attrib%u", reg
);
641 case WINED3DSPR_CONST
:
643 const char* prefix
= pshader
? "PC":"VC";
645 /* Relative addressing */
646 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
648 /* Relative addressing on shaders 2.0+ have a relative address token,
649 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
650 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
651 glsl_src_param_t rel_param
;
652 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
653 sprintf(tmpStr
, "%s[%s + %u]", prefix
, rel_param
.param_str
, reg
);
655 sprintf(tmpStr
, "%s[A0.x + %u]", prefix
, reg
);
658 sprintf(tmpStr
, "%s[%u]", prefix
, reg
);
662 case WINED3DSPR_CONSTINT
:
664 sprintf(tmpStr
, "PI[%u]", reg
);
666 sprintf(tmpStr
, "VI[%u]", reg
);
668 case WINED3DSPR_CONSTBOOL
:
670 sprintf(tmpStr
, "PB[%u]", reg
);
672 sprintf(tmpStr
, "VB[%u]", reg
);
674 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
676 sprintf(tmpStr
, "T%u", reg
);
678 sprintf(tmpStr
, "A%u", reg
);
681 case WINED3DSPR_LOOP
:
682 sprintf(tmpStr
, "aL");
684 case WINED3DSPR_SAMPLER
:
686 sprintf(tmpStr
, "Psampler%u", reg
);
688 sprintf(tmpStr
, "Vsampler%u", reg
);
690 case WINED3DSPR_COLOROUT
:
691 if (reg
>= GL_LIMITS(buffers
)) {
692 WARN("Write to render target %u, only %d supported\n", reg
, 4);
694 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
695 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
696 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
697 sprintf(tmpStr
, "gl_FragColor");
700 case WINED3DSPR_RASTOUT
:
701 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
703 case WINED3DSPR_DEPTHOUT
:
704 sprintf(tmpStr
, "gl_FragDepth");
706 case WINED3DSPR_ATTROUT
:
708 sprintf(tmpStr
, "gl_FrontColor");
710 sprintf(tmpStr
, "gl_FrontSecondaryColor");
713 case WINED3DSPR_TEXCRDOUT
:
714 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
715 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
716 sprintf(tmpStr
, "OUT%u", reg
);
718 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
720 case WINED3DSPR_MISCTYPE
:
723 sprintf(tmpStr
, "gl_FragCoord");
725 /* gl_FrontFacing could be used for vFace, but note that
726 * gl_FrontFacing is a bool, while vFace is a float for
727 * which the sign determines front/back */
728 FIXME("Unhandled misctype register %d\n", reg
);
729 sprintf(tmpStr
, "unrecognized_register");
733 FIXME("Unhandled register name Type(%d)\n", regtype
);
734 sprintf(tmpStr
, "unrecognized_register");
738 strcat(regstr
, tmpStr
);
741 /* Get the GLSL write mask for the destination register */
742 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
743 char *ptr
= write_mask
;
744 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
746 if (shader_is_scalar(param
)) {
747 mask
= WINED3DSP_WRITEMASK_0
;
750 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
751 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
752 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
753 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
761 static size_t shader_glsl_get_write_mask_size(DWORD write_mask
) {
764 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
765 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
766 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
767 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
772 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
773 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
774 * but addressed as "rgba". To fix this we need to swap the register's x
775 * and z components. */
776 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
777 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
778 char *ptr
= swizzle_str
;
780 if (!shader_is_scalar(param
)) {
782 /* swizzle bits fields: wwzzyyxx */
783 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
784 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
785 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
786 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
792 /* From a given parameter token, generate the corresponding GLSL string.
793 * Also, return the actual register name and swizzle in case the
794 * caller needs this information as well. */
795 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
796 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
) {
797 BOOL is_color
= FALSE
;
800 src_param
->reg_name
[0] = '\0';
801 src_param
->param_str
[0] = '\0';
802 swizzle_str
[0] = '\0';
804 shader_glsl_get_register_name(param
, addr_token
, src_param
->reg_name
, &is_color
, arg
);
806 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
807 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
810 /* From a given parameter token, generate the corresponding GLSL string.
811 * Also, return the actual register name and swizzle in case the
812 * caller needs this information as well. */
813 static DWORD
shader_glsl_add_dst_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
814 const DWORD addr_token
, glsl_dst_param_t
*dst_param
) {
815 BOOL is_color
= FALSE
;
817 dst_param
->mask_str
[0] = '\0';
818 dst_param
->reg_name
[0] = '\0';
820 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
821 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
824 /* Append the destination part of the instruction to the buffer, return the effective write mask */
825 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
, const DWORD param
) {
826 glsl_dst_param_t dst_param
;
830 mask
= shader_glsl_add_dst_param(arg
, param
, arg
->dst_addr
, &dst_param
);
833 shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
834 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
840 /* Append the destination part of the instruction to the buffer, return the effective write mask */
841 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
) {
842 return shader_glsl_append_dst_ext(buffer
, arg
, arg
->dst
);
845 /** Process GLSL instruction modifiers */
846 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
848 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
850 if (arg
->opcode
->dst_token
&& mask
!= 0) {
851 glsl_dst_param_t dst_param
;
853 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
855 if (mask
& WINED3DSPDM_SATURATE
) {
856 /* _SAT means to clamp the value of the register to between 0 and 1 */
857 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
858 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
860 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
861 FIXME("_centroid modifier not handled\n");
863 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
864 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
869 static inline const char* shader_get_comp_op(
870 const DWORD opcode
) {
872 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
874 case COMPARISON_GT
: return ">";
875 case COMPARISON_EQ
: return "==";
876 case COMPARISON_GE
: return ">=";
877 case COMPARISON_LT
: return "<";
878 case COMPARISON_NE
: return "!=";
879 case COMPARISON_LE
: return "<=";
881 FIXME("Unrecognized comparison value: %u\n", op
);
886 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, glsl_sample_function_t
*sample_function
) {
887 /* Note that there's no such thing as a projected cube texture. */
888 switch(sampler_type
) {
890 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
891 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
894 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
895 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
897 case WINED3DSTT_CUBE
:
898 sample_function
->name
= "textureCube";
899 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
901 case WINED3DSTT_VOLUME
:
902 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
903 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
906 sample_function
->name
= "";
907 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
913 /*****************************************************************************
915 * Begin processing individual instruction opcodes
917 ****************************************************************************/
919 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
920 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
921 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
922 SHADER_BUFFER
* buffer
= arg
->buffer
;
923 glsl_src_param_t src0_param
;
924 glsl_src_param_t src1_param
;
928 /* Determine the GLSL operator to use based on the opcode */
929 switch (curOpcode
->opcode
) {
930 case WINED3DSIO_MUL
: op
= '*'; break;
931 case WINED3DSIO_ADD
: op
= '+'; break;
932 case WINED3DSIO_SUB
: op
= '-'; break;
935 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
939 write_mask
= shader_glsl_append_dst(buffer
, arg
);
940 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
941 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
942 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
945 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
946 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
947 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
948 SHADER_BUFFER
* buffer
= arg
->buffer
;
949 glsl_src_param_t src0_param
;
952 write_mask
= shader_glsl_append_dst(buffer
, arg
);
953 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
955 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
956 * shader versions WINED3DSIO_MOVA is used for this. */
957 if ((WINED3DSHADER_VERSION_MAJOR(shader
->baseShader
.hex_version
) == 1 &&
958 !shader_is_pshader_version(shader
->baseShader
.hex_version
) &&
959 shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
) ||
960 arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
961 /* We need to *round* to the nearest int here. */
962 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
964 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
);
966 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
969 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
973 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
974 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
975 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
976 SHADER_BUFFER
* buffer
= arg
->buffer
;
977 glsl_src_param_t src0_param
;
978 glsl_src_param_t src1_param
;
979 DWORD dst_write_mask
, src_write_mask
;
982 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
983 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
985 /* dp3 works on vec3, dp4 on vec4 */
986 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
987 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
989 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
992 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, &src0_param
);
993 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, &src1_param
);
996 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
998 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1002 /* Note that this instruction has some restrictions. The destination write mask
1003 * can't contain the w component, and the source swizzles have to be .xyzw */
1004 void shader_glsl_cross(SHADER_OPCODE_ARG
*arg
) {
1005 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1006 glsl_src_param_t src0_param
;
1007 glsl_src_param_t src1_param
;
1010 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1011 shader_glsl_append_dst(arg
->buffer
, arg
);
1012 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1013 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1014 shader_addline(arg
->buffer
, "cross(%s, %s).%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1017 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1018 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1019 * GLSL uses the value as-is. */
1020 void shader_glsl_pow(SHADER_OPCODE_ARG
*arg
) {
1021 SHADER_BUFFER
*buffer
= arg
->buffer
;
1022 glsl_src_param_t src0_param
;
1023 glsl_src_param_t src1_param
;
1024 DWORD dst_write_mask
;
1027 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1028 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1030 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1031 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1034 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1036 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1040 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1041 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
1042 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1043 SHADER_BUFFER
* buffer
= arg
->buffer
;
1044 glsl_src_param_t src_param
;
1045 const char *instruction
;
1046 char arguments
[256];
1050 /* Determine the GLSL function to use based on the opcode */
1051 /* TODO: Possibly make this a table for faster lookups */
1052 switch (curOpcode
->opcode
) {
1053 case WINED3DSIO_MIN
: instruction
= "min"; break;
1054 case WINED3DSIO_MAX
: instruction
= "max"; break;
1055 case WINED3DSIO_RSQ
: instruction
= "inversesqrt"; break;
1056 case WINED3DSIO_ABS
: instruction
= "abs"; break;
1057 case WINED3DSIO_FRC
: instruction
= "fract"; break;
1058 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
1059 case WINED3DSIO_LOGP
:
1060 case WINED3DSIO_LOG
: instruction
= "log2"; break;
1061 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
1062 case WINED3DSIO_SGN
: instruction
= "sign"; break;
1063 default: instruction
= "";
1064 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1068 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1070 arguments
[0] = '\0';
1071 if (curOpcode
->num_params
> 0) {
1072 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src_param
);
1073 strcat(arguments
, src_param
.param_str
);
1074 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1075 strcat(arguments
, ", ");
1076 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, &src_param
);
1077 strcat(arguments
, src_param
.param_str
);
1081 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1084 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1085 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1086 * dst.x = 2^(floor(src))
1087 * dst.y = src - floor(src)
1088 * dst.z = 2^src (partial precision is allowed, but optional)
1090 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1091 * dst = 2^src; (partial precision is allowed, but optional)
1093 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1094 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1095 glsl_src_param_t src_param
;
1097 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1099 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1102 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1103 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1104 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1105 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1107 shader_glsl_append_dst(arg
->buffer
, arg
);
1108 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1109 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1114 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1115 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1117 if (mask_size
> 1) {
1118 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1120 shader_addline(arg
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1125 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1126 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1127 glsl_src_param_t src_param
;
1131 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1132 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1133 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1135 if (mask_size
> 1) {
1136 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1138 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1142 /** Process signed comparison opcodes in GLSL. */
1143 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1144 glsl_src_param_t src0_param
;
1145 glsl_src_param_t src1_param
;
1149 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1150 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1151 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1152 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1154 if (mask_size
> 1) {
1155 const char *compare
;
1157 switch(arg
->opcode
->opcode
) {
1158 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1159 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1160 default: compare
= "";
1161 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1164 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1165 src0_param
.param_str
, src1_param
.param_str
);
1167 const char *compare
;
1169 switch(arg
->opcode
->opcode
) {
1170 case WINED3DSIO_SLT
: compare
= "<"; break;
1171 case WINED3DSIO_SGE
: compare
= ">="; break;
1172 default: compare
= "";
1173 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1176 shader_addline(arg
->buffer
, "(%s %s %s) ? 1.0 : 0.0);\n",
1177 src0_param
.param_str
, compare
, src1_param
.param_str
);
1181 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1182 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1183 glsl_src_param_t src0_param
;
1184 glsl_src_param_t src1_param
;
1185 glsl_src_param_t src2_param
;
1186 DWORD write_mask
, cmp_channel
= 0;
1189 /* Cycle through all source0 channels */
1190 for (i
=0; i
<4; i
++) {
1192 /* Find the destination channels which use the current source0 channel */
1193 for (j
=0; j
<4; j
++) {
1194 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1195 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1196 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1199 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1200 if (!write_mask
) continue;
1202 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1203 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1204 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1206 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1207 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1211 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1212 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1213 * the compare is done per component of src0. */
1214 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1215 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1216 glsl_src_param_t src0_param
;
1217 glsl_src_param_t src1_param
;
1218 glsl_src_param_t src2_param
;
1219 DWORD write_mask
, cmp_channel
= 0;
1222 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(1, 4)) {
1223 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1224 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1225 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1226 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1227 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1228 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1231 /* Cycle through all source0 channels */
1232 for (i
=0; i
<4; i
++) {
1234 /* Find the destination channels which use the current source0 channel */
1235 for (j
=0; j
<4; j
++) {
1236 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1237 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1238 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1241 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1242 if (!write_mask
) continue;
1244 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1245 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1246 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1248 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1249 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1253 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1254 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1255 glsl_src_param_t src0_param
;
1256 glsl_src_param_t src1_param
;
1257 glsl_src_param_t src2_param
;
1260 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1261 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1262 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1263 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1264 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n",
1265 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1268 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1269 Vertex shaders to GLSL codes */
1270 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1272 int nComponents
= 0;
1273 SHADER_OPCODE_ARG tmpArg
;
1275 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1277 /* Set constants for the temporary argument */
1278 tmpArg
.shader
= arg
->shader
;
1279 tmpArg
.buffer
= arg
->buffer
;
1280 tmpArg
.src
[0] = arg
->src
[0];
1281 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1282 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1283 tmpArg
.reg_maps
= arg
->reg_maps
;
1285 switch(arg
->opcode
->opcode
) {
1286 case WINED3DSIO_M4x4
:
1288 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1290 case WINED3DSIO_M4x3
:
1292 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1294 case WINED3DSIO_M3x4
:
1296 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1298 case WINED3DSIO_M3x3
:
1300 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1302 case WINED3DSIO_M3x2
:
1304 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1310 for (i
= 0; i
< nComponents
; i
++) {
1311 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1312 tmpArg
.src
[1] = arg
->src
[1]+i
;
1313 shader_glsl_dot(&tmpArg
);
1318 The LRP instruction performs a component-wise linear interpolation
1319 between the second and third operands using the first operand as the
1320 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1321 This is equivalent to mix(src2, src1, src0);
1323 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1324 glsl_src_param_t src0_param
;
1325 glsl_src_param_t src1_param
;
1326 glsl_src_param_t src2_param
;
1329 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1331 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1332 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1333 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1335 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n",
1336 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
1339 /** Process the WINED3DSIO_LIT instruction in GLSL:
1340 * dst.x = dst.w = 1.0
1341 * dst.y = (src0.x > 0) ? src0.x
1342 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1343 * where src.w is clamped at +- 128
1345 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1346 glsl_src_param_t src0_param
;
1347 glsl_src_param_t src1_param
;
1348 glsl_src_param_t src3_param
;
1351 shader_glsl_append_dst(arg
->buffer
, arg
);
1352 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1354 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1355 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
1356 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
1358 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",
1359 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
);
1362 /** Process the WINED3DSIO_DST instruction in GLSL:
1364 * dst.y = src0.x * src0.y
1368 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1369 glsl_src_param_t src0y_param
;
1370 glsl_src_param_t src0z_param
;
1371 glsl_src_param_t src1y_param
;
1372 glsl_src_param_t src1w_param
;
1375 shader_glsl_append_dst(arg
->buffer
, arg
);
1376 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1378 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
1379 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
1380 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
1381 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
1383 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1384 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
1387 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1388 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1389 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1391 * dst.x = cos(src0.?)
1392 * dst.y = sin(src0.?)
1396 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1397 glsl_src_param_t src0_param
;
1400 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1401 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1403 switch (write_mask
) {
1404 case WINED3DSP_WRITEMASK_0
:
1405 shader_addline(arg
->buffer
, "cos(%s));\n", src0_param
.param_str
);
1408 case WINED3DSP_WRITEMASK_1
:
1409 shader_addline(arg
->buffer
, "sin(%s));\n", src0_param
.param_str
);
1412 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
1413 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1417 ERR("Write mask should be .x, .y or .xy\n");
1422 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1423 * Start a for() loop where src1.y is the initial value of aL,
1424 * increment aL by src1.z for a total of src1.x iterations.
1425 * Need to use a temporary variable for this operation.
1427 /* FIXME: I don't think nested loops will work correctly this way. */
1428 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
1429 glsl_src_param_t src1_param
;
1431 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
1433 shader_addline(arg
->buffer
, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
1434 src1_param
.reg_name
, src1_param
.reg_name
, src1_param
.reg_name
);
1437 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
1438 shader_addline(arg
->buffer
, "}\n");
1441 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
1442 glsl_src_param_t src0_param
;
1444 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1445 shader_addline(arg
->buffer
, "for (tmpInt = 0; tmpInt < %s; tmpInt++) {\n", src0_param
.param_str
);
1448 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
1449 glsl_src_param_t src0_param
;
1451 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1452 shader_addline(arg
->buffer
, "if (%s) {\n", src0_param
.param_str
);
1455 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
1456 glsl_src_param_t src0_param
;
1457 glsl_src_param_t src1_param
;
1459 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1460 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1462 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
1463 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
1466 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
1467 shader_addline(arg
->buffer
, "} else {\n");
1470 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
1471 shader_addline(arg
->buffer
, "break;\n");
1474 /* FIXME: According to MSDN the compare is done per component. */
1475 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
1476 glsl_src_param_t src0_param
;
1477 glsl_src_param_t src1_param
;
1479 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1480 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1482 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
1483 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
1486 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
1488 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1489 shader_addline(arg
->buffer
, "}\n");
1490 shader_addline(arg
->buffer
, "void subroutine%lu () {\n", snum
);
1493 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
1494 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1495 shader_addline(arg
->buffer
, "subroutine%lu();\n", snum
);
1498 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
1499 glsl_src_param_t src1_param
;
1501 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1502 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1503 shader_addline(arg
->buffer
, "if (%s) subroutine%lu();\n", src1_param
.param_str
, snum
);
1506 /*********************************************
1507 * Pixel Shader Specific Code begins here
1508 ********************************************/
1509 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
1510 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1511 DWORD hex_version
= This
->baseShader
.hex_version
;
1512 char dst_swizzle
[6];
1513 glsl_sample_function_t sample_function
;
1519 /* All versions have a destination register */
1520 shader_glsl_append_dst(arg
->buffer
, arg
);
1522 /* 1.0-1.4: Use destination register as sampler source.
1523 * 2.0+: Use provided sampler source. */
1524 if (hex_version
< WINED3DPS_VERSION(1,4)) {
1525 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1528 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1529 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1531 if (flags
& WINED3DTTFF_PROJECTED
) {
1533 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
1534 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
1535 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
1536 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
1537 case WINED3DTTFF_COUNT4
:
1538 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
1543 } else if (hex_version
< WINED3DPS_VERSION(2,0)) {
1544 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1545 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1547 if (src_mod
== WINED3DSPSM_DZ
) {
1549 mask
= WINED3DSP_WRITEMASK_2
;
1550 } else if (src_mod
== WINED3DSPSM_DW
) {
1552 mask
= WINED3DSP_WRITEMASK_3
;
1557 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1558 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
1559 /* ps 2.0 texldp instruction always divides by the fourth component. */
1561 mask
= WINED3DSP_WRITEMASK_3
;
1567 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1568 shader_glsl_get_sample_function(sampler_type
, projected
, &sample_function
);
1569 mask
|= sample_function
.coord_mask
;
1571 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1572 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
1574 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
1577 /* 1.0-1.3: Use destination register as coordinate source.
1578 1.4+: Use provided coordinate source register. */
1579 if (hex_version
< WINED3DPS_VERSION(1,4)) {
1581 shader_glsl_get_write_mask(mask
, coord_mask
);
1582 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
1583 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
1585 glsl_src_param_t coord_param
;
1586 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, &coord_param
);
1587 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
1588 sample_function
.name
, sampler_idx
, coord_param
.param_str
, dst_swizzle
);
1592 void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
) {
1593 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1594 glsl_sample_function_t sample_function
;
1595 glsl_src_param_t coord_param
, lod_param
;
1596 char dst_swizzle
[6];
1600 shader_glsl_append_dst(arg
->buffer
, arg
);
1601 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
1603 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1604 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1605 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1606 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &coord_param
);
1608 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
1610 if (shader_is_pshader_version(This
->baseShader
.hex_version
)) {
1611 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
1612 * However, they seem to work just fine in fragment shaders as well. */
1613 WARN("Using %sLod in fragment shader.\n", sample_function
.name
);
1614 shader_addline(arg
->buffer
, "%sLod(Psampler%u, %s, %s)%s);\n",
1615 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
1617 shader_addline(arg
->buffer
, "%sLod(Vsampler%u, %s, %s)%s);\n",
1618 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
1622 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
1624 /* FIXME: Make this work for more than just 2D textures */
1626 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1627 SHADER_BUFFER
* buffer
= arg
->buffer
;
1628 DWORD hex_version
= This
->baseShader
.hex_version
;
1632 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1633 shader_glsl_get_write_mask(write_mask
, dst_mask
);
1635 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
1636 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1637 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
1639 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1640 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1641 char dst_swizzle
[6];
1643 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
1645 if (src_mod
== WINED3DSPSM_DZ
) {
1646 glsl_src_param_t div_param
;
1647 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1648 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
1650 if (mask_size
> 1) {
1651 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
1653 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
1655 } else if (src_mod
== WINED3DSPSM_DW
) {
1656 glsl_src_param_t div_param
;
1657 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1658 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
1660 if (mask_size
> 1) {
1661 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
1663 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
1666 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
1671 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
1672 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1673 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1674 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
1675 glsl_src_param_t src0_param
;
1677 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1678 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1680 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1682 shader_glsl_append_dst(arg
->buffer
, arg
);
1683 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1684 shader_addline(arg
->buffer
, "texture2D(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.5))%s);\n",
1685 sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
1688 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
1689 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1690 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
1691 glsl_src_param_t src0_param
;
1692 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1693 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1697 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1698 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
1699 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1701 if (mask_size
> 1) {
1702 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
1704 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
1708 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
1709 * Calculate the depth as dst.x / dst.y */
1710 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
1711 glsl_dst_param_t dst_param
;
1713 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1715 shader_addline(arg
->buffer
, "gl_FragDepth = %s.x / %s.y;\n", dst_param
.reg_name
, dst_param
.reg_name
);
1718 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
1719 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1720 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1721 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1723 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
1724 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1725 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1726 glsl_src_param_t src0_param
;
1728 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1730 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
1731 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
1734 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
1735 * Calculate the 1st of a 2-row matrix multiplication. */
1736 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
1737 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1738 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1739 SHADER_BUFFER
* buffer
= arg
->buffer
;
1740 glsl_src_param_t src0_param
;
1742 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1743 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
1746 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
1747 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
1748 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
1750 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1751 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1752 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1753 SHADER_BUFFER
* buffer
= arg
->buffer
;
1754 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1755 glsl_src_param_t src0_param
;
1757 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1758 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
1759 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1762 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
1763 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1764 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1765 SHADER_BUFFER
* buffer
= arg
->buffer
;
1766 glsl_src_param_t src0_param
;
1769 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1770 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
1772 shader_glsl_append_dst(buffer
, arg
);
1773 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1775 /* Sample the texture using the calculated coordinates */
1776 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
1779 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
1780 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
1781 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
1782 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1783 glsl_src_param_t src0_param
;
1785 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1786 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1787 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1788 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1789 glsl_sample_function_t sample_function
;
1791 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1792 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
1794 shader_glsl_append_dst(arg
->buffer
, arg
);
1795 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1796 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1798 /* Sample the texture using the calculated coordinates */
1799 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
1801 current_state
->current_row
= 0;
1804 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
1805 * Perform the 3rd row of a 3x3 matrix multiply */
1806 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
1807 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1808 glsl_src_param_t src0_param
;
1810 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1811 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1812 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1814 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1816 shader_glsl_append_dst(arg
->buffer
, arg
);
1817 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1818 shader_addline(arg
->buffer
, "vec4(tmp.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
1820 current_state
->current_row
= 0;
1823 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
1824 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1825 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
1827 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1828 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1829 glsl_src_param_t src0_param
;
1830 glsl_src_param_t src1_param
;
1832 SHADER_BUFFER
* buffer
= arg
->buffer
;
1833 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1834 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1835 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1836 glsl_sample_function_t sample_function
;
1838 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1839 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1841 /* Perform the last matrix multiply operation */
1842 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
1844 /* Calculate reflection vector, 2*(tmp0.src1)*tmp0-src1
1845 * This is equivalent to reflect(-src1, tmp0); */
1846 shader_addline(buffer
, "tmp0.xyz = reflect(-(%s), tmp0.xyz);\n", src1_param
.param_str
);
1848 shader_glsl_append_dst(buffer
, arg
);
1849 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1850 shader_glsl_get_sample_function(stype
, FALSE
, &sample_function
);
1852 /* Sample the texture */
1853 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
1855 current_state
->current_row
= 0;
1858 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
1859 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1860 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
1862 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1863 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1864 SHADER_BUFFER
* buffer
= arg
->buffer
;
1865 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1866 glsl_src_param_t src0_param
;
1868 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1869 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1870 glsl_sample_function_t sample_function
;
1872 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1874 /* Perform the last matrix multiply operation */
1875 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
1877 /* Construct the eye-ray vector from w coordinates */
1878 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
1879 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
1881 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(tmp0.tmp1)*tmp0-tmp1
1882 * This is equivalent to reflect(-tmp1, tmp0); */
1883 shader_addline(buffer
, "tmp0.xyz = reflect(-tmp1.xyz, tmp0.xyz);\n");
1885 shader_glsl_append_dst(buffer
, arg
);
1886 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1887 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1889 /* Sample the texture using the calculated coordinates */
1890 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
1892 current_state
->current_row
= 0;
1895 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
1896 * Apply a fake bump map transform.
1897 * texbem is pshader <= 1.3 only, this saves a few version checks
1899 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
1900 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1901 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1902 char dst_swizzle
[6];
1903 glsl_sample_function_t sample_function
;
1904 glsl_src_param_t coord_param
;
1911 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1912 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1914 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1915 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1916 mask
= sample_function
.coord_mask
;
1918 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
1920 shader_glsl_get_write_mask(mask
, coord_mask
);
1922 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1923 * so we can't let the GL handle this.
1925 if (flags
& WINED3DTTFF_PROJECTED
) {
1927 char coord_div_mask
[3];
1928 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
1929 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
1930 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
1931 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
1932 case WINED3DTTFF_COUNT4
:
1933 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
1935 shader_glsl_get_write_mask(div_mask
, coord_div_mask
);
1936 shader_addline(arg
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
1939 shader_glsl_append_dst(arg
->buffer
, arg
);
1940 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &coord_param
);
1941 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
1942 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, coord_param
.param_str
, coord_mask
, dst_swizzle
);
1945 void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
) {
1946 glsl_src_param_t src0_param
, src1_param
;
1948 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src0_param
);
1949 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src1_param
);
1951 shader_glsl_append_dst(arg
->buffer
, arg
);
1952 shader_addline(arg
->buffer
, "%s + bumpenvmat * %s);\n",
1953 src0_param
.param_str
, src1_param
.param_str
);
1956 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
1957 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
1958 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
1959 glsl_src_param_t src0_param
;
1960 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1963 shader_glsl_append_dst(arg
->buffer
, arg
);
1964 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1965 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1967 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
1970 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
1971 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
1972 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
1973 glsl_src_param_t src0_param
;
1974 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1977 shader_glsl_append_dst(arg
->buffer
, arg
);
1978 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1979 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1981 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
1984 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
1985 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
1986 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
1987 glsl_src_param_t src0_param
;
1989 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1990 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1991 glsl_sample_function_t sample_function
;
1993 shader_glsl_append_dst(arg
->buffer
, arg
);
1994 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1995 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1996 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
1998 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2001 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2002 * If any of the first 3 components are < 0, discard this pixel */
2003 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
2004 glsl_dst_param_t dst_param
;
2006 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2007 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
2010 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2011 * dst = dot2(src0, src1) + src2 */
2012 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
2013 glsl_src_param_t src0_param
;
2014 glsl_src_param_t src1_param
;
2015 glsl_src_param_t src2_param
;
2019 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2020 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2022 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2023 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2024 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
2026 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2029 void pshader_glsl_input_pack(
2030 SHADER_BUFFER
* buffer
,
2031 semantic
* semantics_in
) {
2035 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
2037 DWORD usage_token
= semantics_in
[i
].usage
;
2038 DWORD register_token
= semantics_in
[i
].reg
;
2039 DWORD usage
, usage_idx
;
2043 if (!usage_token
) continue;
2044 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2045 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2046 shader_glsl_get_write_mask(register_token
, reg_mask
);
2050 case WINED3DDECLUSAGE_COLOR
:
2052 shader_addline(buffer
, "IN%u%s = vec4(gl_Color)%s;\n",
2053 i
, reg_mask
, reg_mask
);
2054 else if (usage_idx
== 1)
2055 shader_addline(buffer
, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
2056 i
, reg_mask
, reg_mask
);
2058 shader_addline(buffer
, "IN%u%s = vec4(unsupported_color_input)%s;\n",
2059 i
, reg_mask
, reg_mask
);
2062 case WINED3DDECLUSAGE_TEXCOORD
:
2063 shader_addline(buffer
, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
2064 i
, reg_mask
, usage_idx
, reg_mask
);
2067 case WINED3DDECLUSAGE_FOG
:
2068 shader_addline(buffer
, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
2069 i
, reg_mask
, reg_mask
);
2073 shader_addline(buffer
, "IN%u%s = vec4(unsupported_input)%s;\n",
2074 i
, reg_mask
, reg_mask
);
2079 /*********************************************
2080 * Vertex Shader Specific Code begins here
2081 ********************************************/
2083 void vshader_glsl_output_unpack(
2084 SHADER_BUFFER
* buffer
,
2085 semantic
* semantics_out
) {
2089 for (i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
2091 DWORD usage_token
= semantics_out
[i
].usage
;
2092 DWORD register_token
= semantics_out
[i
].reg
;
2093 DWORD usage
, usage_idx
;
2097 if (!usage_token
) continue;
2099 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2100 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2101 shader_glsl_get_write_mask(register_token
, reg_mask
);
2105 case WINED3DDECLUSAGE_COLOR
:
2107 shader_addline(buffer
, "gl_FrontColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2108 else if (usage_idx
== 1)
2109 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2111 shader_addline(buffer
, "unsupported_color_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2114 case WINED3DDECLUSAGE_POSITION
:
2115 shader_addline(buffer
, "gl_Position%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2118 case WINED3DDECLUSAGE_TEXCOORD
:
2119 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT%u%s;\n",
2120 usage_idx
, reg_mask
, i
, reg_mask
);
2123 case WINED3DDECLUSAGE_PSIZE
:
2124 shader_addline(buffer
, "gl_PointSize = OUT%u.x;\n", i
);
2127 case WINED3DDECLUSAGE_FOG
:
2128 shader_addline(buffer
, "gl_FogFragCoord = OUT%u%s;\n", i
, reg_mask
);
2132 shader_addline(buffer
, "unsupported_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2137 static void add_glsl_program_entry(IWineD3DDeviceImpl
*device
, struct glsl_shader_prog_link
*entry
) {
2138 glsl_program_key_t
*key
;
2140 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2141 key
->vshader
= entry
->vshader
;
2142 key
->pshader
= entry
->pshader
;
2144 hash_table_put(device
->glsl_program_lookup
, key
, entry
);
2147 static struct glsl_shader_prog_link
*get_glsl_program_entry(IWineD3DDeviceImpl
*device
,
2148 GLhandleARB vshader
, GLhandleARB pshader
) {
2149 glsl_program_key_t key
;
2151 key
.vshader
= vshader
;
2152 key
.pshader
= pshader
;
2154 return (struct glsl_shader_prog_link
*)hash_table_get(device
->glsl_program_lookup
, &key
);
2157 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
) {
2158 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2159 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2160 glsl_program_key_t
*key
;
2162 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2163 key
->vshader
= entry
->vshader
;
2164 key
->pshader
= entry
->pshader
;
2165 hash_table_remove(This
->glsl_program_lookup
, key
);
2167 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
2168 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
2169 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
2170 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
2171 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
2172 HeapFree(GetProcessHeap(), 0, entry
);
2175 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
2176 * It sets the programId on the current StateBlock (because it should be called
2177 * inside of the DrawPrimitive() part of the render loop).
2179 * If a program for the given combination does not exist, create one, and store
2180 * the program in the hash table. If it creates a program, it will link the
2181 * given objects, too.
2183 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
2184 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2185 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2186 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
2187 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
2188 struct glsl_shader_prog_link
*entry
= NULL
;
2189 GLhandleARB programId
= 0;
2193 GLhandleARB vshader_id
= use_vs
? ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.prgId
: 0;
2194 GLhandleARB pshader_id
= use_ps
? ((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.prgId
: 0;
2195 entry
= get_glsl_program_entry(This
, vshader_id
, pshader_id
);
2197 This
->stateBlock
->glsl_program
= entry
;
2201 /* If we get to this point, then no matching program exists, so we create one */
2202 programId
= GL_EXTCALL(glCreateProgramObjectARB());
2203 TRACE("Created new GLSL shader program %u\n", programId
);
2205 /* Create the entry */
2206 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
2207 entry
->programId
= programId
;
2208 entry
->vshader
= vshader_id
;
2209 entry
->pshader
= pshader_id
;
2210 /* Add the hash table entry */
2211 add_glsl_program_entry(This
, entry
);
2213 /* Set the current program */
2214 This
->stateBlock
->glsl_program
= entry
;
2216 /* Attach GLSL vshader */
2218 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
2221 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
2222 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
2223 checkGLcall("glAttachObjectARB");
2225 /* Bind vertex attributes to a corresponding index number to match
2226 * the same index numbers as ARB_vertex_programs (makes loading
2227 * vertex attributes simpler). With this method, we can use the
2228 * exact same code to load the attributes later for both ARB and
2231 * We have to do this here because we need to know the Program ID
2232 * in order to make the bindings work, and it has to be done prior
2233 * to linking the GLSL program. */
2234 for (i
= 0; i
< max_attribs
; ++i
) {
2235 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
2236 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
2238 checkGLcall("glBindAttribLocationARB");
2240 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
2243 /* Attach GLSL pshader */
2245 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
2246 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
2247 checkGLcall("glAttachObjectARB");
2249 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
2252 /* Link the program */
2253 TRACE("Linking GLSL shader program %u\n", programId
);
2254 GL_EXTCALL(glLinkProgramARB(programId
));
2255 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
2257 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
2258 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
2259 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
2260 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2262 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
2263 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
2264 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
2265 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2269 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
2270 GLhandleARB program_id
;
2271 GLhandleARB vshader_id
, pshader_id
;
2272 const char *blt_vshader
[] = {
2275 " gl_Position = gl_Vertex;\n"
2276 " gl_FrontColor = vec4(1.0);\n"
2277 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
2278 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
2282 const char *blt_pshader
[] = {
2283 "uniform sampler2D sampler;\n"
2286 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
2290 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
2291 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
2292 GL_EXTCALL(glCompileShaderARB(vshader_id
));
2294 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
2295 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
2296 GL_EXTCALL(glCompileShaderARB(pshader_id
));
2298 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
2299 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
2300 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
2301 GL_EXTCALL(glLinkProgramARB(program_id
));
2303 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
2308 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
2309 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2310 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2311 GLhandleARB program_id
= 0;
2313 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
2314 else This
->stateBlock
->glsl_program
= NULL
;
2316 program_id
= This
->stateBlock
->glsl_program
? This
->stateBlock
->glsl_program
->programId
: 0;
2317 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
2318 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2319 checkGLcall("glUseProgramObjectARB");
2322 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
2323 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2324 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2325 static GLhandleARB program_id
= 0;
2326 static GLhandleARB loc
= -1;
2329 program_id
= create_glsl_blt_shader(gl_info
);
2330 loc
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "sampler"));
2333 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2334 GL_EXTCALL(glUniform1iARB(loc
, 0));
2337 static void shader_glsl_cleanup(IWineD3DDevice
*iface
) {
2338 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2339 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2340 GL_EXTCALL(glUseProgramObjectARB(0));
2343 const shader_backend_t glsl_shader_backend
= {
2344 &shader_glsl_select
,
2345 &shader_glsl_select_depth_blt
,
2346 &shader_glsl_load_constants
,
2347 &shader_glsl_cleanup