push d49b3885cdb0e58b792f6bf912143b7a9a4ea546
[wine/hacks.git] / dlls / wined3d / glsl_shader.c
blobc92f99bd23d5c996758b84a8971ce3bb1ab561fe
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
31 #include "config.h"
32 #include <limits.h>
33 #include <stdio.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 #define GLINFO_LOCATION (*gl_info)
43 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
44 #define WINED3D_GLSL_SAMPLE_RECT 0x2
45 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 typedef struct {
48 char reg_name[150];
49 char mask_str[6];
50 } glsl_dst_param_t;
52 typedef struct {
53 char reg_name[150];
54 char param_str[100];
55 } glsl_src_param_t;
57 typedef struct {
58 const char *name;
59 DWORD coord_mask;
60 } glsl_sample_function_t;
62 enum heap_node_op
64 HEAP_NODE_TRAVERSE_LEFT,
65 HEAP_NODE_TRAVERSE_RIGHT,
66 HEAP_NODE_POP,
69 struct constant_entry
71 unsigned int idx;
72 unsigned int version;
75 struct constant_heap
77 struct constant_entry *entries;
78 unsigned int *positions;
79 unsigned int size;
82 /* GLSL shader private data */
83 struct shader_glsl_priv {
84 struct hash_table_t *glsl_program_lookup;
85 struct glsl_shader_prog_link *glsl_program;
86 struct constant_heap vconst_heap;
87 struct constant_heap pconst_heap;
88 unsigned char *stack;
89 GLhandleARB depth_blt_program[tex_type_count];
90 UINT next_constant_version;
93 /* Struct to maintain data about a linked GLSL program */
94 struct glsl_shader_prog_link {
95 struct list vshader_entry;
96 struct list pshader_entry;
97 GLhandleARB programId;
98 GLint *vuniformF_locations;
99 GLint *puniformF_locations;
100 GLint vuniformI_locations[MAX_CONST_I];
101 GLint puniformI_locations[MAX_CONST_I];
102 GLint posFixup_location;
103 GLint rectFixup_location[MAX_FRAGMENT_SAMPLERS];
104 GLint bumpenvmat_location[MAX_TEXTURES];
105 GLint luminancescale_location[MAX_TEXTURES];
106 GLint luminanceoffset_location[MAX_TEXTURES];
107 GLint ycorrection_location;
108 GLenum vertex_color_clamp;
109 IWineD3DVertexShader *vshader;
110 IWineD3DPixelShader *pshader;
111 struct vs_compile_args vs_args;
112 struct ps_compile_args ps_args;
113 UINT constant_version;
116 typedef struct {
117 IWineD3DVertexShader *vshader;
118 IWineD3DPixelShader *pshader;
119 struct ps_compile_args ps_args;
120 struct vs_compile_args vs_args;
121 } glsl_program_key_t;
124 /** Prints the GLSL info log which will contain error messages if they exist */
125 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
127 int infologLength = 0;
128 char *infoLog;
129 unsigned int i;
130 BOOL is_spam;
132 static const char * const spam[] =
134 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
135 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
136 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
137 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
138 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
139 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
140 "Fragment shader was successfully compiled to run on hardware.\n"
141 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
142 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
143 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
144 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
147 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
149 GL_EXTCALL(glGetObjectParameterivARB(obj,
150 GL_OBJECT_INFO_LOG_LENGTH_ARB,
151 &infologLength));
153 /* A size of 1 is just a null-terminated string, so the log should be bigger than
154 * that if there are errors. */
155 if (infologLength > 1)
157 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
158 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
160 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
161 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
162 is_spam = FALSE;
164 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
165 if(strcmp(infoLog, spam[i]) == 0) {
166 is_spam = TRUE;
167 break;
170 if(is_spam) {
171 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
172 } else {
173 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
175 HeapFree(GetProcessHeap(), 0, infoLog);
180 * Loads (pixel shader) samplers
182 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
184 GLint name_loc;
185 int i;
186 char sampler_name[20];
188 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
189 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
190 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
191 if (name_loc != -1) {
192 DWORD mapped_unit = tex_unit_map[i];
193 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
195 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
196 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
197 checkGLcall("glUniform1iARB");
198 } else {
199 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
205 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
207 GLint name_loc;
208 char sampler_name[20];
209 int i;
211 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
212 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
213 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
214 if (name_loc != -1) {
215 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
216 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
218 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
219 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
220 checkGLcall("glUniform1iARB");
221 } else {
222 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
228 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
229 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
231 int stack_idx = 0;
232 unsigned int heap_idx = 1;
233 unsigned int idx;
235 if (heap->entries[heap_idx].version <= version) return;
237 idx = heap->entries[heap_idx].idx;
238 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
239 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
241 while (stack_idx >= 0)
243 /* Note that we fall through to the next case statement. */
244 switch(stack[stack_idx])
246 case HEAP_NODE_TRAVERSE_LEFT:
248 unsigned int left_idx = heap_idx << 1;
249 if (left_idx < heap->size && heap->entries[left_idx].version > version)
251 heap_idx = left_idx;
252 idx = heap->entries[heap_idx].idx;
253 if (constant_locations[idx] != -1)
254 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
256 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
257 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
258 break;
262 case HEAP_NODE_TRAVERSE_RIGHT:
264 unsigned int right_idx = (heap_idx << 1) + 1;
265 if (right_idx < heap->size && heap->entries[right_idx].version > version)
267 heap_idx = right_idx;
268 idx = heap->entries[heap_idx].idx;
269 if (constant_locations[idx] != -1)
270 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
272 stack[stack_idx++] = HEAP_NODE_POP;
273 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
274 break;
278 case HEAP_NODE_POP:
280 heap_idx >>= 1;
281 --stack_idx;
282 break;
286 checkGLcall("walk_constant_heap()");
289 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
291 GLfloat clamped_constant[4];
293 if (location == -1) return;
295 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
296 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
297 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
298 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
300 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
303 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
304 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
306 int stack_idx = 0;
307 unsigned int heap_idx = 1;
308 unsigned int idx;
310 if (heap->entries[heap_idx].version <= version) return;
312 idx = heap->entries[heap_idx].idx;
313 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
314 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
316 while (stack_idx >= 0)
318 /* Note that we fall through to the next case statement. */
319 switch(stack[stack_idx])
321 case HEAP_NODE_TRAVERSE_LEFT:
323 unsigned int left_idx = heap_idx << 1;
324 if (left_idx < heap->size && heap->entries[left_idx].version > version)
326 heap_idx = left_idx;
327 idx = heap->entries[heap_idx].idx;
328 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
330 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
331 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
332 break;
336 case HEAP_NODE_TRAVERSE_RIGHT:
338 unsigned int right_idx = (heap_idx << 1) + 1;
339 if (right_idx < heap->size && heap->entries[right_idx].version > version)
341 heap_idx = right_idx;
342 idx = heap->entries[heap_idx].idx;
343 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
345 stack[stack_idx++] = HEAP_NODE_POP;
346 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
347 break;
351 case HEAP_NODE_POP:
353 heap_idx >>= 1;
354 --stack_idx;
355 break;
359 checkGLcall("walk_constant_heap_clamped()");
362 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
363 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
364 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
365 unsigned char *stack, UINT version)
367 const local_constant *lconst;
369 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
370 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1
371 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version))
372 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
373 else
374 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
376 if (!This->baseShader.load_local_constsF)
378 TRACE("No need to load local float constants for this shader\n");
379 return;
382 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
383 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
385 GLint location = constant_locations[lconst->idx];
386 /* We found this uniform name in the program - go ahead and send the data */
387 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
389 checkGLcall("glUniform4fvARB()");
392 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
393 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
394 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
396 unsigned int i;
397 struct list* ptr;
399 for (i = 0; constants_set; constants_set >>= 1, ++i)
401 if (!(constants_set & 1)) continue;
403 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
404 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
406 /* We found this uniform name in the program - go ahead and send the data */
407 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
408 checkGLcall("glUniform4ivARB");
411 /* Load immediate constants */
412 ptr = list_head(&This->baseShader.constantsI);
413 while (ptr) {
414 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
415 unsigned int idx = lconst->idx;
416 const GLint *values = (const GLint *)lconst->value;
418 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
419 values[0], values[1], values[2], values[3]);
421 /* We found this uniform name in the program - go ahead and send the data */
422 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
423 checkGLcall("glUniform4ivARB");
424 ptr = list_next(&This->baseShader.constantsI, ptr);
428 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
429 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
430 GLhandleARB programId, const BOOL *constants, WORD constants_set)
432 GLint tmp_loc;
433 unsigned int i;
434 char tmp_name[8];
435 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
436 const char* prefix = is_pshader? "PB":"VB";
437 struct list* ptr;
439 /* TODO: Benchmark and see if it would be beneficial to store the
440 * locations of the constants to avoid looking up each time */
441 for (i = 0; constants_set; constants_set >>= 1, ++i)
443 if (!(constants_set & 1)) continue;
445 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
447 /* TODO: Benchmark and see if it would be beneficial to store the
448 * locations of the constants to avoid looking up each time */
449 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
450 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
451 if (tmp_loc != -1)
453 /* We found this uniform name in the program - go ahead and send the data */
454 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
455 checkGLcall("glUniform1ivARB");
459 /* Load immediate constants */
460 ptr = list_head(&This->baseShader.constantsB);
461 while (ptr) {
462 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
463 unsigned int idx = lconst->idx;
464 const GLint *values = (const GLint *)lconst->value;
466 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
468 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
469 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
470 if (tmp_loc != -1) {
471 /* We found this uniform name in the program - go ahead and send the data */
472 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
473 checkGLcall("glUniform1ivARB");
475 ptr = list_next(&This->baseShader.constantsB, ptr);
479 static void reset_program_constant_version(void *value, void *context)
481 struct glsl_shader_prog_link *entry = value;
482 entry->constant_version = 0;
486 * Loads the app-supplied constants into the currently set GLSL program.
488 static void shader_glsl_load_constants(
489 IWineD3DDevice* device,
490 char usePixelShader,
491 char useVertexShader) {
493 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
494 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
495 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
496 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
498 GLhandleARB programId;
499 struct glsl_shader_prog_link *prog = priv->glsl_program;
500 UINT constant_version;
501 int i;
503 if (!prog) {
504 /* No GLSL program set - nothing to do. */
505 return;
507 programId = prog->programId;
508 constant_version = prog->constant_version;
510 if (useVertexShader) {
511 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
513 /* Load DirectX 9 float constants/uniforms for vertex shader */
514 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
515 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
517 /* Load DirectX 9 integer constants/uniforms for vertex shader */
518 if(vshader->baseShader.uses_int_consts) {
519 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
520 stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
523 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
524 if(vshader->baseShader.uses_bool_consts) {
525 shader_glsl_load_constantsB(vshader, gl_info, programId,
526 stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
529 /* Upload the position fixup params */
530 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
531 checkGLcall("glUniform4fvARB");
534 if (usePixelShader) {
536 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
538 /* Load DirectX 9 float constants/uniforms for pixel shader */
539 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
540 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
542 /* Load DirectX 9 integer constants/uniforms for pixel shader */
543 if(pshader->baseShader.uses_int_consts) {
544 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
545 stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
548 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
549 if(pshader->baseShader.uses_bool_consts) {
550 shader_glsl_load_constantsB(pshader, gl_info, programId,
551 stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
554 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
555 * It can't be 0 for a valid texbem instruction.
557 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
558 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
559 int stage = ps->luminanceconst[i].texunit;
561 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
562 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
563 checkGLcall("glUniformMatrix2fvARB");
565 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
566 * is set too, so we can check that in the needsbumpmat check
568 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
569 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
570 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
572 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
573 checkGLcall("glUniform1fvARB");
574 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
575 checkGLcall("glUniform1fvARB");
579 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
580 float correction_params[4];
581 if(deviceImpl->render_offscreen) {
582 correction_params[0] = 0.0;
583 correction_params[1] = 1.0;
584 } else {
585 /* position is window relative, not viewport relative */
586 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
587 correction_params[1] = -1.0;
589 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
592 /* Constant loading for texture rect coord fixup. */
593 if (prog->ps_args.texrect_fixup) {
594 UINT fixup = prog->ps_args.texrect_fixup;
596 for (i = 0; fixup; fixup >>= 1, ++i) {
597 if (-1 != prog->rectFixup_location[i]) {
598 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
599 if (!tex) {
600 FIXME("Non-existant texture is flagged for NP2 texcoord fixup\n");
601 continue;
602 } else {
603 const float tex_dim[2] = {tex->baseTexture.pow2Matrix[0], tex->baseTexture.pow2Matrix[5]};
604 GL_EXTCALL(glUniform2fvARB(prog->rectFixup_location[i], 1, tex_dim));
611 if (priv->next_constant_version == UINT_MAX)
613 TRACE("Max constant version reached, resetting to 0.\n");
614 hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
615 priv->next_constant_version = 1;
617 else
619 prog->constant_version = priv->next_constant_version++;
623 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
624 unsigned int heap_idx, DWORD new_version)
626 struct constant_entry *entries = heap->entries;
627 unsigned int *positions = heap->positions;
628 unsigned int parent_idx;
630 while (heap_idx > 1)
632 parent_idx = heap_idx >> 1;
634 if (new_version <= entries[parent_idx].version) break;
636 entries[heap_idx] = entries[parent_idx];
637 positions[entries[parent_idx].idx] = heap_idx;
638 heap_idx = parent_idx;
641 entries[heap_idx].version = new_version;
642 entries[heap_idx].idx = idx;
643 positions[idx] = heap_idx;
646 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
648 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
649 struct shader_glsl_priv *priv = This->shader_priv;
650 struct constant_heap *heap = &priv->vconst_heap;
651 UINT i;
653 for (i = start; i < count + start; ++i)
655 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
656 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
657 else
658 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
662 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
664 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
665 struct shader_glsl_priv *priv = This->shader_priv;
666 struct constant_heap *heap = &priv->pconst_heap;
667 UINT i;
669 for (i = start; i < count + start; ++i)
671 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
672 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
673 else
674 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
678 /** Generate the variable & register declarations for the GLSL output target */
679 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
680 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
681 const struct ps_compile_args *ps_args)
683 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
684 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
685 DWORD shader_version = reg_maps->shader_version;
686 unsigned int i, extra_constants_needed = 0;
687 const local_constant *lconst;
689 /* There are some minor differences between pixel and vertex shaders */
690 char pshader = shader_is_pshader_version(shader_version);
691 char prefix = pshader ? 'P' : 'V';
693 /* Prototype the subroutines */
694 for (i = 0; i < This->baseShader.limits.label; i++) {
695 if (reg_maps->labels[i])
696 shader_addline(buffer, "void subroutine%u();\n", i);
699 /* Declare the constants (aka uniforms) */
700 if (This->baseShader.limits.constant_float > 0) {
701 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
702 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
703 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
706 if (This->baseShader.limits.constant_int > 0)
707 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
709 if (This->baseShader.limits.constant_bool > 0)
710 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
712 if(!pshader) {
713 shader_addline(buffer, "uniform vec4 posFixup;\n");
714 /* Predeclaration; This function is added at link time based on the pixel shader.
715 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
716 * that. We know the input to the reorder function at vertex shader compile time, so
717 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
718 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
719 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
720 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
721 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
722 * inout.
724 if (shader_version >= WINED3DVS_VERSION(3, 0))
726 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
727 } else {
728 shader_addline(buffer, "void order_ps_input();\n");
730 } else {
731 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
733 ps_impl->numbumpenvmatconsts = 0;
734 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
735 if(!reg_maps->bumpmat[i]) {
736 continue;
739 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
740 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
742 if(reg_maps->luminanceparams) {
743 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
744 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
745 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
746 extra_constants_needed++;
747 } else {
748 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
751 extra_constants_needed++;
752 ps_impl->numbumpenvmatconsts++;
755 if(ps_args->srgb_correction) {
756 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
757 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
758 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
759 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
761 if(reg_maps->vpos || reg_maps->usesdsy) {
762 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
763 shader_addline(buffer, "uniform vec4 ycorrection;\n");
764 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
765 extra_constants_needed++;
766 } else {
767 /* This happens because we do not have proper tracking of the constant registers that are
768 * actually used, only the max limit of the shader version
770 FIXME("Cannot find a free uniform for vpos correction params\n");
771 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
772 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
773 device->render_offscreen ? 1.0 : -1.0);
775 shader_addline(buffer, "vec4 vpos;\n");
779 /* Declare texture samplers */
780 for (i = 0; i < This->baseShader.limits.sampler; i++) {
781 if (reg_maps->samplers[i]) {
783 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
784 switch (stype) {
786 case WINED3DSTT_1D:
787 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
788 break;
789 case WINED3DSTT_2D:
790 if(device->stateBlock->textures[i] &&
791 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
792 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
793 } else {
794 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
797 if(ps_args->texrect_fixup & (1 << i)) {
798 /* RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
799 * while D3D has them in the (normalized) [0,1]x[0,1] range.
800 * samplerRectFixup stores texture dimensions and is updated through
801 * shader_glsl_load_constants when the sampler changes. */
802 shader_addline(buffer, "uniform vec2 %csamplerRectFixup%u;\n", prefix, i);
804 break;
805 case WINED3DSTT_CUBE:
806 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
807 break;
808 case WINED3DSTT_VOLUME:
809 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
810 break;
811 default:
812 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
813 FIXME("Unrecognized sampler type: %#x\n", stype);
814 break;
819 /* Declare address variables */
820 for (i = 0; i < This->baseShader.limits.address; i++) {
821 if (reg_maps->address[i])
822 shader_addline(buffer, "ivec4 A%d;\n", i);
825 /* Declare texture coordinate temporaries and initialize them */
826 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
827 if (reg_maps->texcoord[i])
828 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
831 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
832 * helper function shader that is linked in at link time
834 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
836 if (use_vs(device->stateBlock))
838 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
839 } else {
840 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
841 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
842 * pixel shader that reads the fixed function color into the packed input registers.
844 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
848 /* Declare output register temporaries */
849 if(This->baseShader.limits.packed_output) {
850 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
853 /* Declare temporary variables */
854 for(i = 0; i < This->baseShader.limits.temporary; i++) {
855 if (reg_maps->temporary[i])
856 shader_addline(buffer, "vec4 R%u;\n", i);
859 /* Declare attributes */
860 for (i = 0; i < This->baseShader.limits.attributes; i++) {
861 if (reg_maps->attributes[i])
862 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
865 /* Declare loop registers aLx */
866 for (i = 0; i < reg_maps->loop_depth; i++) {
867 shader_addline(buffer, "int aL%u;\n", i);
868 shader_addline(buffer, "int tmpInt%u;\n", i);
871 /* Temporary variables for matrix operations */
872 shader_addline(buffer, "vec4 tmp0;\n");
873 shader_addline(buffer, "vec4 tmp1;\n");
875 /* Local constants use a different name so they can be loaded once at shader link time
876 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
877 * float -> string conversion can cause precision loss.
879 if(!This->baseShader.load_local_constsF) {
880 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
881 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
885 /* Start the main program */
886 shader_addline(buffer, "void main() {\n");
887 if(pshader && reg_maps->vpos) {
888 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
889 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
890 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
891 * precision troubles when we just substract 0.5.
893 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
895 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
897 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
898 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
899 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
900 * correctly on drivers that returns integer values.
902 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
906 /*****************************************************************************
907 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
909 * For more information, see http://wiki.winehq.org/DirectX-Shaders
910 ****************************************************************************/
912 /* Prototypes */
913 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
914 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
916 /** Used for opcode modifiers - They multiply the result by the specified amount */
917 static const char * const shift_glsl_tab[] = {
918 "", /* 0 (none) */
919 "2.0 * ", /* 1 (x2) */
920 "4.0 * ", /* 2 (x4) */
921 "8.0 * ", /* 3 (x8) */
922 "16.0 * ", /* 4 (x16) */
923 "32.0 * ", /* 5 (x32) */
924 "", /* 6 (x64) */
925 "", /* 7 (x128) */
926 "", /* 8 (d256) */
927 "", /* 9 (d128) */
928 "", /* 10 (d64) */
929 "", /* 11 (d32) */
930 "0.0625 * ", /* 12 (d16) */
931 "0.125 * ", /* 13 (d8) */
932 "0.25 * ", /* 14 (d4) */
933 "0.5 * " /* 15 (d2) */
936 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
937 static void shader_glsl_gen_modifier (
938 const DWORD instr,
939 const char *in_reg,
940 const char *in_regswizzle,
941 char *out_str) {
943 out_str[0] = 0;
945 if (instr == WINED3DSIO_TEXKILL)
946 return;
948 switch (instr & WINED3DSP_SRCMOD_MASK) {
949 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
950 case WINED3DSPSM_DW:
951 case WINED3DSPSM_NONE:
952 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
953 break;
954 case WINED3DSPSM_NEG:
955 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
956 break;
957 case WINED3DSPSM_NOT:
958 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
959 break;
960 case WINED3DSPSM_BIAS:
961 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
962 break;
963 case WINED3DSPSM_BIASNEG:
964 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
965 break;
966 case WINED3DSPSM_SIGN:
967 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
968 break;
969 case WINED3DSPSM_SIGNNEG:
970 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
971 break;
972 case WINED3DSPSM_COMP:
973 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
974 break;
975 case WINED3DSPSM_X2:
976 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
977 break;
978 case WINED3DSPSM_X2NEG:
979 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
980 break;
981 case WINED3DSPSM_ABS:
982 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
983 break;
984 case WINED3DSPSM_ABSNEG:
985 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
986 break;
987 default:
988 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
989 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
993 /** Writes the GLSL variable name that corresponds to the register that the
994 * DX opcode parameter is trying to access */
995 static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
996 char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
998 /* oPos, oFog and oPts in D3D */
999 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1001 DWORD reg = param & WINED3DSP_REGNUM_MASK;
1002 DWORD regtype = shader_get_regtype(param);
1003 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
1004 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1005 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
1006 DWORD shader_version = This->baseShader.reg_maps.shader_version;
1007 char pshader = shader_is_pshader_version(shader_version);
1008 char tmpStr[150];
1010 *is_color = FALSE;
1012 switch (regtype) {
1013 case WINED3DSPR_TEMP:
1014 sprintf(tmpStr, "R%u", reg);
1015 break;
1016 case WINED3DSPR_INPUT:
1017 if (pshader) {
1018 /* Pixel shaders >= 3.0 */
1019 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
1021 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
1023 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
1024 glsl_src_param_t rel_param;
1025 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1027 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1028 * operation there
1030 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
1031 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1032 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1033 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
1034 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
1035 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1036 } else {
1037 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1039 } else {
1040 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1041 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1042 rel_param.param_str, in_count - 1,
1043 rel_param.param_str, in_count,
1044 rel_param.param_str);
1045 } else {
1046 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
1049 } else {
1050 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
1051 if (idx == in_count) {
1052 sprintf(tmpStr, "gl_Color");
1053 } else if (idx == in_count + 1) {
1054 sprintf(tmpStr, "gl_SecondaryColor");
1055 } else {
1056 sprintf(tmpStr, "IN[%u]", idx);
1059 } else {
1060 if (reg==0)
1061 strcpy(tmpStr, "gl_Color");
1062 else
1063 strcpy(tmpStr, "gl_SecondaryColor");
1065 } else {
1066 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg)) *is_color = TRUE;
1067 sprintf(tmpStr, "attrib%u", reg);
1069 break;
1070 case WINED3DSPR_CONST:
1072 const char prefix = pshader? 'P':'V';
1074 /* Relative addressing */
1075 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
1077 /* Relative addressing on shaders 2.0+ have a relative address token,
1078 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
1079 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
1081 glsl_src_param_t rel_param;
1082 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1083 if(reg) {
1084 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
1085 } else {
1086 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
1088 } else {
1089 if(reg) {
1090 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
1091 } else {
1092 sprintf(tmpStr, "%cC[A0.x]", prefix);
1096 } else {
1097 if(shader_constant_is_local(This, reg)) {
1098 sprintf(tmpStr, "%cLC%u", prefix, reg);
1099 } else {
1100 sprintf(tmpStr, "%cC[%u]", prefix, reg);
1104 break;
1106 case WINED3DSPR_CONSTINT:
1107 if (pshader)
1108 sprintf(tmpStr, "PI[%u]", reg);
1109 else
1110 sprintf(tmpStr, "VI[%u]", reg);
1111 break;
1112 case WINED3DSPR_CONSTBOOL:
1113 if (pshader)
1114 sprintf(tmpStr, "PB[%u]", reg);
1115 else
1116 sprintf(tmpStr, "VB[%u]", reg);
1117 break;
1118 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1119 if (pshader) {
1120 sprintf(tmpStr, "T%u", reg);
1121 } else {
1122 sprintf(tmpStr, "A%u", reg);
1124 break;
1125 case WINED3DSPR_LOOP:
1126 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
1127 break;
1128 case WINED3DSPR_SAMPLER:
1129 if (pshader)
1130 sprintf(tmpStr, "Psampler%u", reg);
1131 else
1132 sprintf(tmpStr, "Vsampler%u", reg);
1133 break;
1134 case WINED3DSPR_COLOROUT:
1135 if (reg >= GL_LIMITS(buffers)) {
1136 WARN("Write to render target %u, only %d supported\n", reg, 4);
1138 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1139 sprintf(tmpStr, "gl_FragData[%u]", reg);
1140 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1141 sprintf(tmpStr, "gl_FragColor");
1143 break;
1144 case WINED3DSPR_RASTOUT:
1145 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
1146 break;
1147 case WINED3DSPR_DEPTHOUT:
1148 sprintf(tmpStr, "gl_FragDepth");
1149 break;
1150 case WINED3DSPR_ATTROUT:
1151 if (reg == 0) {
1152 sprintf(tmpStr, "gl_FrontColor");
1153 } else {
1154 sprintf(tmpStr, "gl_FrontSecondaryColor");
1156 break;
1157 case WINED3DSPR_TEXCRDOUT:
1158 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1159 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(tmpStr, "OUT[%u]", reg);
1160 else sprintf(tmpStr, "gl_TexCoord[%u]", reg);
1161 break;
1162 case WINED3DSPR_MISCTYPE:
1163 if (reg == 0) {
1164 /* vPos */
1165 sprintf(tmpStr, "vpos");
1166 } else if (reg == 1){
1167 /* Note that gl_FrontFacing is a bool, while vFace is
1168 * a float for which the sign determines front/back
1170 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
1171 } else {
1172 FIXME("Unhandled misctype register %d\n", reg);
1173 sprintf(tmpStr, "unrecognized_register");
1175 break;
1176 default:
1177 FIXME("Unhandled register name Type(%d)\n", regtype);
1178 sprintf(tmpStr, "unrecognized_register");
1179 break;
1182 strcat(regstr, tmpStr);
1185 /* Get the GLSL write mask for the destination register */
1186 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
1187 char *ptr = write_mask;
1188 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1190 if (shader_is_scalar(param)) {
1191 mask = WINED3DSP_WRITEMASK_0;
1192 } else {
1193 *ptr++ = '.';
1194 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1195 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1196 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1197 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1200 *ptr = '\0';
1202 return mask;
1205 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1206 unsigned int size = 0;
1208 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1209 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1210 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1211 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1213 return size;
1216 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1217 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1218 * but addressed as "rgba". To fix this we need to swap the register's x
1219 * and z components. */
1220 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1221 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1222 char *ptr = swizzle_str;
1224 if (!shader_is_scalar(param)) {
1225 *ptr++ = '.';
1226 /* swizzle bits fields: wwzzyyxx */
1227 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1228 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1229 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1230 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1233 *ptr = '\0';
1236 /* From a given parameter token, generate the corresponding GLSL string.
1237 * Also, return the actual register name and swizzle in case the
1238 * caller needs this information as well. */
1239 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
1240 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
1242 BOOL is_color = FALSE;
1243 char swizzle_str[6];
1245 src_param->reg_name[0] = '\0';
1246 src_param->param_str[0] = '\0';
1247 swizzle_str[0] = '\0';
1249 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1251 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1252 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1255 /* From a given parameter token, generate the corresponding GLSL string.
1256 * Also, return the actual register name and swizzle in case the
1257 * caller needs this information as well. */
1258 static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
1259 const DWORD addr_token, glsl_dst_param_t *dst_param)
1261 BOOL is_color = FALSE;
1263 dst_param->mask_str[0] = '\0';
1264 dst_param->reg_name[0] = '\0';
1266 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1267 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1270 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1271 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
1273 glsl_dst_param_t dst_param;
1274 DWORD mask;
1275 int shift;
1277 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1279 if(mask) {
1280 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1281 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1284 return mask;
1287 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1288 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
1290 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1293 /** Process GLSL instruction modifiers */
1294 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
1296 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1298 if (arg->opcode->dst_token && mask != 0) {
1299 glsl_dst_param_t dst_param;
1301 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1303 if (mask & WINED3DSPDM_SATURATE) {
1304 /* _SAT means to clamp the value of the register to between 0 and 1 */
1305 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1306 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1308 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1309 FIXME("_centroid modifier not handled\n");
1311 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1312 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1317 static inline const char* shader_get_comp_op(
1318 const DWORD opcode) {
1320 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1321 switch (op) {
1322 case COMPARISON_GT: return ">";
1323 case COMPARISON_EQ: return "==";
1324 case COMPARISON_GE: return ">=";
1325 case COMPARISON_LT: return "<";
1326 case COMPARISON_NE: return "!=";
1327 case COMPARISON_LE: return "<=";
1328 default:
1329 FIXME("Unrecognized comparison value: %u\n", op);
1330 return "(\?\?)";
1334 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1336 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1337 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1338 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1340 /* Note that there's no such thing as a projected cube texture. */
1341 switch(sampler_type) {
1342 case WINED3DSTT_1D:
1343 if(lod) {
1344 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1345 } else {
1346 sample_function->name = projected ? "texture1DProj" : "texture1D";
1348 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1349 break;
1350 case WINED3DSTT_2D:
1351 if(texrect) {
1352 if(lod) {
1353 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1354 } else {
1355 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1357 } else {
1358 if(lod) {
1359 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1360 } else {
1361 sample_function->name = projected ? "texture2DProj" : "texture2D";
1364 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1365 break;
1366 case WINED3DSTT_CUBE:
1367 if(lod) {
1368 sample_function->name = "textureCubeLod";
1369 } else {
1370 sample_function->name = "textureCube";
1372 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1373 break;
1374 case WINED3DSTT_VOLUME:
1375 if(lod) {
1376 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1377 } else {
1378 sample_function->name = projected ? "texture3DProj" : "texture3D";
1380 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1381 break;
1382 default:
1383 sample_function->name = "";
1384 sample_function->coord_mask = 0;
1385 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1386 break;
1390 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1391 BOOL sign_fixup, enum fixup_channel_source channel_source)
1393 switch(channel_source)
1395 case CHANNEL_SOURCE_ZERO:
1396 strcat(arguments, "0.0");
1397 break;
1399 case CHANNEL_SOURCE_ONE:
1400 strcat(arguments, "1.0");
1401 break;
1403 case CHANNEL_SOURCE_X:
1404 strcat(arguments, reg_name);
1405 strcat(arguments, ".x");
1406 break;
1408 case CHANNEL_SOURCE_Y:
1409 strcat(arguments, reg_name);
1410 strcat(arguments, ".y");
1411 break;
1413 case CHANNEL_SOURCE_Z:
1414 strcat(arguments, reg_name);
1415 strcat(arguments, ".z");
1416 break;
1418 case CHANNEL_SOURCE_W:
1419 strcat(arguments, reg_name);
1420 strcat(arguments, ".w");
1421 break;
1423 default:
1424 FIXME("Unhandled channel source %#x\n", channel_source);
1425 strcat(arguments, "undefined");
1426 break;
1429 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1432 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
1434 unsigned int mask_size, remaining;
1435 glsl_dst_param_t dst_param;
1436 char arguments[256];
1437 DWORD mask;
1438 BOOL dummy;
1440 mask = 0;
1441 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1442 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1443 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1444 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1445 mask &= arg->dst;
1447 if (!mask) return; /* Nothing to do */
1449 if (is_yuv_fixup(fixup))
1451 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1452 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1453 return;
1456 mask_size = shader_glsl_get_write_mask_size(mask);
1458 dst_param.mask_str[0] = '\0';
1459 shader_glsl_get_write_mask(mask, dst_param.mask_str);
1461 dst_param.reg_name[0] = '\0';
1462 shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
1464 arguments[0] = '\0';
1465 remaining = mask_size;
1466 if (mask & WINED3DSP_WRITEMASK_0)
1468 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1469 if (--remaining) strcat(arguments, ", ");
1471 if (mask & WINED3DSP_WRITEMASK_1)
1473 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1474 if (--remaining) strcat(arguments, ", ");
1476 if (mask & WINED3DSP_WRITEMASK_2)
1478 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1479 if (--remaining) strcat(arguments, ", ");
1481 if (mask & WINED3DSP_WRITEMASK_3)
1483 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1484 if (--remaining) strcat(arguments, ", ");
1487 if (mask_size > 1)
1489 shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
1490 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1492 else
1494 shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1498 static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const SHADER_OPCODE_ARG *arg,
1499 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1500 const char *bias, const char *coord_reg_fmt, ...)
1502 const char *sampler_base;
1503 char dst_swizzle[6];
1504 struct color_fixup_desc fixup;
1505 BOOL rect_fixup = FALSE;
1506 va_list args;
1508 shader_glsl_get_swizzle(swizzle, FALSE, arg->dst, dst_swizzle);
1510 if(shader_is_pshader_version(arg->reg_maps->shader_version)) {
1511 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) arg->shader;
1512 fixup = This->cur_args->color_fixup[sampler];
1513 sampler_base = "Psampler";
1515 if(This->cur_args->texrect_fixup & (1 << sampler)) {
1516 if(bias) {
1517 FIXME("Biased sampling from RECT textures is unsupported\n");
1518 } else {
1519 rect_fixup = TRUE;
1522 } else {
1523 sampler_base = "Vsampler";
1524 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1527 shader_glsl_append_dst(arg->buffer, arg);
1529 shader_addline(arg->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1531 va_start(args, coord_reg_fmt);
1532 shader_vaddline(arg->buffer, coord_reg_fmt, args);
1533 va_end(args);
1535 if(bias) {
1536 shader_addline(arg->buffer, ", %s)%s);\n", bias, dst_swizzle);
1537 } else {
1538 if (rect_fixup) {
1539 shader_addline(arg->buffer, " * PsamplerRectFixup%u)%s);\n", sampler, dst_swizzle);
1540 } else {
1541 shader_addline(arg->buffer, ")%s);\n", dst_swizzle);
1545 if(!is_identity_fixup(fixup)) {
1546 shader_glsl_color_correction(arg, fixup);
1550 /*****************************************************************************
1552 * Begin processing individual instruction opcodes
1554 ****************************************************************************/
1556 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1557 static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
1559 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1560 SHADER_BUFFER* buffer = arg->buffer;
1561 glsl_src_param_t src0_param;
1562 glsl_src_param_t src1_param;
1563 DWORD write_mask;
1564 char op;
1566 /* Determine the GLSL operator to use based on the opcode */
1567 switch (curOpcode->opcode) {
1568 case WINED3DSIO_MUL: op = '*'; break;
1569 case WINED3DSIO_ADD: op = '+'; break;
1570 case WINED3DSIO_SUB: op = '-'; break;
1571 default:
1572 op = ' ';
1573 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1574 break;
1577 write_mask = shader_glsl_append_dst(buffer, arg);
1578 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1579 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1580 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1583 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1584 static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
1586 SHADER_BUFFER* buffer = arg->buffer;
1587 glsl_src_param_t src0_param;
1588 DWORD write_mask;
1590 write_mask = shader_glsl_append_dst(buffer, arg);
1591 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1593 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1594 * shader versions WINED3DSIO_MOVA is used for this. */
1595 if ((WINED3DSHADER_VERSION_MAJOR(arg->reg_maps->shader_version) == 1
1596 && !shader_is_pshader_version(arg->reg_maps->shader_version)
1597 && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR))
1599 /* This is a simple floor() */
1600 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1601 if (mask_size > 1) {
1602 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1603 } else {
1604 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1606 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1607 /* We need to *round* to the nearest int here. */
1608 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1609 if (mask_size > 1) {
1610 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);
1611 } else {
1612 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1614 } else {
1615 shader_addline(buffer, "%s);\n", src0_param.param_str);
1619 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1620 static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
1622 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1623 SHADER_BUFFER* buffer = arg->buffer;
1624 glsl_src_param_t src0_param;
1625 glsl_src_param_t src1_param;
1626 DWORD dst_write_mask, src_write_mask;
1627 unsigned int dst_size = 0;
1629 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1630 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1632 /* dp3 works on vec3, dp4 on vec4 */
1633 if (curOpcode->opcode == WINED3DSIO_DP4) {
1634 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1635 } else {
1636 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1639 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1640 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1642 if (dst_size > 1) {
1643 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1644 } else {
1645 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1649 /* Note that this instruction has some restrictions. The destination write mask
1650 * can't contain the w component, and the source swizzles have to be .xyzw */
1651 static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
1653 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1654 glsl_src_param_t src0_param;
1655 glsl_src_param_t src1_param;
1656 char dst_mask[6];
1658 shader_glsl_get_write_mask(arg->dst, dst_mask);
1659 shader_glsl_append_dst(arg->buffer, arg);
1660 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1661 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1662 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1665 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1666 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1667 * GLSL uses the value as-is. */
1668 static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
1670 SHADER_BUFFER *buffer = arg->buffer;
1671 glsl_src_param_t src0_param;
1672 glsl_src_param_t src1_param;
1673 DWORD dst_write_mask;
1674 unsigned int dst_size;
1676 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1677 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1679 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1680 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1682 if (dst_size > 1) {
1683 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1684 } else {
1685 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1689 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1690 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1691 * GLSL uses the value as-is. */
1692 static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
1694 SHADER_BUFFER *buffer = arg->buffer;
1695 glsl_src_param_t src0_param;
1696 DWORD dst_write_mask;
1697 unsigned int dst_size;
1699 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1700 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1702 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1704 if (dst_size > 1) {
1705 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1706 } else {
1707 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1711 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1712 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
1714 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1715 SHADER_BUFFER* buffer = arg->buffer;
1716 glsl_src_param_t src_param;
1717 const char *instruction;
1718 DWORD write_mask;
1719 unsigned i;
1721 /* Determine the GLSL function to use based on the opcode */
1722 /* TODO: Possibly make this a table for faster lookups */
1723 switch (curOpcode->opcode) {
1724 case WINED3DSIO_MIN: instruction = "min"; break;
1725 case WINED3DSIO_MAX: instruction = "max"; break;
1726 case WINED3DSIO_ABS: instruction = "abs"; break;
1727 case WINED3DSIO_FRC: instruction = "fract"; break;
1728 case WINED3DSIO_NRM: instruction = "normalize"; break;
1729 case WINED3DSIO_EXP: instruction = "exp2"; break;
1730 case WINED3DSIO_SGN: instruction = "sign"; break;
1731 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1732 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1733 default: instruction = "";
1734 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1735 break;
1738 write_mask = shader_glsl_append_dst(buffer, arg);
1740 shader_addline(buffer, "%s(", instruction);
1742 if (curOpcode->num_params > 0) {
1743 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1744 shader_addline(buffer, "%s", src_param.param_str);
1745 for (i = 2; i < curOpcode->num_params; ++i) {
1746 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1747 shader_addline(buffer, ", %s", src_param.param_str);
1751 shader_addline(buffer, "));\n");
1754 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1755 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1756 * dst.x = 2^(floor(src))
1757 * dst.y = src - floor(src)
1758 * dst.z = 2^src (partial precision is allowed, but optional)
1759 * dst.w = 1.0;
1760 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1761 * dst = 2^src; (partial precision is allowed, but optional)
1763 static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
1765 glsl_src_param_t src_param;
1767 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1769 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1771 char dst_mask[6];
1773 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1774 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1775 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1776 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1778 shader_glsl_append_dst(arg->buffer, arg);
1779 shader_glsl_get_write_mask(arg->dst, dst_mask);
1780 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1781 } else {
1782 DWORD write_mask;
1783 unsigned int mask_size;
1785 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1786 mask_size = shader_glsl_get_write_mask_size(write_mask);
1788 if (mask_size > 1) {
1789 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1790 } else {
1791 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1796 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1797 static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
1799 glsl_src_param_t src_param;
1800 DWORD write_mask;
1801 unsigned int mask_size;
1803 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1804 mask_size = shader_glsl_get_write_mask_size(write_mask);
1805 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1807 if (mask_size > 1) {
1808 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1809 } else {
1810 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1814 static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
1816 SHADER_BUFFER* buffer = arg->buffer;
1817 glsl_src_param_t src_param;
1818 DWORD write_mask;
1819 unsigned int mask_size;
1821 write_mask = shader_glsl_append_dst(buffer, arg);
1822 mask_size = shader_glsl_get_write_mask_size(write_mask);
1824 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1826 if (mask_size > 1) {
1827 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1828 } else {
1829 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1833 /** Process signed comparison opcodes in GLSL. */
1834 static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
1836 glsl_src_param_t src0_param;
1837 glsl_src_param_t src1_param;
1838 DWORD write_mask;
1839 unsigned int mask_size;
1841 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1842 mask_size = shader_glsl_get_write_mask_size(write_mask);
1843 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1844 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1846 if (mask_size > 1) {
1847 const char *compare;
1849 switch(arg->opcode->opcode) {
1850 case WINED3DSIO_SLT: compare = "lessThan"; break;
1851 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1852 default: compare = "";
1853 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1856 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1857 src0_param.param_str, src1_param.param_str);
1858 } else {
1859 switch(arg->opcode->opcode) {
1860 case WINED3DSIO_SLT:
1861 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1862 * to return 0.0 but step returns 1.0 because step is not < x
1863 * An alternative is a bvec compare padded with an unused second component.
1864 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1865 * issue. Playing with not() is not possible either because not() does not accept
1866 * a scalar.
1868 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1869 break;
1870 case WINED3DSIO_SGE:
1871 /* Here we can use the step() function and safe a conditional */
1872 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1873 break;
1874 default:
1875 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1881 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1882 static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
1884 glsl_src_param_t src0_param;
1885 glsl_src_param_t src1_param;
1886 glsl_src_param_t src2_param;
1887 DWORD write_mask, cmp_channel = 0;
1888 unsigned int i, j;
1889 char mask_char[6];
1890 BOOL temp_destination = FALSE;
1892 if(shader_is_scalar(arg->src[0])) {
1893 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1895 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1896 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1897 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1899 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1900 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1901 } else {
1902 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1903 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1904 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1905 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1906 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1907 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1908 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1909 DWORD dstregtype = shader_get_regtype(arg->dst);
1911 /* Cycle through all source0 channels */
1912 for (i=0; i<4; i++) {
1913 write_mask = 0;
1914 /* Find the destination channels which use the current source0 channel */
1915 for (j=0; j<4; j++) {
1916 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1917 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1918 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1922 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1923 * The first lines may overwrite source parameters of the following lines.
1924 * Deal with that by using a temporary destination register if needed
1926 if((src0reg == dstreg && src0regtype == dstregtype) ||
1927 (src1reg == dstreg && src1regtype == dstregtype) ||
1928 (src2reg == dstreg && src2regtype == dstregtype)) {
1930 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1931 if (!write_mask) continue;
1932 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1933 temp_destination = TRUE;
1934 } else {
1935 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1936 if (!write_mask) continue;
1939 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1940 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1941 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1943 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1944 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1947 if(temp_destination) {
1948 shader_glsl_get_write_mask(arg->dst, mask_char);
1949 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1950 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1956 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1957 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1958 * the compare is done per component of src0. */
1959 static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
1961 glsl_src_param_t src0_param;
1962 glsl_src_param_t src1_param;
1963 glsl_src_param_t src2_param;
1964 DWORD write_mask, cmp_channel = 0;
1965 unsigned int i, j;
1967 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
1969 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1970 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1971 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1972 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1974 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1975 if(arg->opcode_token & WINED3DSI_COISSUE) {
1976 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1977 } else {
1978 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1979 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1981 return;
1983 /* Cycle through all source0 channels */
1984 for (i=0; i<4; i++) {
1985 write_mask = 0;
1986 /* Find the destination channels which use the current source0 channel */
1987 for (j=0; j<4; j++) {
1988 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1989 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1990 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1993 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1994 if (!write_mask) continue;
1996 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1997 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1998 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
2000 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
2001 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2005 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2006 static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
2008 glsl_src_param_t src0_param;
2009 glsl_src_param_t src1_param;
2010 glsl_src_param_t src2_param;
2011 DWORD write_mask;
2013 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2014 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
2015 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
2016 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
2017 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
2018 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2021 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2022 Vertex shaders to GLSL codes */
2023 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
2025 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
2026 const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
2027 DWORD shader_version = arg->reg_maps->shader_version;
2028 int i;
2029 int nComponents = 0;
2030 SHADER_OPCODE_ARG tmpArg;
2032 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
2034 /* Set constants for the temporary argument */
2035 tmpArg.shader = arg->shader;
2036 tmpArg.buffer = arg->buffer;
2037 tmpArg.src[0] = arg->src[0];
2038 tmpArg.src_addr[0] = arg->src_addr[0];
2039 tmpArg.src_addr[1] = arg->src_addr[1];
2040 tmpArg.reg_maps = arg->reg_maps;
2042 switch(arg->opcode->opcode) {
2043 case WINED3DSIO_M4x4:
2044 nComponents = 4;
2045 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
2046 break;
2047 case WINED3DSIO_M4x3:
2048 nComponents = 3;
2049 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
2050 break;
2051 case WINED3DSIO_M3x4:
2052 nComponents = 4;
2053 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2054 break;
2055 case WINED3DSIO_M3x3:
2056 nComponents = 3;
2057 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2058 break;
2059 case WINED3DSIO_M3x2:
2060 nComponents = 2;
2061 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2062 break;
2063 default:
2064 break;
2067 for (i = 0; i < nComponents; i++) {
2068 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
2069 tmpArg.src[1] = arg->src[1]+i;
2070 shader_glsl_dot(&tmpArg);
2075 The LRP instruction performs a component-wise linear interpolation
2076 between the second and third operands using the first operand as the
2077 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2078 This is equivalent to mix(src2, src1, src0);
2080 static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
2082 glsl_src_param_t src0_param;
2083 glsl_src_param_t src1_param;
2084 glsl_src_param_t src2_param;
2085 DWORD write_mask;
2087 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2089 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
2090 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
2091 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
2093 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
2094 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2097 /** Process the WINED3DSIO_LIT instruction in GLSL:
2098 * dst.x = dst.w = 1.0
2099 * dst.y = (src0.x > 0) ? src0.x
2100 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2101 * where src.w is clamped at +- 128
2103 static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
2105 glsl_src_param_t src0_param;
2106 glsl_src_param_t src1_param;
2107 glsl_src_param_t src3_param;
2108 char dst_mask[6];
2110 shader_glsl_append_dst(arg->buffer, arg);
2111 shader_glsl_get_write_mask(arg->dst, dst_mask);
2113 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2114 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
2115 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
2117 /* The sdk specifies the instruction like this
2118 * dst.x = 1.0;
2119 * if(src.x > 0.0) dst.y = src.x
2120 * else dst.y = 0.0.
2121 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2122 * else dst.z = 0.0;
2123 * dst.w = 1.0;
2125 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2126 * dst.x = 1.0 ... No further explanation needed
2127 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2128 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2129 * dst.w = 1.0. ... Nothing fancy.
2131 * So we still have one conditional in there. So do this:
2132 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2134 * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2135 * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2136 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2138 shader_addline(arg->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2139 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2142 /** Process the WINED3DSIO_DST instruction in GLSL:
2143 * dst.x = 1.0
2144 * dst.y = src0.x * src0.y
2145 * dst.z = src0.z
2146 * dst.w = src1.w
2148 static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
2150 glsl_src_param_t src0y_param;
2151 glsl_src_param_t src0z_param;
2152 glsl_src_param_t src1y_param;
2153 glsl_src_param_t src1w_param;
2154 char dst_mask[6];
2156 shader_glsl_append_dst(arg->buffer, arg);
2157 shader_glsl_get_write_mask(arg->dst, dst_mask);
2159 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2160 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2161 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2162 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2164 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2165 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2168 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2169 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2170 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2172 * dst.x = cos(src0.?)
2173 * dst.y = sin(src0.?)
2174 * dst.z = dst.z
2175 * dst.w = dst.w
2177 static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
2179 glsl_src_param_t src0_param;
2180 DWORD write_mask;
2182 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2183 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2185 switch (write_mask) {
2186 case WINED3DSP_WRITEMASK_0:
2187 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
2188 break;
2190 case WINED3DSP_WRITEMASK_1:
2191 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
2192 break;
2194 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2195 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2196 break;
2198 default:
2199 ERR("Write mask should be .x, .y or .xy\n");
2200 break;
2204 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2205 * Start a for() loop where src1.y is the initial value of aL,
2206 * increment aL by src1.z for a total of src1.x iterations.
2207 * Need to use a temporary variable for this operation.
2209 /* FIXME: I don't think nested loops will work correctly this way. */
2210 static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
2212 glsl_src_param_t src1_param;
2213 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2214 DWORD regtype = shader_get_regtype(arg->src[1]);
2215 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
2216 const DWORD *control_values = NULL;
2217 const local_constant *constant;
2219 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2221 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2222 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2223 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2224 * addressing.
2226 if(regtype == WINED3DSPR_CONSTINT) {
2227 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2228 if(constant->idx == reg) {
2229 control_values = constant->value;
2230 break;
2235 if(control_values) {
2236 if(control_values[2] > 0) {
2237 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2238 shader->baseShader.cur_loop_depth, control_values[1],
2239 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2240 shader->baseShader.cur_loop_depth, control_values[2]);
2241 } else if(control_values[2] == 0) {
2242 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2243 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2244 shader->baseShader.cur_loop_depth, control_values[0],
2245 shader->baseShader.cur_loop_depth);
2246 } else {
2247 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2248 shader->baseShader.cur_loop_depth, control_values[1],
2249 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2250 shader->baseShader.cur_loop_depth, control_values[2]);
2252 } else {
2253 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2254 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2255 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2256 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2259 shader->baseShader.cur_loop_depth++;
2260 shader->baseShader.cur_loop_regno++;
2263 static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
2265 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2267 shader_addline(arg->buffer, "}\n");
2269 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2270 shader->baseShader.cur_loop_depth--;
2271 shader->baseShader.cur_loop_regno--;
2273 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2274 shader->baseShader.cur_loop_depth--;
2278 static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
2280 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2281 glsl_src_param_t src0_param;
2283 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2284 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2285 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2286 src0_param.param_str, shader->baseShader.cur_loop_depth);
2287 shader->baseShader.cur_loop_depth++;
2290 static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
2292 glsl_src_param_t src0_param;
2294 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2295 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2298 static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
2300 glsl_src_param_t src0_param;
2301 glsl_src_param_t src1_param;
2303 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2304 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2306 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2307 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2310 static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
2312 shader_addline(arg->buffer, "} else {\n");
2315 static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
2317 shader_addline(arg->buffer, "break;\n");
2320 /* FIXME: According to MSDN the compare is done per component. */
2321 static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
2323 glsl_src_param_t src0_param;
2324 glsl_src_param_t src1_param;
2326 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2327 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2329 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2330 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2333 static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
2336 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2337 shader_addline(arg->buffer, "}\n");
2338 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2341 static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
2343 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2344 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2347 static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
2349 glsl_src_param_t src1_param;
2351 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2352 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2353 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2356 /*********************************************
2357 * Pixel Shader Specific Code begins here
2358 ********************************************/
2359 static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
2361 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2362 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2363 DWORD shader_version = arg->reg_maps->shader_version;
2364 glsl_sample_function_t sample_function;
2365 DWORD sample_flags = 0;
2366 DWORD sampler_type;
2367 DWORD sampler_idx;
2368 DWORD mask = 0, swizzle;
2370 /* 1.0-1.4: Use destination register as sampler source.
2371 * 2.0+: Use provided sampler source. */
2372 if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2373 else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2374 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2376 if (shader_version < WINED3DPS_VERSION(1,4))
2378 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2380 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2381 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2382 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2383 switch (flags & ~WINED3DTTFF_PROJECTED) {
2384 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2385 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2386 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2387 case WINED3DTTFF_COUNT4:
2388 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2392 else if (shader_version < WINED3DPS_VERSION(2,0))
2394 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2396 if (src_mod == WINED3DSPSM_DZ) {
2397 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2398 mask = WINED3DSP_WRITEMASK_2;
2399 } else if (src_mod == WINED3DSPSM_DW) {
2400 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2401 mask = WINED3DSP_WRITEMASK_3;
2403 } else {
2404 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2405 /* ps 2.0 texldp instruction always divides by the fourth component. */
2406 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2407 mask = WINED3DSP_WRITEMASK_3;
2411 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2412 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2413 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2416 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2417 mask |= sample_function.coord_mask;
2419 if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE;
2420 else swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
2422 /* 1.0-1.3: Use destination register as coordinate source.
2423 1.4+: Use provided coordinate source register. */
2424 if (shader_version < WINED3DPS_VERSION(1,4))
2426 char coord_mask[6];
2427 shader_glsl_get_write_mask(mask, coord_mask);
2428 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, swizzle, NULL,
2429 "T%u%s", sampler_idx, coord_mask);
2430 } else {
2431 glsl_src_param_t coord_param;
2432 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2433 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2434 glsl_src_param_t bias;
2435 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2436 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, swizzle, bias.param_str,
2437 "%s", coord_param.param_str);
2438 } else {
2439 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, swizzle, NULL,
2440 "%s", coord_param.param_str);
2445 static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
2447 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2448 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2449 glsl_sample_function_t sample_function;
2450 glsl_src_param_t coord_param, lod_param;
2451 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2452 DWORD sampler_type;
2453 DWORD sampler_idx;
2454 DWORD swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
2456 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2457 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2458 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2459 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2460 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2462 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2463 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
2465 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2467 if (shader_is_pshader_version(arg->reg_maps->shader_version))
2469 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2470 * However, they seem to work just fine in fragment shaders as well. */
2471 WARN("Using %s in fragment shader.\n", sample_function.name);
2473 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, swizzle, lod_param.param_str,
2474 "%s", coord_param.param_str);
2477 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
2479 /* FIXME: Make this work for more than just 2D textures */
2480 SHADER_BUFFER* buffer = arg->buffer;
2481 DWORD write_mask;
2482 char dst_mask[6];
2484 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2485 shader_glsl_get_write_mask(write_mask, dst_mask);
2487 if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2489 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2490 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2491 } else {
2492 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2493 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2494 char dst_swizzle[6];
2496 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2498 if (src_mod == WINED3DSPSM_DZ) {
2499 glsl_src_param_t div_param;
2500 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2501 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2503 if (mask_size > 1) {
2504 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2505 } else {
2506 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2508 } else if (src_mod == WINED3DSPSM_DW) {
2509 glsl_src_param_t div_param;
2510 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2511 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2513 if (mask_size > 1) {
2514 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2515 } else {
2516 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2518 } else {
2519 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2524 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2525 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2526 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2527 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
2529 glsl_src_param_t src0_param;
2530 glsl_sample_function_t sample_function;
2531 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2532 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2533 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2534 UINT mask_size;
2536 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2538 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2539 * scalar, and projected sampling would require 4.
2541 * It is a dependent read - not valid with conditional NP2 textures
2543 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2544 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2546 switch(mask_size)
2548 case 1:
2549 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2550 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2551 break;
2553 case 2:
2554 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2555 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2556 break;
2558 case 3:
2559 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2560 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2561 break;
2563 default:
2564 FIXME("Unexpected mask size %u\n", mask_size);
2565 break;
2569 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2570 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2571 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
2573 glsl_src_param_t src0_param;
2574 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2575 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2576 DWORD dst_mask;
2577 unsigned int mask_size;
2579 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2580 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2581 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2583 if (mask_size > 1) {
2584 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2585 } else {
2586 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2590 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2591 * Calculate the depth as dst.x / dst.y */
2592 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
2594 glsl_dst_param_t dst_param;
2596 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2598 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2599 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2600 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2601 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2602 * >= 1.0 or < 0.0
2604 shader_addline(arg->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name);
2607 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2608 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2609 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2610 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2612 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
2614 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2615 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2616 glsl_src_param_t src0_param;
2618 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2620 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2621 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2624 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2625 * Calculate the 1st of a 2-row matrix multiplication. */
2626 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
2628 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2629 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2630 SHADER_BUFFER* buffer = arg->buffer;
2631 glsl_src_param_t src0_param;
2633 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2634 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2637 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2638 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2639 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
2641 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2642 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2643 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2644 SHADER_BUFFER* buffer = arg->buffer;
2645 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2646 glsl_src_param_t src0_param;
2648 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2649 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2650 current_state->texcoord_w[current_state->current_row++] = reg;
2653 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
2655 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2656 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2657 SHADER_BUFFER* buffer = arg->buffer;
2658 glsl_src_param_t src0_param;
2659 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2660 glsl_sample_function_t sample_function;
2662 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2663 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2665 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2667 /* Sample the texture using the calculated coordinates */
2668 shader_glsl_gen_sample_code(arg, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xy");
2671 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2672 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2673 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
2675 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2676 glsl_src_param_t src0_param;
2677 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2678 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2679 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2680 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2681 glsl_sample_function_t sample_function;
2683 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2684 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2686 /* Dependent read, not valid with conditional NP2 */
2687 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2689 /* Sample the texture using the calculated coordinates */
2690 shader_glsl_gen_sample_code(arg, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
2692 current_state->current_row = 0;
2695 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2696 * Perform the 3rd row of a 3x3 matrix multiply */
2697 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
2699 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2700 glsl_src_param_t src0_param;
2701 char dst_mask[6];
2702 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2703 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2704 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2706 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2708 shader_glsl_append_dst(arg->buffer, arg);
2709 shader_glsl_get_write_mask(arg->dst, dst_mask);
2710 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2712 current_state->current_row = 0;
2715 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2716 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2717 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
2719 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2720 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2721 glsl_src_param_t src0_param;
2722 glsl_src_param_t src1_param;
2723 SHADER_BUFFER* buffer = arg->buffer;
2724 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2725 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2726 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2727 glsl_sample_function_t sample_function;
2729 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2730 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2732 /* Perform the last matrix multiply operation */
2733 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2734 /* Reflection calculation */
2735 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2737 /* Dependent read, not valid with conditional NP2 */
2738 shader_glsl_get_sample_function(stype, 0, &sample_function);
2740 /* Sample the texture */
2741 shader_glsl_gen_sample_code(arg, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
2743 current_state->current_row = 0;
2746 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2747 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2748 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
2750 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2751 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2752 SHADER_BUFFER* buffer = arg->buffer;
2753 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2754 glsl_src_param_t src0_param;
2755 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2756 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2757 glsl_sample_function_t sample_function;
2759 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2761 /* Perform the last matrix multiply operation */
2762 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2764 /* Construct the eye-ray vector from w coordinates */
2765 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2766 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2767 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2769 /* Dependent read, not valid with conditional NP2 */
2770 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2772 /* Sample the texture using the calculated coordinates */
2773 shader_glsl_gen_sample_code(arg, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
2775 current_state->current_row = 0;
2778 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2779 * Apply a fake bump map transform.
2780 * texbem is pshader <= 1.3 only, this saves a few version checks
2782 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
2784 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2785 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2786 glsl_sample_function_t sample_function;
2787 glsl_src_param_t coord_param;
2788 DWORD sampler_type;
2789 DWORD sampler_idx;
2790 DWORD mask;
2791 DWORD flags;
2792 char coord_mask[6];
2794 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2795 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2797 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2798 /* Dependent read, not valid with conditional NP2 */
2799 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2800 mask = sample_function.coord_mask;
2802 shader_glsl_get_write_mask(mask, coord_mask);
2804 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2805 * so we can't let the GL handle this.
2807 if (flags & WINED3DTTFF_PROJECTED) {
2808 DWORD div_mask=0;
2809 char coord_div_mask[3];
2810 switch (flags & ~WINED3DTTFF_PROJECTED) {
2811 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2812 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2813 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2814 case WINED3DTTFF_COUNT4:
2815 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2817 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2818 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2821 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2823 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2824 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
2825 coord_param.param_str, coord_mask);
2827 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2828 glsl_src_param_t luminance_param;
2829 glsl_dst_param_t dst_param;
2831 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2832 shader_glsl_add_dst_param(arg, arg->dst, arg->dst_addr, &dst_param);
2834 shader_addline(arg->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
2835 dst_param.reg_name, dst_param.mask_str,
2836 luminance_param.param_str, sampler_idx, sampler_idx);
2840 static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
2842 glsl_src_param_t src0_param, src1_param;
2843 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2845 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2846 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2848 shader_glsl_append_dst(arg->buffer, arg);
2849 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2850 src0_param.param_str, sampler_idx, src1_param.param_str);
2853 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2854 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2855 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
2857 glsl_src_param_t src0_param;
2858 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2859 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2860 glsl_sample_function_t sample_function;
2862 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2864 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2865 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2866 "%s.wx", src0_param.reg_name);
2869 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2870 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2871 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
2873 glsl_src_param_t src0_param;
2874 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2875 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2876 glsl_sample_function_t sample_function;
2878 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2880 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2881 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2882 "%s.yz", src0_param.reg_name);
2885 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2886 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2887 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
2889 glsl_src_param_t src0_param;
2890 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2891 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2892 glsl_sample_function_t sample_function;
2894 /* Dependent read, not valid with conditional NP2 */
2895 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2896 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2898 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2899 "%s", src0_param.param_str);
2902 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2903 * If any of the first 3 components are < 0, discard this pixel */
2904 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
2906 glsl_dst_param_t dst_param;
2908 /* The argument is a destination parameter, and no writemasks are allowed */
2909 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2910 if ((arg->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
2912 /* 2.0 shaders compare all 4 components in texkill */
2913 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2914 } else {
2915 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2916 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2917 * 4 components are defined, only the first 3 are used
2919 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2923 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2924 * dst = dot2(src0, src1) + src2 */
2925 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
2927 glsl_src_param_t src0_param;
2928 glsl_src_param_t src1_param;
2929 glsl_src_param_t src2_param;
2930 DWORD write_mask;
2931 unsigned int mask_size;
2933 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2934 mask_size = shader_glsl_get_write_mask_size(write_mask);
2936 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2937 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2938 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2940 if (mask_size > 1) {
2941 shader_addline(arg->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
2942 } else {
2943 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2947 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2948 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2950 unsigned int i;
2951 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2953 for (i = 0; i < MAX_REG_INPUT; i++) {
2955 DWORD usage_token = semantics_in[i].usage;
2956 DWORD register_token = semantics_in[i].reg;
2957 DWORD usage, usage_idx;
2958 char reg_mask[6];
2960 /* Uninitialized */
2961 if (!usage_token) continue;
2962 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2963 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2964 shader_glsl_get_write_mask(register_token, reg_mask);
2966 switch(usage) {
2968 case WINED3DDECLUSAGE_TEXCOORD:
2969 if(usage_idx < 8 && vertexprocessing == pretransformed) {
2970 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2971 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2972 } else {
2973 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2974 This->input_reg_map[i], reg_mask, reg_mask);
2976 break;
2978 case WINED3DDECLUSAGE_COLOR:
2979 if (usage_idx == 0)
2980 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2981 This->input_reg_map[i], reg_mask, reg_mask);
2982 else if (usage_idx == 1)
2983 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2984 This->input_reg_map[i], reg_mask, reg_mask);
2985 else
2986 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2987 This->input_reg_map[i], reg_mask, reg_mask);
2988 break;
2990 default:
2991 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2992 This->input_reg_map[i], reg_mask, reg_mask);
2997 /*********************************************
2998 * Vertex Shader Specific Code begins here
2999 ********************************************/
3001 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3002 glsl_program_key_t *key;
3004 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3005 key->vshader = entry->vshader;
3006 key->pshader = entry->pshader;
3007 key->vs_args = entry->vs_args;
3008 key->ps_args = entry->ps_args;
3010 hash_table_put(priv->glsl_program_lookup, key, entry);
3013 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3014 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3015 struct ps_compile_args *ps_args) {
3016 glsl_program_key_t key;
3018 key.vshader = vshader;
3019 key.pshader = pshader;
3020 key.vs_args = *vs_args;
3021 key.ps_args = *ps_args;
3023 return hash_table_get(priv->glsl_program_lookup, &key);
3026 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
3027 struct glsl_shader_prog_link *entry)
3029 glsl_program_key_t *key;
3031 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3032 key->vshader = entry->vshader;
3033 key->pshader = entry->pshader;
3034 key->vs_args = entry->vs_args;
3035 key->ps_args = entry->ps_args;
3036 hash_table_remove(priv->glsl_program_lookup, key);
3038 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3039 if (entry->vshader) list_remove(&entry->vshader_entry);
3040 if (entry->pshader) list_remove(&entry->pshader_entry);
3041 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3042 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3043 HeapFree(GetProcessHeap(), 0, entry);
3046 static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
3047 const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
3049 unsigned int i, j;
3050 DWORD usage_token, usage_token_out;
3051 DWORD register_token, register_token_out;
3052 DWORD usage, usage_idx, usage_out, usage_idx_out;
3053 DWORD *set;
3054 DWORD in_idx;
3055 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
3056 char reg_mask[6], reg_mask_out[6];
3057 char destination[50];
3059 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3061 if (!semantics_out) {
3062 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3063 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3064 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3067 for(i = 0; i < MAX_REG_INPUT; i++) {
3068 usage_token = semantics_in[i].usage;
3069 if (!usage_token) continue;
3071 in_idx = map[i];
3072 if (in_idx >= (in_count + 2)) {
3073 FIXME("More input varyings declared than supported, expect issues\n");
3074 continue;
3076 else if (map[i] == ~0U)
3078 /* Declared, but not read register */
3079 continue;
3082 if (in_idx == in_count) {
3083 sprintf(destination, "gl_FrontColor");
3084 } else if (in_idx == in_count + 1) {
3085 sprintf(destination, "gl_FrontSecondaryColor");
3086 } else {
3087 sprintf(destination, "IN[%u]", in_idx);
3090 register_token = semantics_in[i].reg;
3092 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3093 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3094 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
3096 if(!semantics_out) {
3097 switch(usage) {
3098 case WINED3DDECLUSAGE_COLOR:
3099 if (usage_idx == 0)
3100 shader_addline(buffer, "%s%s = front_color%s;\n",
3101 destination, reg_mask, reg_mask);
3102 else if (usage_idx == 1)
3103 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3104 destination, reg_mask, reg_mask);
3105 else
3106 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3107 destination, reg_mask, reg_mask);
3108 break;
3110 case WINED3DDECLUSAGE_TEXCOORD:
3111 if (usage_idx < 8) {
3112 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3113 destination, reg_mask, usage_idx, reg_mask);
3114 } else {
3115 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3116 destination, reg_mask, reg_mask);
3118 break;
3120 case WINED3DDECLUSAGE_FOG:
3121 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3122 destination, reg_mask, reg_mask);
3123 break;
3125 default:
3126 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3127 destination, reg_mask, reg_mask);
3129 } else {
3130 BOOL found = FALSE;
3131 for(j = 0; j < MAX_REG_OUTPUT; j++) {
3132 usage_token_out = semantics_out[j].usage;
3133 if (!usage_token_out) continue;
3134 register_token_out = semantics_out[j].reg;
3136 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3137 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3138 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
3140 if(usage == usage_out &&
3141 usage_idx == usage_idx_out) {
3142 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3143 destination, reg_mask, j, reg_mask);
3144 found = TRUE;
3147 if(!found) {
3148 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3149 destination, reg_mask, reg_mask);
3154 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3155 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3156 * input varyings are assigned above, if the optimizer works properly.
3158 for(i = 0; i < in_count + 2; i++) {
3159 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3160 unsigned int size = 0;
3161 memset(reg_mask, 0, sizeof(reg_mask));
3162 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3163 reg_mask[size] = 'x';
3164 size++;
3166 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3167 reg_mask[size] = 'y';
3168 size++;
3170 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3171 reg_mask[size] = 'z';
3172 size++;
3174 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3175 reg_mask[size] = 'w';
3176 size++;
3179 if (i == in_count) {
3180 sprintf(destination, "gl_FrontColor");
3181 } else if (i == in_count + 1) {
3182 sprintf(destination, "gl_FrontSecondaryColor");
3183 } else {
3184 sprintf(destination, "IN[%u]", i);
3187 if (size == 1) {
3188 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3189 } else {
3190 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3195 HeapFree(GetProcessHeap(), 0, set);
3198 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3199 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3201 GLhandleARB ret = 0;
3202 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3203 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3204 IWineD3DDeviceImpl *device;
3205 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version);
3206 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
3207 unsigned int i;
3208 SHADER_BUFFER buffer;
3209 DWORD usage_token;
3210 DWORD register_token;
3211 DWORD usage, usage_idx, writemask;
3212 char reg_mask[6];
3213 const struct semantic *semantics_out, *semantics_in;
3215 shader_buffer_init(&buffer);
3217 shader_addline(&buffer, "#version 120\n");
3219 if(vs_major < 3 && ps_major < 3) {
3220 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3221 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3223 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3224 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3225 !device->frag_pipe->ffp_proj_control) {
3226 shader_addline(&buffer, "void order_ps_input() {\n");
3227 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3228 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3229 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3230 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3233 shader_addline(&buffer, "}\n");
3234 } else {
3235 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3237 } else if(ps_major < 3 && vs_major >= 3) {
3238 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3239 semantics_out = vs->semantics_out;
3241 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3242 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3243 usage_token = semantics_out[i].usage;
3244 if (!usage_token) continue;
3245 register_token = semantics_out[i].reg;
3247 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3248 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3249 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3251 switch(usage) {
3252 case WINED3DDECLUSAGE_COLOR:
3253 if (usage_idx == 0)
3254 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3255 else if (usage_idx == 1)
3256 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3257 break;
3259 case WINED3DDECLUSAGE_POSITION:
3260 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3261 break;
3263 case WINED3DDECLUSAGE_TEXCOORD:
3264 if (usage_idx < 8) {
3265 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3267 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3268 usage_idx, reg_mask, i, reg_mask);
3269 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3270 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3273 break;
3275 case WINED3DDECLUSAGE_PSIZE:
3276 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3277 break;
3279 case WINED3DDECLUSAGE_FOG:
3280 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3281 break;
3283 default:
3284 break;
3287 shader_addline(&buffer, "}\n");
3289 } else if(ps_major >= 3 && vs_major >= 3) {
3290 semantics_out = vs->semantics_out;
3291 semantics_in = ps->semantics_in;
3293 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3294 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3295 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3297 /* First, sort out position and point size. Those are not passed to the pixel shader */
3298 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3299 usage_token = semantics_out[i].usage;
3300 if (!usage_token) continue;
3301 register_token = semantics_out[i].reg;
3303 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3304 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3305 shader_glsl_get_write_mask(register_token, reg_mask);
3307 switch(usage) {
3308 case WINED3DDECLUSAGE_POSITION:
3309 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3310 break;
3312 case WINED3DDECLUSAGE_PSIZE:
3313 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3314 break;
3316 default:
3317 break;
3321 /* Then, fix the pixel shader input */
3322 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3324 shader_addline(&buffer, "}\n");
3325 } else if(ps_major >= 3 && vs_major < 3) {
3326 semantics_in = ps->semantics_in;
3328 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3329 shader_addline(&buffer, "void order_ps_input() {\n");
3330 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3331 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3332 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3334 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3335 shader_addline(&buffer, "}\n");
3336 } else {
3337 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3340 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3341 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3342 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3343 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3344 GL_EXTCALL(glCompileShaderARB(ret));
3345 checkGLcall("glCompileShaderARB(ret)");
3347 shader_buffer_free(&buffer);
3348 return ret;
3351 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3352 GLhandleARB programId, char prefix)
3354 const local_constant *lconst;
3355 GLint tmp_loc;
3356 const float *value;
3357 char glsl_name[8];
3359 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3360 value = (const float *)lconst->value;
3361 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3362 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3363 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3365 checkGLcall("Hardcoding local constants\n");
3368 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3369 * It sets the programId on the current StateBlock (because it should be called
3370 * inside of the DrawPrimitive() part of the render loop).
3372 * If a program for the given combination does not exist, create one, and store
3373 * the program in the hash table. If it creates a program, it will link the
3374 * given objects, too.
3376 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3377 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3378 struct shader_glsl_priv *priv = This->shader_priv;
3379 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3380 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3381 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3382 struct glsl_shader_prog_link *entry = NULL;
3383 GLhandleARB programId = 0;
3384 GLhandleARB reorder_shader_id = 0;
3385 unsigned int i;
3386 char glsl_name[8];
3387 GLhandleARB vshader_id, pshader_id;
3388 struct ps_compile_args ps_compile_args;
3389 struct vs_compile_args vs_compile_args;
3391 if(use_vs) {
3392 find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
3393 } else {
3394 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3395 memset(&vs_compile_args, 0, sizeof(vs_compile_args));
3397 if(use_ps) {
3398 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
3399 } else {
3400 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3401 memset(&ps_compile_args, 0, sizeof(ps_compile_args));
3403 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3404 if (entry) {
3405 priv->glsl_program = entry;
3406 return;
3409 /* If we get to this point, then no matching program exists, so we create one */
3410 programId = GL_EXTCALL(glCreateProgramObjectARB());
3411 TRACE("Created new GLSL shader program %u\n", programId);
3413 /* Create the entry */
3414 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3415 entry->programId = programId;
3416 entry->vshader = vshader;
3417 entry->pshader = pshader;
3418 entry->vs_args = vs_compile_args;
3419 entry->ps_args = ps_compile_args;
3420 entry->constant_version = 0;
3421 /* Add the hash table entry */
3422 add_glsl_program_entry(priv, entry);
3424 /* Set the current program */
3425 priv->glsl_program = entry;
3427 if(use_vs) {
3428 vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
3429 } else {
3430 vshader_id = 0;
3433 /* Attach GLSL vshader */
3434 if (vshader_id) {
3435 const unsigned int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3436 char tmp_name[10];
3438 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3439 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3440 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3441 checkGLcall("glAttachObjectARB");
3442 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3443 * is destroyed
3445 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3447 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3448 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3449 checkGLcall("glAttachObjectARB");
3451 /* Bind vertex attributes to a corresponding index number to match
3452 * the same index numbers as ARB_vertex_programs (makes loading
3453 * vertex attributes simpler). With this method, we can use the
3454 * exact same code to load the attributes later for both ARB and
3455 * GLSL shaders.
3457 * We have to do this here because we need to know the Program ID
3458 * in order to make the bindings work, and it has to be done prior
3459 * to linking the GLSL program. */
3460 for (i = 0; i < max_attribs; ++i) {
3461 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3462 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3463 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3466 checkGLcall("glBindAttribLocationARB");
3468 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3471 if(use_ps) {
3472 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
3473 } else {
3474 pshader_id = 0;
3477 /* Attach GLSL pshader */
3478 if (pshader_id) {
3479 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3480 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3481 checkGLcall("glAttachObjectARB");
3483 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3486 /* Link the program */
3487 TRACE("Linking GLSL shader program %u\n", programId);
3488 GL_EXTCALL(glLinkProgramARB(programId));
3489 print_glsl_info_log(&GLINFO_LOCATION, programId);
3491 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3492 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3493 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3494 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3496 for (i = 0; i < MAX_CONST_I; ++i) {
3497 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3498 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3500 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3501 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3502 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3503 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3505 for (i = 0; i < MAX_CONST_I; ++i) {
3506 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3507 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3510 if(pshader) {
3511 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3512 char name[32];
3513 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3514 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3515 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3516 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3517 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3518 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3522 if (use_ps && ps_compile_args.texrect_fixup) {
3523 char name[32];
3524 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3525 if (ps_compile_args.texrect_fixup & (1 << i)) {
3526 sprintf(name, "PsamplerRectFixup%u", i);
3527 entry->rectFixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3528 } else {
3529 entry->rectFixup_location[i] = -1;
3534 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3535 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3536 checkGLcall("Find glsl program uniform locations");
3538 if (pshader
3539 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3540 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3542 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3543 entry->vertex_color_clamp = GL_FALSE;
3544 } else {
3545 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3548 /* Set the shader to allow uniform loading on it */
3549 GL_EXTCALL(glUseProgramObjectARB(programId));
3550 checkGLcall("glUseProgramObjectARB(programId)");
3552 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3553 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3554 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3555 * vertex shader with fixed function pixel processing is used we make sure that the card
3556 * supports enough samplers to allow the max number of vertex samplers with all possible
3557 * fixed function fragment processing setups. So once the program is linked these samplers
3558 * won't change.
3560 if(vshader_id) {
3561 /* Load vertex shader samplers */
3562 shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
3564 if(pshader_id) {
3565 /* Load pixel shader samplers */
3566 shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
3569 /* If the local constants do not have to be loaded with the environment constants,
3570 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3571 * later
3573 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3574 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3576 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3577 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3581 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3583 GLhandleARB program_id;
3584 GLhandleARB vshader_id, pshader_id;
3585 static const char *blt_vshader[] =
3587 "#version 120\n"
3588 "void main(void)\n"
3589 "{\n"
3590 " gl_Position = gl_Vertex;\n"
3591 " gl_FrontColor = vec4(1.0);\n"
3592 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3593 "}\n"
3596 static const char *blt_pshaders[tex_type_count] =
3598 /* tex_1d */
3599 NULL,
3600 /* tex_2d */
3601 "#version 120\n"
3602 "uniform sampler2D sampler;\n"
3603 "void main(void)\n"
3604 "{\n"
3605 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3606 "}\n",
3607 /* tex_3d */
3608 NULL,
3609 /* tex_cube */
3610 "#version 120\n"
3611 "uniform samplerCube sampler;\n"
3612 "void main(void)\n"
3613 "{\n"
3614 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3615 "}\n",
3616 /* tex_rect */
3617 "#version 120\n"
3618 "#extension GL_ARB_texture_rectangle : enable\n"
3619 "uniform sampler2DRect sampler;\n"
3620 "void main(void)\n"
3621 "{\n"
3622 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3623 "}\n",
3626 if (!blt_pshaders[tex_type])
3628 FIXME("tex_type %#x not supported\n", tex_type);
3629 tex_type = tex_2d;
3632 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3633 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3634 GL_EXTCALL(glCompileShaderARB(vshader_id));
3636 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3637 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3638 GL_EXTCALL(glCompileShaderARB(pshader_id));
3640 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3641 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3642 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3643 GL_EXTCALL(glLinkProgramARB(program_id));
3645 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3647 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3648 * is destroyed
3650 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3651 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3652 return program_id;
3655 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3656 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3657 struct shader_glsl_priv *priv = This->shader_priv;
3658 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3659 GLhandleARB program_id = 0;
3660 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3662 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3664 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3665 else priv->glsl_program = NULL;
3667 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3669 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3670 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3671 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3672 checkGLcall("glClampColorARB");
3673 } else {
3674 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3678 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3679 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3680 GL_EXTCALL(glUseProgramObjectARB(program_id));
3681 checkGLcall("glUseProgramObjectARB");
3684 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3685 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3686 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3687 struct shader_glsl_priv *priv = This->shader_priv;
3688 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3690 if (!*blt_program) {
3691 GLint loc;
3692 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3693 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3694 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3695 GL_EXTCALL(glUniform1iARB(loc, 0));
3696 } else {
3697 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3701 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3702 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3703 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3704 struct shader_glsl_priv *priv = This->shader_priv;
3705 GLhandleARB program_id;
3707 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3708 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3710 GL_EXTCALL(glUseProgramObjectARB(program_id));
3711 checkGLcall("glUseProgramObjectARB");
3714 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3715 const struct list *linked_programs;
3716 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3717 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3718 struct shader_glsl_priv *priv = device->shader_priv;
3719 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3720 IWineD3DPixelShaderImpl *ps = NULL;
3721 IWineD3DVertexShaderImpl *vs = NULL;
3723 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3724 * can be called from IWineD3DBaseShader::Release
3726 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3728 if(pshader) {
3729 ps = (IWineD3DPixelShaderImpl *) This;
3730 if(ps->num_gl_shaders == 0) return;
3731 } else {
3732 vs = (IWineD3DVertexShaderImpl *) This;
3733 if(vs->num_gl_shaders == 0) return;
3736 linked_programs = &This->baseShader.linked_programs;
3738 TRACE("Deleting linked programs\n");
3739 if (linked_programs->next) {
3740 struct glsl_shader_prog_link *entry, *entry2;
3742 if(pshader) {
3743 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3744 delete_glsl_program_entry(priv, gl_info, entry);
3746 } else {
3747 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3748 delete_glsl_program_entry(priv, gl_info, entry);
3753 if(pshader) {
3754 UINT i;
3756 ENTER_GL();
3757 for(i = 0; i < ps->num_gl_shaders; i++) {
3758 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3759 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3760 checkGLcall("glDeleteObjectARB");
3762 LEAVE_GL();
3763 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3764 ps->gl_shaders = NULL;
3765 ps->num_gl_shaders = 0;
3766 ps->shader_array_size = 0;
3767 } else {
3768 UINT i;
3770 ENTER_GL();
3771 for(i = 0; i < vs->num_gl_shaders; i++) {
3772 TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId);
3773 GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId));
3774 checkGLcall("glDeleteObjectARB");
3776 LEAVE_GL();
3777 HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
3778 vs->gl_shaders = NULL;
3779 vs->num_gl_shaders = 0;
3780 vs->shader_array_size = 0;
3784 static unsigned int glsl_program_key_hash(const void *key)
3786 const glsl_program_key_t *k = key;
3788 unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16;
3789 hash += ~(hash << 15);
3790 hash ^= (hash >> 10);
3791 hash += (hash << 3);
3792 hash ^= (hash >> 6);
3793 hash += ~(hash << 11);
3794 hash ^= (hash >> 16);
3796 return hash;
3799 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3801 const glsl_program_key_t *ka = keya;
3802 const glsl_program_key_t *kb = keyb;
3804 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3805 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) &&
3806 (memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0);
3809 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3811 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3812 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3814 if (!mem)
3816 ERR("Failed to allocate memory\n");
3817 return FALSE;
3820 heap->entries = mem;
3821 heap->entries[1].version = 0;
3822 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3823 heap->size = 1;
3825 return TRUE;
3828 static void constant_heap_free(struct constant_heap *heap)
3830 HeapFree(GetProcessHeap(), 0, heap->entries);
3833 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3834 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3835 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3836 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3837 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
3839 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3840 if (!priv->stack)
3842 ERR("Failed to allocate memory.\n");
3843 HeapFree(GetProcessHeap(), 0, priv);
3844 return E_OUTOFMEMORY;
3847 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3849 ERR("Failed to initialize vertex shader constant heap\n");
3850 HeapFree(GetProcessHeap(), 0, priv->stack);
3851 HeapFree(GetProcessHeap(), 0, priv);
3852 return E_OUTOFMEMORY;
3855 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3857 ERR("Failed to initialize pixel shader constant heap\n");
3858 constant_heap_free(&priv->vconst_heap);
3859 HeapFree(GetProcessHeap(), 0, priv->stack);
3860 HeapFree(GetProcessHeap(), 0, priv);
3861 return E_OUTOFMEMORY;
3864 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3865 priv->next_constant_version = 1;
3867 This->shader_priv = priv;
3868 return WINED3D_OK;
3871 static void shader_glsl_free(IWineD3DDevice *iface) {
3872 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3873 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3874 struct shader_glsl_priv *priv = This->shader_priv;
3875 int i;
3877 for (i = 0; i < tex_type_count; ++i)
3879 if (priv->depth_blt_program[i])
3881 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3885 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3886 constant_heap_free(&priv->pconst_heap);
3887 constant_heap_free(&priv->vconst_heap);
3889 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3890 This->shader_priv = NULL;
3893 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3894 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3895 return FALSE;
3898 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
3899 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3900 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3901 CONST DWORD *function = This->baseShader.function;
3902 const char *fragcolor;
3903 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3905 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3906 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3908 shader_addline(buffer, "#version 120\n");
3910 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3911 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3913 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3914 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3915 * drivers write a warning if we don't do so
3917 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3920 /* Base Declarations */
3921 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3923 /* Pack 3.0 inputs */
3924 if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
3925 pshader_glsl_input_pack(buffer, This->semantics_in, iface, args->vp_mode);
3928 /* Base Shader Body */
3929 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3931 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3932 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3934 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3935 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3936 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3937 else
3938 shader_addline(buffer, "gl_FragColor = R0;\n");
3941 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3942 fragcolor = "gl_FragData[0]";
3943 } else {
3944 fragcolor = "gl_FragColor";
3946 if(args->srgb_correction) {
3947 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3948 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3949 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3950 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3951 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3952 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3953 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3954 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3956 /* Pixel shader < 3.0 do not replace the fog stage.
3957 * This implements linear fog computation and blending.
3958 * TODO: non linear fog
3959 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3960 * -1/(e-s) and e/(e-s) respectively.
3962 if(reg_maps->shader_version < WINED3DPS_VERSION(3,0)) {
3963 switch(args->fog) {
3964 case FOG_OFF: break;
3965 case FOG_LINEAR:
3966 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3967 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3968 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3969 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3970 break;
3971 case FOG_EXP:
3972 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3973 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3974 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3975 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3976 break;
3977 case FOG_EXP2:
3978 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3979 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3980 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3981 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3982 break;
3986 shader_addline(buffer, "}\n");
3988 TRACE("Compiling shader object %u\n", shader_obj);
3989 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3990 GL_EXTCALL(glCompileShaderARB(shader_obj));
3991 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3993 /* Store the shader object */
3994 return shader_obj;
3997 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
3998 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3999 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4000 CONST DWORD *function = This->baseShader.function;
4001 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
4003 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4004 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4006 shader_addline(buffer, "#version 120\n");
4008 /* Base Declarations */
4009 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
4011 /* Base Shader Body */
4012 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
4014 /* Unpack 3.0 outputs */
4015 if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
4016 else shader_addline(buffer, "order_ps_input();\n");
4018 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4019 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4020 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4021 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4023 if(args->fog_src == VS_FOG_Z) {
4024 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4025 } else if (!reg_maps->fog) {
4026 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4029 /* Write the final position.
4031 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4032 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4033 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4034 * contains 1.0 to allow a mad.
4036 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4037 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4039 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4041 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4042 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4043 * which is the same as z = z * 2 - w.
4045 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4047 shader_addline(buffer, "}\n");
4049 TRACE("Compiling shader object %u\n", shader_obj);
4050 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4051 GL_EXTCALL(glCompileShaderARB(shader_obj));
4052 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4054 return shader_obj;
4057 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4059 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4060 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4061 * vs_nv_version which is based on NV_vertex_program.
4062 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4063 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4064 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4065 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4067 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4068 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4069 else
4070 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4071 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4072 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4074 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4075 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4076 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4077 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4078 * in max native instructions. Intel and others also offer the info in this extension but they
4079 * don't support GLSL (at least on Windows).
4081 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4082 * of instructions is 512 or less we have to do with ps2.0 hardware.
4083 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4085 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4086 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4087 else
4088 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4090 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4091 * Direct3D minimum requirement.
4093 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4094 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4096 * The problem is that the refrast clamps temporary results in the shader to
4097 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4098 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4099 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4100 * offer a way to query this.
4102 pCaps->PixelShader1xMaxValue = 8.0;
4103 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4106 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4108 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4110 TRACE("Checking support for fixup:\n");
4111 dump_color_fixup_desc(fixup);
4114 /* We support everything except YUV conversions. */
4115 if (!is_yuv_fixup(fixup))
4117 TRACE("[OK]\n");
4118 return TRUE;
4121 TRACE("[FAILED]\n");
4122 return FALSE;
4125 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4127 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4128 /* WINED3DSIH_ADD */ shader_glsl_arith,
4129 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4130 /* WINED3DSIH_BREAK */ shader_glsl_break,
4131 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4132 /* WINED3DSIH_BREAKP */ NULL,
4133 /* WINED3DSIH_CALL */ shader_glsl_call,
4134 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4135 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4136 /* WINED3DSIH_CND */ shader_glsl_cnd,
4137 /* WINED3DSIH_CRS */ shader_glsl_cross,
4138 /* WINED3DSIH_DCL */ NULL,
4139 /* WINED3DSIH_DEF */ NULL,
4140 /* WINED3DSIH_DEFB */ NULL,
4141 /* WINED3DSIH_DEFI */ NULL,
4142 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4143 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4144 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4145 /* WINED3DSIH_DST */ shader_glsl_dst,
4146 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4147 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4148 /* WINED3DSIH_ELSE */ shader_glsl_else,
4149 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4150 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4151 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4152 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4153 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4154 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4155 /* WINED3DSIH_IF */ shader_glsl_if,
4156 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4157 /* WINED3DSIH_LABEL */ shader_glsl_label,
4158 /* WINED3DSIH_LIT */ shader_glsl_lit,
4159 /* WINED3DSIH_LOG */ shader_glsl_log,
4160 /* WINED3DSIH_LOGP */ shader_glsl_log,
4161 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4162 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4163 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4164 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4165 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4166 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4167 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4168 /* WINED3DSIH_MAD */ shader_glsl_mad,
4169 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4170 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4171 /* WINED3DSIH_MOV */ shader_glsl_mov,
4172 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4173 /* WINED3DSIH_MUL */ shader_glsl_arith,
4174 /* WINED3DSIH_NOP */ NULL,
4175 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4176 /* WINED3DSIH_PHASE */ NULL,
4177 /* WINED3DSIH_POW */ shader_glsl_pow,
4178 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4179 /* WINED3DSIH_REP */ shader_glsl_rep,
4180 /* WINED3DSIH_RET */ NULL,
4181 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4182 /* WINED3DSIH_SETP */ NULL,
4183 /* WINED3DSIH_SGE */ shader_glsl_compare,
4184 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4185 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4186 /* WINED3DSIH_SLT */ shader_glsl_compare,
4187 /* WINED3DSIH_SUB */ shader_glsl_arith,
4188 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4189 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4190 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4191 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4192 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4193 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4194 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4195 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4196 /* WINED3DSIH_TEXLDD */ NULL,
4197 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4198 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4199 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4200 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4201 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4202 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4203 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4204 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4205 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4206 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4207 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4208 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4209 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4212 const shader_backend_t glsl_shader_backend = {
4213 shader_glsl_instruction_handler_table,
4214 shader_glsl_select,
4215 shader_glsl_select_depth_blt,
4216 shader_glsl_deselect_depth_blt,
4217 shader_glsl_update_float_vertex_constants,
4218 shader_glsl_update_float_pixel_constants,
4219 shader_glsl_load_constants,
4220 shader_glsl_destroy,
4221 shader_glsl_alloc,
4222 shader_glsl_free,
4223 shader_glsl_dirty_const,
4224 shader_glsl_generate_pshader,
4225 shader_glsl_generate_vshader,
4226 shader_glsl_get_caps,
4227 shader_glsl_color_fixup_supported,