2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 * D3D shader asm has swizzles on source parameters, and write masks for
24 * destination parameters. GLSL uses swizzles for both. The result of this is
25 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
26 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
27 * mask for the destination parameter into account.
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
37 #define GLINFO_LOCATION (*gl_info)
52 } glsl_sample_function_t
;
54 /** Prints the GLSL info log which will contain error messages if they exist */
55 void print_glsl_info_log(WineD3D_GL_Info
*gl_info
, GLhandleARB obj
) {
57 int infologLength
= 0;
60 GL_EXTCALL(glGetObjectParameterivARB(obj
,
61 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
64 /* A size of 1 is just a null-terminated string, so the log should be bigger than
65 * that if there are errors. */
66 if (infologLength
> 1)
68 infoLog
= HeapAlloc(GetProcessHeap(), 0, infologLength
);
69 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
70 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
71 HeapFree(GetProcessHeap(), 0, infoLog
);
76 * Loads (pixel shader) samplers
78 static void shader_glsl_load_psamplers(
79 WineD3D_GL_Info
*gl_info
,
80 IWineD3DStateBlock
* iface
,
81 GLhandleARB programId
) {
83 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
86 char sampler_name
[20];
88 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
89 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
90 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
92 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[i
];
93 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(fragment_samplers
)) {
94 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
95 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
96 checkGLcall("glUniform1iARB");
98 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
104 static void shader_glsl_load_vsamplers(WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
* iface
, GLhandleARB programId
) {
105 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
106 GLhandleARB name_loc
;
107 char sampler_name
[20];
110 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
111 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
112 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
113 if (name_loc
!= -1) {
114 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ i
];
115 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(combined_samplers
)) {
116 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
117 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
118 checkGLcall("glUniform1iARB");
120 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
127 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
128 * When constant_list == NULL, it will load all the constants.
130 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
,
131 unsigned int max_constants
, float* constants
, GLhandleARB
*constant_locations
,
132 struct list
*constant_list
) {
133 constants_entry
*constant
;
134 local_constant
* lconst
;
139 if (TRACE_ON(d3d_shader
)) {
140 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
145 tmp_loc
= constant_locations
[i
];
147 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
148 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
149 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
155 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
156 if(WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 &&
157 shader_is_pshader_version(This
->baseShader
.hex_version
)) {
160 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
165 tmp_loc
= constant_locations
[i
];
167 /* We found this uniform name in the program - go ahead and send the data */
169 if(constants
[k
+ 0] < -1.0) lcl_const
[0] = -1.0;
170 else if(constants
[k
+ 0] > 1.0) lcl_const
[0] = 1.0;
171 else lcl_const
[0] = constants
[k
+ 0];
172 if(constants
[k
+ 1] < -1.0) lcl_const
[1] = -1.0;
173 else if(constants
[k
+ 1] > 1.0) lcl_const
[1] = 1.0;
174 else lcl_const
[1] = constants
[k
+ 1];
175 if(constants
[k
+ 2] < -1.0) lcl_const
[2] = -1.0;
176 else if(constants
[k
+ 2] > 1.0) lcl_const
[2] = 1.0;
177 else lcl_const
[2] = constants
[k
+ 2];
178 if(constants
[k
+ 3] < -1.0) lcl_const
[3] = -1.0;
179 else if(constants
[k
+ 3] > 1.0) lcl_const
[3] = 1.0;
180 else lcl_const
[3] = constants
[k
+ 3];
182 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, lcl_const
));
187 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
192 tmp_loc
= constant_locations
[i
];
194 /* We found this uniform name in the program - go ahead and send the data */
195 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
200 checkGLcall("glUniform4fvARB()");
202 if(!This
->baseShader
.load_local_constsF
) {
203 TRACE("No need to load local float constants for this shader\n");
207 /* Load immediate constants */
208 if (TRACE_ON(d3d_shader
)) {
209 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
210 tmp_loc
= constant_locations
[lconst
->idx
];
212 GLfloat
* values
= (GLfloat
*)lconst
->value
;
213 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
214 values
[0], values
[1], values
[2], values
[3]);
218 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
219 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
220 tmp_loc
= constant_locations
[lconst
->idx
];
222 /* We found this uniform name in the program - go ahead and send the data */
223 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (GLfloat
*)lconst
->value
));
226 checkGLcall("glUniform4fvARB()");
230 * Loads integer constants (aka uniforms) into the currently set GLSL program.
231 * When @constants_set == NULL, it will load all the constants.
233 static void shader_glsl_load_constantsI(
234 IWineD3DBaseShaderImpl
* This
,
235 WineD3D_GL_Info
*gl_info
,
236 GLhandleARB programId
,
237 GLhandleARB locations
[MAX_CONST_I
],
238 unsigned max_constants
,
240 BOOL
* constants_set
) {
245 for (i
=0; i
<max_constants
; ++i
) {
246 if (NULL
== constants_set
|| constants_set
[i
]) {
248 TRACE_(d3d_constants
)("Loading constants %i: %i, %i, %i, %i\n",
249 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
251 /* We found this uniform name in the program - go ahead and send the data */
252 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
253 checkGLcall("glUniform4ivARB");
257 /* Load immediate constants */
258 ptr
= list_head(&This
->baseShader
.constantsI
);
260 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
261 unsigned int idx
= lconst
->idx
;
262 GLint
* values
= (GLint
*) lconst
->value
;
264 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
265 values
[0], values
[1], values
[2], values
[3]);
267 /* We found this uniform name in the program - go ahead and send the data */
268 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
269 checkGLcall("glUniform4ivARB");
270 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
275 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
276 * When @constants_set == NULL, it will load all the constants.
278 static void shader_glsl_load_constantsB(
279 IWineD3DBaseShaderImpl
* This
,
280 WineD3D_GL_Info
*gl_info
,
281 GLhandleARB programId
,
282 unsigned max_constants
,
284 BOOL
* constants_set
) {
289 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
290 const char* prefix
= is_pshader
? "PB":"VB";
293 for (i
=0; i
<max_constants
; ++i
) {
294 if (NULL
== constants_set
|| constants_set
[i
]) {
296 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
298 /* TODO: Benchmark and see if it would be beneficial to store the
299 * locations of the constants to avoid looking up each time */
300 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
301 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
303 /* We found this uniform name in the program - go ahead and send the data */
304 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
305 checkGLcall("glUniform1ivARB");
310 /* Load immediate constants */
311 ptr
= list_head(&This
->baseShader
.constantsB
);
313 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
314 unsigned int idx
= lconst
->idx
;
315 GLint
* values
= (GLint
*) lconst
->value
;
317 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
319 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
320 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
322 /* We found this uniform name in the program - go ahead and send the data */
323 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
324 checkGLcall("glUniform1ivARB");
326 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
333 * Loads the app-supplied constants into the currently set GLSL program.
335 void shader_glsl_load_constants(
336 IWineD3DDevice
* device
,
338 char useVertexShader
) {
340 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
341 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
342 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
344 GLhandleARB
*constant_locations
;
345 struct list
*constant_list
;
346 GLhandleARB programId
;
347 struct glsl_shader_prog_link
*prog
= stateBlock
->glsl_program
;
350 /* No GLSL program set - nothing to do. */
353 programId
= prog
->programId
;
355 if (useVertexShader
) {
356 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
358 constant_locations
= prog
->vuniformF_locations
;
359 constant_list
= &stateBlock
->set_vconstantsF
;
361 /* Load DirectX 9 float constants/uniforms for vertex shader */
362 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
363 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
365 /* Load DirectX 9 integer constants/uniforms for vertex shader */
366 shader_glsl_load_constantsI(vshader
, gl_info
, programId
,
367 prog
->vuniformI_locations
, MAX_CONST_I
,
368 stateBlock
->vertexShaderConstantI
,
369 stateBlock
->changed
.vertexShaderConstantsI
);
371 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
372 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
373 stateBlock
->vertexShaderConstantB
,
374 stateBlock
->changed
.vertexShaderConstantsB
);
376 /* Upload the position fixup params */
377 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
378 checkGLcall("glUniform4fvARB");
381 if (usePixelShader
) {
383 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
385 constant_locations
= prog
->puniformF_locations
;
386 constant_list
= &stateBlock
->set_pconstantsF
;
388 /* Load DirectX 9 float constants/uniforms for pixel shader */
389 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
390 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
392 /* Load DirectX 9 integer constants/uniforms for pixel shader */
393 shader_glsl_load_constantsI(pshader
, gl_info
, programId
,
394 prog
->puniformI_locations
, MAX_CONST_I
,
395 stateBlock
->pixelShaderConstantI
,
396 stateBlock
->changed
.pixelShaderConstantsI
);
398 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
399 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
400 stateBlock
->pixelShaderConstantB
,
401 stateBlock
->changed
.pixelShaderConstantsB
);
403 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
404 * It can't be 0 for a valid texbem instruction.
406 if(((IWineD3DPixelShaderImpl
*) pshader
)->needsbumpmat
!= -1) {
407 float *data
= (float *) &stateBlock
->textureState
[(int) ((IWineD3DPixelShaderImpl
*) pshader
)->needsbumpmat
][WINED3DTSS_BUMPENVMAT00
];
408 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
, 1, 0, data
));
409 checkGLcall("glUniformMatrix2fvARB");
411 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
412 * is set too, so we can check that in the needsbumpmat check
414 if(((IWineD3DPixelShaderImpl
*) pshader
)->baseShader
.reg_maps
.luminanceparams
!= -1) {
415 int stage
= ((IWineD3DPixelShaderImpl
*) pshader
)->baseShader
.reg_maps
.luminanceparams
;
416 GLfloat
*scale
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
417 GLfloat
*offset
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
419 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
, 1, scale
));
420 checkGLcall("glUniform1fvARB");
421 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
, 1, offset
));
422 checkGLcall("glUniform1fvARB");
424 } else if(((IWineD3DPixelShaderImpl
*) pshader
)->srgb_enabled
&&
425 !((IWineD3DPixelShaderImpl
*) pshader
)->srgb_mode_hardcoded
) {
429 if(stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
430 comparison
[0] = srgb_cmp
; comparison
[1] = srgb_cmp
;
431 comparison
[2] = srgb_cmp
; comparison
[3] = srgb_cmp
;
433 mul_low
[0] = srgb_mul_low
; mul_low
[1] = srgb_mul_low
;
434 mul_low
[2] = srgb_mul_low
; mul_low
[3] = srgb_mul_low
;
436 comparison
[0] = 1.0 / 0.0; comparison
[1] = 1.0 / 0.0;
437 comparison
[2] = 1.0 / 0.0; comparison
[3] = 1.0 / 0.0;
439 mul_low
[0] = 1.0; mul_low
[1] = 1.0;
440 mul_low
[2] = 1.0; mul_low
[3] = 1.0;
443 GL_EXTCALL(glUniform4fvARB(prog
->srgb_comparison_location
, 1, comparison
));
444 GL_EXTCALL(glUniform4fvARB(prog
->srgb_mul_low_location
, 1, mul_low
));
446 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
447 float correction_params
[4];
448 if(deviceImpl
->render_offscreen
) {
449 correction_params
[0] = 0.0;
450 correction_params
[1] = 1.0;
452 /* position is window relative, not viewport relative */
453 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
454 correction_params
[1] = -1.0;
456 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
461 /** Generate the variable & register declarations for the GLSL output target */
462 void shader_generate_glsl_declarations(
463 IWineD3DBaseShader
*iface
,
464 shader_reg_maps
* reg_maps
,
465 SHADER_BUFFER
* buffer
,
466 WineD3D_GL_Info
* gl_info
) {
468 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
469 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
471 unsigned int extra_constants_needed
= 0;
472 local_constant
* lconst
;
474 /* There are some minor differences between pixel and vertex shaders */
475 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
476 char prefix
= pshader
? 'P' : 'V';
478 /* Prototype the subroutines */
479 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
480 if (reg_maps
->labels
[i
])
481 shader_addline(buffer
, "void subroutine%lu();\n", i
);
484 /* Declare the constants (aka uniforms) */
485 if (This
->baseShader
.limits
.constant_float
> 0) {
486 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
487 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
488 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
491 if (This
->baseShader
.limits
.constant_int
> 0)
492 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
494 if (This
->baseShader
.limits
.constant_bool
> 0)
495 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
498 shader_addline(buffer
, "uniform vec4 posFixup;\n");
499 /* Predeclaration; This function is added at link time based on the pixel shader.
500 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
501 * that. We know the input to the reorder function at vertex shader compile time, so
502 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
503 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
504 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
505 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
506 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
509 if(This
->baseShader
.hex_version
>= WINED3DVS_VERSION(3, 0)) {
510 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
512 shader_addline(buffer
, "void order_ps_input();\n");
515 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
517 if(reg_maps
->bumpmat
!= -1) {
518 shader_addline(buffer
, "uniform mat2 bumpenvmat;\n");
519 if(reg_maps
->luminanceparams
) {
520 shader_addline(buffer
, "uniform float luminancescale;\n");
521 shader_addline(buffer
, "uniform float luminanceoffset;\n");
522 extra_constants_needed
++;
524 extra_constants_needed
++;
527 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
528 ps_impl
->srgb_enabled
= 1;
529 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
530 shader_addline(buffer
, "uniform vec4 srgb_mul_low;\n");
531 shader_addline(buffer
, "uniform vec4 srgb_comparison;\n");
532 ps_impl
->srgb_mode_hardcoded
= 0;
533 extra_constants_needed
++;
535 ps_impl
->srgb_mode_hardcoded
= 1;
536 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
537 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
538 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
539 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
542 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
544 /* Do not write any srgb fixup into the shader to save shader size and processing time.
545 * As a consequence, we can't toggle srgb write on without recompilation
547 ps_impl
->srgb_enabled
= 0;
548 ps_impl
->srgb_mode_hardcoded
= 1;
550 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
551 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
552 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
553 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
554 extra_constants_needed
++;
556 /* This happens because we do not have proper tracking of the constant registers that are
557 * actually used, only the max limit of the shader version
559 FIXME("Cannot find a free uniform for vpos correction params\n");
560 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
561 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
562 device
->render_offscreen
? 1.0 : -1.0);
564 shader_addline(buffer
, "vec4 vpos;\n");
568 /* Declare texture samplers */
569 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
570 if (reg_maps
->samplers
[i
]) {
572 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
576 shader_addline(buffer
, "uniform sampler1D %csampler%lu;\n", prefix
, i
);
579 shader_addline(buffer
, "uniform sampler2D %csampler%lu;\n", prefix
, i
);
581 case WINED3DSTT_CUBE
:
582 shader_addline(buffer
, "uniform samplerCube %csampler%lu;\n", prefix
, i
);
584 case WINED3DSTT_VOLUME
:
585 shader_addline(buffer
, "uniform sampler3D %csampler%lu;\n", prefix
, i
);
588 shader_addline(buffer
, "uniform unsupported_sampler %csampler%lu;\n", prefix
, i
);
589 FIXME("Unrecognized sampler type: %#x\n", stype
);
595 /* Declare address variables */
596 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
597 if (reg_maps
->address
[i
])
598 shader_addline(buffer
, "ivec4 A%d;\n", i
);
601 /* Declare texture coordinate temporaries and initialize them */
602 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
603 if (reg_maps
->texcoord
[i
])
604 shader_addline(buffer
, "vec4 T%lu = gl_TexCoord[%lu];\n", i
, i
);
607 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
608 * helper function shader that is linked in at link time
610 if(pshader
&& This
->baseShader
.hex_version
>= WINED3DVS_VERSION(3, 0)) {
612 shader_addline(buffer
, "varying vec4 IN[%lu];\n", GL_LIMITS(glsl_varyings
) / 4);
614 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
615 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
616 * pixel shader that reads the fixed function color into the packed input registers.
618 shader_addline(buffer
, "vec4 IN[%lu];\n", GL_LIMITS(glsl_varyings
) / 4);
622 /* Declare output register temporaries */
623 if(This
->baseShader
.limits
.packed_output
) {
624 shader_addline(buffer
, "vec4 OUT[%lu];\n", This
->baseShader
.limits
.packed_output
);
627 /* Declare temporary variables */
628 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
629 if (reg_maps
->temporary
[i
])
630 shader_addline(buffer
, "vec4 R%lu;\n", i
);
633 /* Declare attributes */
634 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
635 if (reg_maps
->attributes
[i
])
636 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
639 /* Declare loop registers aLx */
640 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
641 shader_addline(buffer
, "int aL%u;\n", i
);
642 shader_addline(buffer
, "int tmpInt%u;\n", i
);
645 /* Temporary variables for matrix operations */
646 shader_addline(buffer
, "vec4 tmp0;\n");
647 shader_addline(buffer
, "vec4 tmp1;\n");
649 /* Hardcodeable local constants */
650 if(!This
->baseShader
.load_local_constsF
) {
651 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
652 float *value
= (float *) lconst
->value
;
653 shader_addline(buffer
, "const vec4 LC%u = vec4(%f, %f, %f, %f);\n", lconst
->idx
,
654 value
[0], value
[1], value
[2], value
[3]);
658 /* Start the main program */
659 shader_addline(buffer
, "void main() {\n");
660 if(pshader
&& reg_maps
->vpos
) {
661 shader_addline(buffer
, "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1) - 0.5;\n");
665 /*****************************************************************************
666 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
668 * For more information, see http://wiki.winehq.org/DirectX-Shaders
669 ****************************************************************************/
672 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
673 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
675 /** Used for opcode modifiers - They multiply the result by the specified amount */
676 static const char * const shift_glsl_tab
[] = {
678 "2.0 * ", /* 1 (x2) */
679 "4.0 * ", /* 2 (x4) */
680 "8.0 * ", /* 3 (x8) */
681 "16.0 * ", /* 4 (x16) */
682 "32.0 * ", /* 5 (x32) */
689 "0.0625 * ", /* 12 (d16) */
690 "0.125 * ", /* 13 (d8) */
691 "0.25 * ", /* 14 (d4) */
692 "0.5 * " /* 15 (d2) */
695 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
696 static void shader_glsl_gen_modifier (
699 const char *in_regswizzle
,
704 if (instr
== WINED3DSIO_TEXKILL
)
707 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
708 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
710 case WINED3DSPSM_NONE
:
711 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
713 case WINED3DSPSM_NEG
:
714 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
716 case WINED3DSPSM_NOT
:
717 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
719 case WINED3DSPSM_BIAS
:
720 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
722 case WINED3DSPSM_BIASNEG
:
723 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
725 case WINED3DSPSM_SIGN
:
726 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
728 case WINED3DSPSM_SIGNNEG
:
729 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
731 case WINED3DSPSM_COMP
:
732 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
735 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
737 case WINED3DSPSM_X2NEG
:
738 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
740 case WINED3DSPSM_ABS
:
741 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
743 case WINED3DSPSM_ABSNEG
:
744 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
747 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
748 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
752 static BOOL
constant_is_local(IWineD3DBaseShaderImpl
* This
, DWORD reg
) {
753 local_constant
* lconst
;
755 if(This
->baseShader
.load_local_constsF
) return FALSE
;
756 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
757 if(lconst
->idx
== reg
) return TRUE
;
763 /** Writes the GLSL variable name that corresponds to the register that the
764 * DX opcode parameter is trying to access */
765 static void shader_glsl_get_register_name(
767 const DWORD addr_token
,
770 SHADER_OPCODE_ARG
* arg
) {
772 /* oPos, oFog and oPts in D3D */
773 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
775 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
776 DWORD regtype
= shader_get_regtype(param
);
777 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
778 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
779 WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
781 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
787 case WINED3DSPR_TEMP
:
788 sprintf(tmpStr
, "R%u", reg
);
790 case WINED3DSPR_INPUT
:
792 /* Pixel shaders >= 3.0 */
793 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3) {
794 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
795 glsl_src_param_t rel_param
;
796 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
798 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
801 if(((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
]) {
802 sprintf(tmpStr
, "IN[%s + %u]", rel_param
.param_str
,
803 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
]);
805 sprintf(tmpStr
, "IN[%s]", rel_param
.param_str
);
808 sprintf(tmpStr
, "IN[%u]",
809 ((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
]);
813 strcpy(tmpStr
, "gl_Color");
815 strcpy(tmpStr
, "gl_SecondaryColor");
818 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
820 sprintf(tmpStr
, "attrib%u", reg
);
823 case WINED3DSPR_CONST
:
825 const char* prefix
= pshader
? "PC":"VC";
827 /* Relative addressing */
828 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
830 /* Relative addressing on shaders 2.0+ have a relative address token,
831 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
832 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
833 glsl_src_param_t rel_param
;
834 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
836 sprintf(tmpStr
, "%s[%s + %u]", prefix
, rel_param
.param_str
, reg
);
838 sprintf(tmpStr
, "%s[%s]", prefix
, rel_param
.param_str
);
842 sprintf(tmpStr
, "%s[A0.x + %u]", prefix
, reg
);
844 sprintf(tmpStr
, "%s[A0.x]", prefix
);
849 if(constant_is_local(This
, reg
)) {
850 sprintf(tmpStr
, "LC%u", reg
);
852 sprintf(tmpStr
, "%s[%u]", prefix
, reg
);
858 case WINED3DSPR_CONSTINT
:
860 sprintf(tmpStr
, "PI[%u]", reg
);
862 sprintf(tmpStr
, "VI[%u]", reg
);
864 case WINED3DSPR_CONSTBOOL
:
866 sprintf(tmpStr
, "PB[%u]", reg
);
868 sprintf(tmpStr
, "VB[%u]", reg
);
870 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
872 sprintf(tmpStr
, "T%u", reg
);
874 sprintf(tmpStr
, "A%u", reg
);
877 case WINED3DSPR_LOOP
:
878 sprintf(tmpStr
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
880 case WINED3DSPR_SAMPLER
:
882 sprintf(tmpStr
, "Psampler%u", reg
);
884 sprintf(tmpStr
, "Vsampler%u", reg
);
886 case WINED3DSPR_COLOROUT
:
887 if (reg
>= GL_LIMITS(buffers
)) {
888 WARN("Write to render target %u, only %d supported\n", reg
, 4);
890 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
891 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
892 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
893 sprintf(tmpStr
, "gl_FragColor");
896 case WINED3DSPR_RASTOUT
:
897 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
899 case WINED3DSPR_DEPTHOUT
:
900 sprintf(tmpStr
, "gl_FragDepth");
902 case WINED3DSPR_ATTROUT
:
904 sprintf(tmpStr
, "gl_FrontColor");
906 sprintf(tmpStr
, "gl_FrontSecondaryColor");
909 case WINED3DSPR_TEXCRDOUT
:
910 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
911 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
912 sprintf(tmpStr
, "OUT[%u]", reg
);
914 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
916 case WINED3DSPR_MISCTYPE
:
919 sprintf(tmpStr
, "vpos");
920 } else if (reg
== 1){
921 /* Note that gl_FrontFacing is a bool, while vFace is
922 * a float for which the sign determines front/back
924 sprintf(tmpStr
, "(gl_FrontFacing ? 1.0 : -1.0)");
926 FIXME("Unhandled misctype register %d\n", reg
);
927 sprintf(tmpStr
, "unrecognized_register");
931 FIXME("Unhandled register name Type(%d)\n", regtype
);
932 sprintf(tmpStr
, "unrecognized_register");
936 strcat(regstr
, tmpStr
);
939 /* Get the GLSL write mask for the destination register */
940 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
941 char *ptr
= write_mask
;
942 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
944 if (shader_is_scalar(param
)) {
945 mask
= WINED3DSP_WRITEMASK_0
;
948 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
949 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
950 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
951 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
959 static size_t shader_glsl_get_write_mask_size(DWORD write_mask
) {
962 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
963 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
964 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
965 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
970 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
971 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
972 * but addressed as "rgba". To fix this we need to swap the register's x
973 * and z components. */
974 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
975 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
976 char *ptr
= swizzle_str
;
978 if (!shader_is_scalar(param
)) {
980 /* swizzle bits fields: wwzzyyxx */
981 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
982 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
983 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
984 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
990 /* From a given parameter token, generate the corresponding GLSL string.
991 * Also, return the actual register name and swizzle in case the
992 * caller needs this information as well. */
993 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
994 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
) {
995 BOOL is_color
= FALSE
;
998 src_param
->reg_name
[0] = '\0';
999 src_param
->param_str
[0] = '\0';
1000 swizzle_str
[0] = '\0';
1002 shader_glsl_get_register_name(param
, addr_token
, src_param
->reg_name
, &is_color
, arg
);
1004 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
1005 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
1008 /* From a given parameter token, generate the corresponding GLSL string.
1009 * Also, return the actual register name and swizzle in case the
1010 * caller needs this information as well. */
1011 static DWORD
shader_glsl_add_dst_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
1012 const DWORD addr_token
, glsl_dst_param_t
*dst_param
) {
1013 BOOL is_color
= FALSE
;
1015 dst_param
->mask_str
[0] = '\0';
1016 dst_param
->reg_name
[0] = '\0';
1018 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
1019 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
1022 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1023 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
, const DWORD param
) {
1024 glsl_dst_param_t dst_param
;
1028 mask
= shader_glsl_add_dst_param(arg
, param
, arg
->dst_addr
, &dst_param
);
1031 shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1032 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
1038 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1039 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
) {
1040 return shader_glsl_append_dst_ext(buffer
, arg
, arg
->dst
);
1043 /** Process GLSL instruction modifiers */
1044 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
1046 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
1048 if (arg
->opcode
->dst_token
&& mask
!= 0) {
1049 glsl_dst_param_t dst_param
;
1051 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1053 if (mask
& WINED3DSPDM_SATURATE
) {
1054 /* _SAT means to clamp the value of the register to between 0 and 1 */
1055 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1056 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1058 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
1059 FIXME("_centroid modifier not handled\n");
1061 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
1062 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1067 static inline const char* shader_get_comp_op(
1068 const DWORD opcode
) {
1070 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1072 case COMPARISON_GT
: return ">";
1073 case COMPARISON_EQ
: return "==";
1074 case COMPARISON_GE
: return ">=";
1075 case COMPARISON_LT
: return "<";
1076 case COMPARISON_NE
: return "!=";
1077 case COMPARISON_LE
: return "<=";
1079 FIXME("Unrecognized comparison value: %u\n", op
);
1084 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, glsl_sample_function_t
*sample_function
) {
1085 /* Note that there's no such thing as a projected cube texture. */
1086 switch(sampler_type
) {
1088 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1089 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1092 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1093 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1095 case WINED3DSTT_CUBE
:
1096 sample_function
->name
= "textureCube";
1097 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1099 case WINED3DSTT_VOLUME
:
1100 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1101 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1104 sample_function
->name
= "";
1105 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1110 static void shader_glsl_color_correction(SHADER_OPCODE_ARG
* arg
) {
1111 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1112 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
1113 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
1114 glsl_dst_param_t dst_param
;
1115 glsl_dst_param_t dst_param2
;
1117 WINED3DFORMAT conversion_group
;
1118 IWineD3DBaseTextureImpl
*texture
;
1119 DWORD mask
, mask_size
;
1121 BOOL recorded
= FALSE
;
1123 DWORD hex_version
= shader
->baseShader
.hex_version
;
1125 switch(arg
->opcode
->opcode
) {
1126 case WINED3DSIO_TEX
:
1127 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1128 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1130 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1134 case WINED3DSIO_TEXLDL
:
1135 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1138 case WINED3DSIO_TEXDP3TEX
:
1139 case WINED3DSIO_TEXM3x3TEX
:
1140 case WINED3DSIO_TEXM3x3SPEC
:
1141 case WINED3DSIO_TEXM3x3VSPEC
:
1142 case WINED3DSIO_TEXBEM
:
1143 case WINED3DSIO_TEXREG2AR
:
1144 case WINED3DSIO_TEXREG2GB
:
1145 case WINED3DSIO_TEXREG2RGB
:
1146 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1150 /* Not a texture sampling instruction, nothing to do */
1154 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler_idx
];
1156 fmt
= texture
->resource
.format
;
1157 conversion_group
= texture
->baseTexture
.shader_conversion_group
;
1159 fmt
= WINED3DFMT_UNKNOWN
;
1160 conversion_group
= WINED3DFMT_UNKNOWN
;
1163 /* before doing anything, record the sampler with the format in the format conversion list,
1164 * but check if it's not there already
1166 for(i
= 0; i
< shader
->baseShader
.num_sampled_samplers
; i
++) {
1167 if(shader
->baseShader
.sampled_samplers
[i
] == sampler_idx
) {
1173 shader
->baseShader
.sampled_samplers
[shader
->baseShader
.num_sampled_samplers
] = sampler_idx
;
1174 shader
->baseShader
.num_sampled_samplers
++;
1175 shader
->baseShader
.sampled_format
[sampler_idx
] = conversion_group
;
1179 case WINED3DFMT_V8U8
:
1180 case WINED3DFMT_V16U16
:
1181 if(GL_SUPPORT(NV_TEXTURE_SHADER
) ||
1182 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) && fmt
== WINED3DFMT_V8U8
)) {
1183 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1184 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_2
, &dst_param
);
1185 mask_size
= shader_glsl_get_write_mask_size(mask
);
1186 if(mask_size
>= 3) {
1187 shader_addline(arg
->buffer
, "%s.%c = 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[3]);
1190 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1191 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
,
1192 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
,
1194 mask_size
= shader_glsl_get_write_mask_size(mask
);
1195 if(mask_size
>= 2) {
1196 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1197 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1198 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1199 } else if(mask_size
== 1) {
1200 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[1],
1201 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1206 case WINED3DFMT_X8L8V8U8
:
1207 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1208 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1209 * and a(X) is always 1.0
1211 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1212 mask_size
= shader_glsl_get_write_mask_size(mask
);
1213 if(mask_size
>= 2) {
1214 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1215 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1216 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1217 } else if(mask_size
== 1) {
1218 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1219 dst_param
.reg_name
, dst_param
.mask_str
[1],
1220 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1225 case WINED3DFMT_L6V5U5
:
1226 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1227 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1228 mask_size
= shader_glsl_get_write_mask_size(mask
);
1229 shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_2
, &dst_param2
);
1230 if(mask_size
>= 3) {
1231 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1232 shader_addline(arg
->buffer
, "tmp0.g = %s.%c;\n",
1233 dst_param
.reg_name
, dst_param
.mask_str
[2]);
1234 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1235 dst_param
.reg_name
, dst_param
.mask_str
[2], dst_param
.mask_str
[1],
1236 dst_param2
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[3]);
1237 shader_addline(arg
->buffer
, "%s.%c = tmp0.g;\n", dst_param
.reg_name
,
1238 dst_param
.mask_str
[3]);
1239 } else if(mask_size
== 2) {
1240 /* This is bad: We have VL, but we need VU */
1241 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1243 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1244 dst_param
.reg_name
, dst_param
.mask_str
[1],
1245 dst_param2
.reg_name
, dst_param
.mask_str
[1]);
1250 case WINED3DFMT_Q8W8V8U8
:
1251 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1252 /* Correct the sign in all channels. The writemask just applies as-is, no
1253 * need for checking the mask size
1255 shader_glsl_add_dst_param(arg
, arg
->dst
,
1256 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
|
1257 WINED3DSP_WRITEMASK_2
| WINED3DSP_WRITEMASK_3
,
1259 shader_addline(arg
->buffer
, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
,
1260 dst_param
.reg_name
, dst_param
.mask_str
);
1264 /* stupid compiler */
1270 /*****************************************************************************
1272 * Begin processing individual instruction opcodes
1274 ****************************************************************************/
1276 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1277 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
1278 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1279 SHADER_BUFFER
* buffer
= arg
->buffer
;
1280 glsl_src_param_t src0_param
;
1281 glsl_src_param_t src1_param
;
1285 /* Determine the GLSL operator to use based on the opcode */
1286 switch (curOpcode
->opcode
) {
1287 case WINED3DSIO_MUL
: op
= '*'; break;
1288 case WINED3DSIO_ADD
: op
= '+'; break;
1289 case WINED3DSIO_SUB
: op
= '-'; break;
1292 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1296 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1297 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1298 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1299 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1302 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1303 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
1304 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1305 SHADER_BUFFER
* buffer
= arg
->buffer
;
1306 glsl_src_param_t src0_param
;
1309 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1310 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1312 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1313 * shader versions WINED3DSIO_MOVA is used for this. */
1314 if ((WINED3DSHADER_VERSION_MAJOR(shader
->baseShader
.hex_version
) == 1 &&
1315 !shader_is_pshader_version(shader
->baseShader
.hex_version
) &&
1316 shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
) ||
1317 arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
1318 /* We need to *round* to the nearest int here. */
1319 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1320 if (mask_size
> 1) {
1321 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
);
1323 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1326 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1330 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1331 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
1332 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1333 SHADER_BUFFER
* buffer
= arg
->buffer
;
1334 glsl_src_param_t src0_param
;
1335 glsl_src_param_t src1_param
;
1336 DWORD dst_write_mask
, src_write_mask
;
1337 size_t dst_size
= 0;
1339 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1340 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1342 /* dp3 works on vec3, dp4 on vec4 */
1343 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
1344 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1346 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1349 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, &src0_param
);
1350 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, &src1_param
);
1353 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1355 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1359 /* Note that this instruction has some restrictions. The destination write mask
1360 * can't contain the w component, and the source swizzles have to be .xyzw */
1361 void shader_glsl_cross(SHADER_OPCODE_ARG
*arg
) {
1362 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1363 glsl_src_param_t src0_param
;
1364 glsl_src_param_t src1_param
;
1367 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1368 shader_glsl_append_dst(arg
->buffer
, arg
);
1369 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1370 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1371 shader_addline(arg
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1374 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1375 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1376 * GLSL uses the value as-is. */
1377 void shader_glsl_pow(SHADER_OPCODE_ARG
*arg
) {
1378 SHADER_BUFFER
*buffer
= arg
->buffer
;
1379 glsl_src_param_t src0_param
;
1380 glsl_src_param_t src1_param
;
1381 DWORD dst_write_mask
;
1384 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1385 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1387 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1388 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1391 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1393 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1397 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1398 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1399 * GLSL uses the value as-is. */
1400 void shader_glsl_log(SHADER_OPCODE_ARG
*arg
) {
1401 SHADER_BUFFER
*buffer
= arg
->buffer
;
1402 glsl_src_param_t src0_param
;
1403 DWORD dst_write_mask
;
1406 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1407 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1409 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1412 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1414 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1418 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1419 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
1420 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1421 SHADER_BUFFER
* buffer
= arg
->buffer
;
1422 glsl_src_param_t src_param
;
1423 const char *instruction
;
1424 char arguments
[256];
1428 /* Determine the GLSL function to use based on the opcode */
1429 /* TODO: Possibly make this a table for faster lookups */
1430 switch (curOpcode
->opcode
) {
1431 case WINED3DSIO_MIN
: instruction
= "min"; break;
1432 case WINED3DSIO_MAX
: instruction
= "max"; break;
1433 case WINED3DSIO_ABS
: instruction
= "abs"; break;
1434 case WINED3DSIO_FRC
: instruction
= "fract"; break;
1435 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
1436 case WINED3DSIO_LOGP
:
1437 case WINED3DSIO_LOG
: instruction
= "log2"; break;
1438 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
1439 case WINED3DSIO_SGN
: instruction
= "sign"; break;
1440 case WINED3DSIO_DSX
: instruction
= "dFdx"; break;
1441 case WINED3DSIO_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1442 default: instruction
= "";
1443 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1447 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1449 arguments
[0] = '\0';
1450 if (curOpcode
->num_params
> 0) {
1451 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src_param
);
1452 strcat(arguments
, src_param
.param_str
);
1453 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1454 strcat(arguments
, ", ");
1455 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, &src_param
);
1456 strcat(arguments
, src_param
.param_str
);
1460 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1463 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1464 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1465 * dst.x = 2^(floor(src))
1466 * dst.y = src - floor(src)
1467 * dst.z = 2^src (partial precision is allowed, but optional)
1469 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1470 * dst = 2^src; (partial precision is allowed, but optional)
1472 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1473 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1474 glsl_src_param_t src_param
;
1476 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1478 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1481 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1482 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1483 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1484 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1486 shader_glsl_append_dst(arg
->buffer
, arg
);
1487 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1488 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1493 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1494 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1496 if (mask_size
> 1) {
1497 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1499 shader_addline(arg
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1504 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1505 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1506 glsl_src_param_t src_param
;
1510 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1511 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1512 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1514 if (mask_size
> 1) {
1515 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1517 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1521 void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
) {
1522 SHADER_BUFFER
* buffer
= arg
->buffer
;
1523 glsl_src_param_t src_param
;
1527 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1528 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1530 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1532 if (mask_size
> 1) {
1533 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1535 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1539 /** Process signed comparison opcodes in GLSL. */
1540 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1541 glsl_src_param_t src0_param
;
1542 glsl_src_param_t src1_param
;
1546 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1547 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1548 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1549 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1551 if (mask_size
> 1) {
1552 const char *compare
;
1554 switch(arg
->opcode
->opcode
) {
1555 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1556 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1557 default: compare
= "";
1558 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1561 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1562 src0_param
.param_str
, src1_param
.param_str
);
1564 switch(arg
->opcode
->opcode
) {
1565 case WINED3DSIO_SLT
:
1566 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1567 * to return 0.0 but step returns 1.0 because step is not < x
1568 * An alternative is a bvec compare padded with an unused secound component.
1569 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1570 * issue. Playing with not() is not possible either because not() does not accept
1573 shader_addline(arg
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n", src0_param
.param_str
, src1_param
.param_str
);
1575 case WINED3DSIO_SGE
:
1576 /* Here we can use the step() function and safe a conditional */
1577 shader_addline(arg
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
1580 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1586 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1587 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1588 glsl_src_param_t src0_param
;
1589 glsl_src_param_t src1_param
;
1590 glsl_src_param_t src2_param
;
1591 DWORD write_mask
, cmp_channel
= 0;
1594 BOOL temp_destination
= FALSE
;
1596 DWORD src0reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1597 DWORD src1reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1598 DWORD src2reg
= arg
->src
[2] & WINED3DSP_REGNUM_MASK
;
1599 DWORD src0regtype
= shader_get_regtype(arg
->src
[0]);
1600 DWORD src1regtype
= shader_get_regtype(arg
->src
[1]);
1601 DWORD src2regtype
= shader_get_regtype(arg
->src
[2]);
1602 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1603 DWORD dstregtype
= shader_get_regtype(arg
->dst
);
1605 /* Cycle through all source0 channels */
1606 for (i
=0; i
<4; i
++) {
1608 /* Find the destination channels which use the current source0 channel */
1609 for (j
=0; j
<4; j
++) {
1610 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1611 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1612 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1616 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1617 * The first lines may overwrite source parameters of the following lines.
1618 * Deal with that by using a temporary destination register if needed
1620 if((src0reg
== dstreg
&& src0regtype
== dstregtype
) ||
1621 (src1reg
== dstreg
&& src1regtype
== dstregtype
) ||
1622 (src2reg
== dstreg
&& src2regtype
== dstregtype
)) {
1624 write_mask
= shader_glsl_get_write_mask(arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
), mask_char
);
1625 if (!write_mask
) continue;
1626 shader_addline(arg
->buffer
, "tmp0%s = (", mask_char
);
1627 temp_destination
= TRUE
;
1629 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1630 if (!write_mask
) continue;
1633 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1634 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1635 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1637 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1638 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1641 if(temp_destination
) {
1642 shader_glsl_get_write_mask(arg
->dst
, mask_char
);
1643 shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
);
1644 shader_addline(arg
->buffer
, "tmp0%s);\n", mask_char
);
1649 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1650 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1651 * the compare is done per component of src0. */
1652 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1653 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1654 glsl_src_param_t src0_param
;
1655 glsl_src_param_t src1_param
;
1656 glsl_src_param_t src2_param
;
1657 DWORD write_mask
, cmp_channel
= 0;
1660 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(1, 4)) {
1661 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1662 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1663 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1664 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1666 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1667 if(arg
->opcode_token
& WINED3DSI_COISSUE
) {
1668 shader_addline(arg
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
1670 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1671 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1675 /* Cycle through all source0 channels */
1676 for (i
=0; i
<4; i
++) {
1678 /* Find the destination channels which use the current source0 channel */
1679 for (j
=0; j
<4; j
++) {
1680 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1681 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1682 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1685 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1686 if (!write_mask
) continue;
1688 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1689 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1690 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1692 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1693 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1697 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1698 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1699 glsl_src_param_t src0_param
;
1700 glsl_src_param_t src1_param
;
1701 glsl_src_param_t src2_param
;
1704 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1705 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1706 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1707 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1708 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n",
1709 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1712 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1713 Vertex shaders to GLSL codes */
1714 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1716 int nComponents
= 0;
1717 SHADER_OPCODE_ARG tmpArg
;
1719 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1721 /* Set constants for the temporary argument */
1722 tmpArg
.shader
= arg
->shader
;
1723 tmpArg
.buffer
= arg
->buffer
;
1724 tmpArg
.src
[0] = arg
->src
[0];
1725 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1726 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1727 tmpArg
.reg_maps
= arg
->reg_maps
;
1729 switch(arg
->opcode
->opcode
) {
1730 case WINED3DSIO_M4x4
:
1732 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1734 case WINED3DSIO_M4x3
:
1736 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1738 case WINED3DSIO_M3x4
:
1740 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1742 case WINED3DSIO_M3x3
:
1744 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1746 case WINED3DSIO_M3x2
:
1748 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1754 for (i
= 0; i
< nComponents
; i
++) {
1755 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1756 tmpArg
.src
[1] = arg
->src
[1]+i
;
1757 shader_glsl_dot(&tmpArg
);
1762 The LRP instruction performs a component-wise linear interpolation
1763 between the second and third operands using the first operand as the
1764 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1765 This is equivalent to mix(src2, src1, src0);
1767 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1768 glsl_src_param_t src0_param
;
1769 glsl_src_param_t src1_param
;
1770 glsl_src_param_t src2_param
;
1773 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1775 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1776 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1777 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1779 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n",
1780 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
1783 /** Process the WINED3DSIO_LIT instruction in GLSL:
1784 * dst.x = dst.w = 1.0
1785 * dst.y = (src0.x > 0) ? src0.x
1786 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1787 * where src.w is clamped at +- 128
1789 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1790 glsl_src_param_t src0_param
;
1791 glsl_src_param_t src1_param
;
1792 glsl_src_param_t src3_param
;
1795 shader_glsl_append_dst(arg
->buffer
, arg
);
1796 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1798 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1799 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
1800 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
1802 /* The sdk specifies the instruction like this
1804 * if(src.x > 0.0) dst.y = src.x
1806 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1810 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1811 * dst.x = 1.0 ... No further explanation needed
1812 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1813 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1814 * dst.w = 1.0. ... Nothing fancy.
1816 * So we still have one conditional in there. So do this:
1817 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1819 * 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),
1820 * 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.
1821 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1823 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",
1824 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
1827 /** Process the WINED3DSIO_DST instruction in GLSL:
1829 * dst.y = src0.x * src0.y
1833 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1834 glsl_src_param_t src0y_param
;
1835 glsl_src_param_t src0z_param
;
1836 glsl_src_param_t src1y_param
;
1837 glsl_src_param_t src1w_param
;
1840 shader_glsl_append_dst(arg
->buffer
, arg
);
1841 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1843 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
1844 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
1845 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
1846 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
1848 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1849 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
1852 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1853 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1854 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1856 * dst.x = cos(src0.?)
1857 * dst.y = sin(src0.?)
1861 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1862 glsl_src_param_t src0_param
;
1865 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1866 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1868 switch (write_mask
) {
1869 case WINED3DSP_WRITEMASK_0
:
1870 shader_addline(arg
->buffer
, "cos(%s));\n", src0_param
.param_str
);
1873 case WINED3DSP_WRITEMASK_1
:
1874 shader_addline(arg
->buffer
, "sin(%s));\n", src0_param
.param_str
);
1877 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
1878 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1882 ERR("Write mask should be .x, .y or .xy\n");
1887 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1888 * Start a for() loop where src1.y is the initial value of aL,
1889 * increment aL by src1.z for a total of src1.x iterations.
1890 * Need to use a temporary variable for this operation.
1892 /* FIXME: I don't think nested loops will work correctly this way. */
1893 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
1894 glsl_src_param_t src1_param
;
1895 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1896 DWORD regtype
= shader_get_regtype(arg
->src
[1]);
1897 DWORD reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1898 const DWORD
*control_values
= NULL
;
1899 local_constant
*constant
;
1901 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
1903 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
1904 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
1905 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
1908 if(regtype
== WINED3DSPR_CONSTINT
) {
1909 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
1910 if(constant
->idx
== reg
) {
1911 control_values
= constant
->value
;
1917 if(control_values
) {
1918 if(control_values
[2] > 0) {
1919 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
1920 shader
->baseShader
.cur_loop_depth
, control_values
[1],
1921 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
1922 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
1923 } else if(control_values
[2] == 0) {
1924 shader_addline(arg
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
1925 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
1926 shader
->baseShader
.cur_loop_depth
, control_values
[0],
1927 shader
->baseShader
.cur_loop_depth
);
1929 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
1930 shader
->baseShader
.cur_loop_depth
, control_values
[1],
1931 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
1932 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
1935 shader_addline(arg
->buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
1936 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
1937 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
1938 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
1941 shader
->baseShader
.cur_loop_depth
++;
1942 shader
->baseShader
.cur_loop_regno
++;
1945 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
1946 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1948 shader_addline(arg
->buffer
, "}\n");
1950 if(arg
->opcode
->opcode
== WINED3DSIO_ENDLOOP
) {
1951 shader
->baseShader
.cur_loop_depth
--;
1952 shader
->baseShader
.cur_loop_regno
--;
1954 if(arg
->opcode
->opcode
== WINED3DSIO_ENDREP
) {
1955 shader
->baseShader
.cur_loop_depth
--;
1959 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
1960 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1961 glsl_src_param_t src0_param
;
1963 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1964 shader_addline(arg
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
1965 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
1966 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
1967 shader
->baseShader
.cur_loop_depth
++;
1970 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
1971 glsl_src_param_t src0_param
;
1973 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1974 shader_addline(arg
->buffer
, "if (%s) {\n", src0_param
.param_str
);
1977 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
1978 glsl_src_param_t src0_param
;
1979 glsl_src_param_t src1_param
;
1981 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1982 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1984 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
1985 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
1988 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
1989 shader_addline(arg
->buffer
, "} else {\n");
1992 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
1993 shader_addline(arg
->buffer
, "break;\n");
1996 /* FIXME: According to MSDN the compare is done per component. */
1997 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
1998 glsl_src_param_t src0_param
;
1999 glsl_src_param_t src1_param
;
2001 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2002 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2004 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
2005 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2008 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
2010 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2011 shader_addline(arg
->buffer
, "}\n");
2012 shader_addline(arg
->buffer
, "void subroutine%lu () {\n", snum
);
2015 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
2016 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2017 shader_addline(arg
->buffer
, "subroutine%lu();\n", snum
);
2020 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
2021 glsl_src_param_t src1_param
;
2023 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2024 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2025 shader_addline(arg
->buffer
, "if (%s) subroutine%lu();\n", src1_param
.param_str
, snum
);
2028 /*********************************************
2029 * Pixel Shader Specific Code begins here
2030 ********************************************/
2031 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
2032 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2033 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2034 DWORD hex_version
= This
->baseShader
.hex_version
;
2035 char dst_swizzle
[6];
2036 glsl_sample_function_t sample_function
;
2042 /* All versions have a destination register */
2043 shader_glsl_append_dst(arg
->buffer
, arg
);
2045 /* 1.0-1.4: Use destination register as sampler source.
2046 * 2.0+: Use provided sampler source. */
2047 if (hex_version
< WINED3DPS_VERSION(1,4)) {
2050 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2051 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2053 if (flags
& WINED3DTTFF_PROJECTED
) {
2055 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2056 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2057 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2058 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2059 case WINED3DTTFF_COUNT4
:
2060 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2065 } else if (hex_version
< WINED3DPS_VERSION(2,0)) {
2066 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2067 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2069 if (src_mod
== WINED3DSPSM_DZ
) {
2071 mask
= WINED3DSP_WRITEMASK_2
;
2072 } else if (src_mod
== WINED3DSPSM_DW
) {
2074 mask
= WINED3DSP_WRITEMASK_3
;
2079 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2080 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
2081 /* ps 2.0 texldp instruction always divides by the fourth component. */
2083 mask
= WINED3DSP_WRITEMASK_3
;
2089 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2090 shader_glsl_get_sample_function(sampler_type
, projected
, &sample_function
);
2091 mask
|= sample_function
.coord_mask
;
2093 if (hex_version
< WINED3DPS_VERSION(2,0)) {
2094 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2096 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2099 /* 1.0-1.3: Use destination register as coordinate source.
2100 1.4+: Use provided coordinate source register. */
2101 if (hex_version
< WINED3DPS_VERSION(1,4)) {
2103 shader_glsl_get_write_mask(mask
, coord_mask
);
2104 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
2105 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
2107 glsl_src_param_t coord_param
;
2108 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, &coord_param
);
2109 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
2110 glsl_src_param_t bias
;
2111 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2113 shader_addline(arg
->buffer
, "%s(Psampler%u, %s, %s)%s);\n",
2114 sample_function
.name
, sampler_idx
, coord_param
.param_str
,
2115 bias
.param_str
, dst_swizzle
);
2117 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
2118 sample_function
.name
, sampler_idx
, coord_param
.param_str
, dst_swizzle
);
2123 void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
) {
2124 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
2125 glsl_sample_function_t sample_function
;
2126 glsl_src_param_t coord_param
, lod_param
;
2127 char dst_swizzle
[6];
2131 shader_glsl_append_dst(arg
->buffer
, arg
);
2132 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2134 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2135 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2136 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2137 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &coord_param
);
2139 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2141 if (shader_is_pshader_version(This
->baseShader
.hex_version
)) {
2142 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2143 * However, they seem to work just fine in fragment shaders as well. */
2144 WARN("Using %sLod in fragment shader.\n", sample_function
.name
);
2145 shader_addline(arg
->buffer
, "%sLod(Psampler%u, %s, %s)%s);\n",
2146 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2148 shader_addline(arg
->buffer
, "%sLod(Vsampler%u, %s, %s)%s);\n",
2149 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2153 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
2155 /* FIXME: Make this work for more than just 2D textures */
2157 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2158 SHADER_BUFFER
* buffer
= arg
->buffer
;
2159 DWORD hex_version
= This
->baseShader
.hex_version
;
2163 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2164 shader_glsl_get_write_mask(write_mask
, dst_mask
);
2166 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
2167 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2168 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
2170 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
2171 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2172 char dst_swizzle
[6];
2174 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2176 if (src_mod
== WINED3DSPSM_DZ
) {
2177 glsl_src_param_t div_param
;
2178 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2179 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2181 if (mask_size
> 1) {
2182 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2184 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2186 } else if (src_mod
== WINED3DSPSM_DW
) {
2187 glsl_src_param_t div_param
;
2188 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2189 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2191 if (mask_size
> 1) {
2192 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2194 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2197 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2202 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2203 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2204 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2205 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
2206 glsl_src_param_t src0_param
;
2208 glsl_sample_function_t sample_function
;
2209 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2210 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2211 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2213 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2215 shader_glsl_append_dst(arg
->buffer
, arg
);
2216 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2218 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2219 * scalar, and projected sampling would require 4
2221 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2223 switch(count_bits(sample_function
.coord_mask
)) {
2225 shader_addline(arg
->buffer
, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2226 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2230 shader_addline(arg
->buffer
, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2231 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2235 shader_addline(arg
->buffer
, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2236 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2239 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function
.coord_mask
));
2243 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2244 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2245 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
2246 glsl_src_param_t src0_param
;
2247 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2248 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2252 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2253 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2254 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2256 if (mask_size
> 1) {
2257 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2259 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2263 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2264 * Calculate the depth as dst.x / dst.y */
2265 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
2266 glsl_dst_param_t dst_param
;
2268 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2270 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2271 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2272 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2273 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2276 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
, dst_param
.reg_name
);
2279 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2280 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2281 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2282 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2284 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
2285 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2286 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2287 glsl_src_param_t src0_param
;
2289 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2291 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2292 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2295 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2296 * Calculate the 1st of a 2-row matrix multiplication. */
2297 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
2298 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2299 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2300 SHADER_BUFFER
* buffer
= arg
->buffer
;
2301 glsl_src_param_t src0_param
;
2303 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2304 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2307 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2308 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2309 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
2311 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2312 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2313 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2314 SHADER_BUFFER
* buffer
= arg
->buffer
;
2315 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2316 glsl_src_param_t src0_param
;
2318 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2319 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2320 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2323 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
2324 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2325 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2326 SHADER_BUFFER
* buffer
= arg
->buffer
;
2327 glsl_src_param_t src0_param
;
2330 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2331 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2333 shader_glsl_append_dst(buffer
, arg
);
2334 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2336 /* Sample the texture using the calculated coordinates */
2337 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
2340 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2341 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2342 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
2343 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2344 glsl_src_param_t src0_param
;
2346 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2347 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2348 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2349 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2350 glsl_sample_function_t sample_function
;
2352 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2353 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2355 shader_glsl_append_dst(arg
->buffer
, arg
);
2356 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2357 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2359 /* Sample the texture using the calculated coordinates */
2360 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2362 current_state
->current_row
= 0;
2365 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2366 * Perform the 3rd row of a 3x3 matrix multiply */
2367 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
2368 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2369 glsl_src_param_t src0_param
;
2371 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2372 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2373 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2375 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2377 shader_glsl_append_dst(arg
->buffer
, arg
);
2378 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2379 shader_addline(arg
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2381 current_state
->current_row
= 0;
2384 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2385 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2386 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
2388 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2389 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2390 glsl_src_param_t src0_param
;
2391 glsl_src_param_t src1_param
;
2393 SHADER_BUFFER
* buffer
= arg
->buffer
;
2394 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2395 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2396 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2397 glsl_sample_function_t sample_function
;
2399 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2400 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
2402 /* Perform the last matrix multiply operation */
2403 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2404 /* Reflection calculation */
2405 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2407 shader_glsl_append_dst(buffer
, arg
);
2408 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2409 shader_glsl_get_sample_function(stype
, FALSE
, &sample_function
);
2411 /* Sample the texture */
2412 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2414 current_state
->current_row
= 0;
2417 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2418 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2419 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
2421 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2422 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2423 SHADER_BUFFER
* buffer
= arg
->buffer
;
2424 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2425 glsl_src_param_t src0_param
;
2427 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2428 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2429 glsl_sample_function_t sample_function
;
2431 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2433 /* Perform the last matrix multiply operation */
2434 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2436 /* Construct the eye-ray vector from w coordinates */
2437 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2438 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2439 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2441 shader_glsl_append_dst(buffer
, arg
);
2442 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2443 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2445 /* Sample the texture using the calculated coordinates */
2446 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2448 current_state
->current_row
= 0;
2451 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2452 * Apply a fake bump map transform.
2453 * texbem is pshader <= 1.3 only, this saves a few version checks
2455 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
2456 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2457 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2458 char dst_swizzle
[6];
2459 glsl_sample_function_t sample_function
;
2460 glsl_src_param_t coord_param
;
2467 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2468 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2470 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2471 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2472 mask
= sample_function
.coord_mask
;
2474 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2476 shader_glsl_get_write_mask(mask
, coord_mask
);
2478 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2479 * so we can't let the GL handle this.
2481 if (flags
& WINED3DTTFF_PROJECTED
) {
2483 char coord_div_mask
[3];
2484 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2485 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2486 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2487 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2488 case WINED3DTTFF_COUNT4
:
2489 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2491 shader_glsl_get_write_mask(div_mask
, coord_div_mask
);
2492 shader_addline(arg
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2495 shader_glsl_append_dst(arg
->buffer
, arg
);
2496 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &coord_param
);
2497 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
) {
2498 glsl_src_param_t luminance_param
;
2499 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
2500 shader_addline(arg
->buffer
, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )*(%s * luminancescale + luminanceoffset))%s);\n",
2501 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, coord_param
.param_str
, coord_mask
,
2502 luminance_param
.param_str
, dst_swizzle
);
2504 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
2505 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, coord_param
.param_str
, coord_mask
, dst_swizzle
);
2509 void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
) {
2510 glsl_src_param_t src0_param
, src1_param
;
2512 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src0_param
);
2513 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src1_param
);
2515 shader_glsl_append_dst(arg
->buffer
, arg
);
2516 shader_addline(arg
->buffer
, "%s + bumpenvmat * %s);\n",
2517 src0_param
.param_str
, src1_param
.param_str
);
2520 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2521 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2522 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
2524 glsl_src_param_t src0_param
;
2525 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2528 shader_glsl_append_dst(arg
->buffer
, arg
);
2529 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2530 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2532 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2535 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2536 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2537 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
2538 glsl_src_param_t src0_param
;
2539 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2542 shader_glsl_append_dst(arg
->buffer
, arg
);
2543 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2544 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2546 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2549 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2550 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2551 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
2552 glsl_src_param_t src0_param
;
2554 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2555 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2556 glsl_sample_function_t sample_function
;
2558 shader_glsl_append_dst(arg
->buffer
, arg
);
2559 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2560 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
2561 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
2563 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2566 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2567 * If any of the first 3 components are < 0, discard this pixel */
2568 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
2569 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2570 DWORD hex_version
= This
->baseShader
.hex_version
;
2571 glsl_dst_param_t dst_param
;
2573 /* The argument is a destination parameter, and no writemasks are allowed */
2574 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2575 if((hex_version
>= WINED3DPS_VERSION(2,0))) {
2576 /* 2.0 shaders compare all 4 components in texkill */
2577 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
2579 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2580 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2581 * 4 components are defined, only the first 3 are used
2583 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
2587 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2588 * dst = dot2(src0, src1) + src2 */
2589 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
2590 glsl_src_param_t src0_param
;
2591 glsl_src_param_t src1_param
;
2592 glsl_src_param_t src2_param
;
2596 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2597 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2599 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2600 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2601 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
2603 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2606 void pshader_glsl_input_pack(
2607 SHADER_BUFFER
* buffer
,
2608 semantic
* semantics_in
,
2609 IWineD3DPixelShader
*iface
) {
2612 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
2614 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
2616 DWORD usage_token
= semantics_in
[i
].usage
;
2617 DWORD register_token
= semantics_in
[i
].reg
;
2618 DWORD usage
, usage_idx
;
2622 if (!usage_token
) continue;
2623 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2624 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2625 shader_glsl_get_write_mask(register_token
, reg_mask
);
2629 case WINED3DDECLUSAGE_TEXCOORD
:
2630 if(usage_idx
< 8 && This
->vertexprocessing
== pretransformed
) {
2631 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2632 This
->input_reg_map
[i
], reg_mask
, usage_idx
, reg_mask
);
2634 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2635 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2639 case WINED3DDECLUSAGE_COLOR
:
2641 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
2642 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2643 else if (usage_idx
== 1)
2644 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2645 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2647 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2648 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2652 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2653 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2658 /*********************************************
2659 * Vertex Shader Specific Code begins here
2660 ********************************************/
2662 static void add_glsl_program_entry(IWineD3DDeviceImpl
*device
, struct glsl_shader_prog_link
*entry
) {
2663 glsl_program_key_t
*key
;
2665 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2666 key
->vshader
= entry
->vshader
;
2667 key
->pshader
= entry
->pshader
;
2669 hash_table_put(device
->glsl_program_lookup
, key
, entry
);
2672 static struct glsl_shader_prog_link
*get_glsl_program_entry(IWineD3DDeviceImpl
*device
,
2673 GLhandleARB vshader
, GLhandleARB pshader
) {
2674 glsl_program_key_t key
;
2676 key
.vshader
= vshader
;
2677 key
.pshader
= pshader
;
2679 return (struct glsl_shader_prog_link
*)hash_table_get(device
->glsl_program_lookup
, &key
);
2682 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
) {
2683 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2684 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2685 glsl_program_key_t
*key
;
2687 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2688 key
->vshader
= entry
->vshader
;
2689 key
->pshader
= entry
->pshader
;
2690 hash_table_remove(This
->glsl_program_lookup
, key
);
2692 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
2693 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
2694 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
2695 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
2696 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
2697 HeapFree(GetProcessHeap(), 0, entry
);
2700 static void handle_ps3_input(SHADER_BUFFER
*buffer
, semantic
*semantics_in
, semantic
*semantics_out
, WineD3D_GL_Info
*gl_info
, DWORD
*map
) {
2702 DWORD usage_token
, usage_token_out
;
2703 DWORD register_token
, register_token_out
;
2704 DWORD usage
, usage_idx
, usage_out
, usage_idx_out
;
2706 char reg_mask
[6], reg_mask_out
[6];
2708 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (GL_LIMITS(glsl_varyings
) / 4));
2710 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
2711 usage_token
= semantics_in
[i
].usage
;
2712 if (!usage_token
) continue;
2713 if(map
[i
] >= (GL_LIMITS(glsl_varyings
) / 4)) {
2714 FIXME("More input varyings declared than supported, expect issues\n");
2716 } else if(map
[i
] == -1) {
2717 /* Declared, but not read register */
2720 register_token
= semantics_in
[i
].reg
;
2722 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2723 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2724 set
[map
[i
]] = shader_glsl_get_write_mask(register_token
, reg_mask
);
2726 if(!semantics_out
) {
2728 case WINED3DDECLUSAGE_COLOR
:
2730 shader_addline(buffer
, "IN[%u]%s = gl_FrontColor%s;\n",
2731 map
[i
], reg_mask
, reg_mask
);
2732 else if (usage_idx
== 1)
2733 shader_addline(buffer
, "IN[%u]%s = gl_FrontSecondaryColor%s;\n",
2734 map
[i
], reg_mask
, reg_mask
);
2736 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2737 map
[i
], reg_mask
, reg_mask
);
2740 case WINED3DDECLUSAGE_TEXCOORD
:
2741 if (usage_idx
< 8) {
2742 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2743 map
[i
], reg_mask
, usage_idx
, reg_mask
);
2745 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2746 map
[i
], reg_mask
, reg_mask
);
2750 case WINED3DDECLUSAGE_FOG
:
2751 shader_addline(buffer
, "IN[%u]%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2752 map
[i
], reg_mask
, reg_mask
);
2756 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2757 map
[i
], reg_mask
, reg_mask
);
2761 for(j
= 0; j
< MAX_REG_OUTPUT
; j
++) {
2762 usage_token_out
= semantics_out
[j
].usage
;
2763 if (!usage_token_out
) continue;
2764 register_token_out
= semantics_out
[j
].reg
;
2766 usage_out
= (usage_token_out
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2767 usage_idx_out
= (usage_token_out
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2768 shader_glsl_get_write_mask(register_token_out
, reg_mask_out
);
2770 if(usage
== usage_out
&&
2771 usage_idx
== usage_idx_out
) {
2772 shader_addline(buffer
, "IN[%u]%s = OUT[%u]%s;\n",
2773 map
[i
], reg_mask
, j
, reg_mask
);
2778 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2779 map
[i
], reg_mask
, reg_mask
);
2784 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2785 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2786 * input varyings are assigned above, if the optimizer works properly.
2788 for(i
= 0; i
< GL_LIMITS(glsl_varyings
) / 4; i
++) {
2789 if(set
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2790 unsigned int size
= 0;
2791 memset(reg_mask
, 0, sizeof(reg_mask
));
2792 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
2793 reg_mask
[size
] = 'x';
2796 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
2797 reg_mask
[size
] = 'y';
2800 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
2801 reg_mask
[size
] = 'z';
2804 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
2805 reg_mask
[size
] = 'w';
2810 shader_addline(buffer
, "IN[%u].%s = 0.0;\n", i
, reg_mask
);
2813 shader_addline(buffer
, "IN[%u].%s = vec2(0.0, 0.0);\n", i
, reg_mask
);
2816 shader_addline(buffer
, "IN[%u].%s = vec3(0.0, 0.0, 0.0);\n", i
, reg_mask
);
2819 shader_addline(buffer
, "IN[%u].%s = vec4(0.0, 0.0, 0.0, 0.0);\n", i
, reg_mask
);
2825 HeapFree(GetProcessHeap(), 0, set
);
2828 static GLhandleARB
generate_param_reorder_function(IWineD3DVertexShader
*vertexshader
,
2829 IWineD3DPixelShader
*pixelshader
,
2830 WineD3D_GL_Info
*gl_info
) {
2831 GLhandleARB ret
= 0;
2832 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
2833 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
2834 DWORD vs_major
= vs
? WINED3DSHADER_VERSION_MAJOR(vs
->baseShader
.hex_version
) : 0;
2835 DWORD ps_major
= ps
? WINED3DSHADER_VERSION_MAJOR(ps
->baseShader
.hex_version
) : 0;
2837 SHADER_BUFFER buffer
;
2839 DWORD register_token
;
2840 DWORD usage
, usage_idx
;
2842 semantic
*semantics_out
, *semantics_in
;
2844 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
2847 buffer
.newline
= TRUE
;
2849 if(vs_major
< 3 && ps_major
< 3) {
2850 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them */
2851 shader_addline(&buffer
, "void order_ps_input() { /* do nothing */ }\n");
2852 } else if(ps_major
< 3 && vs_major
>= 3) {
2853 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
2854 semantics_out
= vs
->semantics_out
;
2856 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
2857 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
2858 usage_token
= semantics_out
[i
].usage
;
2859 if (!usage_token
) continue;
2860 register_token
= semantics_out
[i
].reg
;
2862 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2863 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2864 shader_glsl_get_write_mask(register_token
, reg_mask
);
2867 case WINED3DDECLUSAGE_COLOR
:
2869 shader_addline(&buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
2870 else if (usage_idx
== 1)
2871 shader_addline(&buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
2874 case WINED3DDECLUSAGE_POSITION
:
2875 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
2878 case WINED3DDECLUSAGE_TEXCOORD
:
2879 if (usage_idx
< 8) {
2880 shader_addline(&buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
2881 usage_idx
, reg_mask
, i
, reg_mask
);
2885 case WINED3DDECLUSAGE_PSIZE
:
2886 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
2889 case WINED3DDECLUSAGE_FOG
:
2890 shader_addline(&buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
2897 shader_addline(&buffer
, "}\n");
2899 } else if(ps_major
>= 3 && vs_major
>= 3) {
2900 semantics_out
= vs
->semantics_out
;
2901 semantics_in
= ps
->semantics_in
;
2903 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
2904 shader_addline(&buffer
, "varying vec4 IN[%lu];\n", GL_LIMITS(glsl_varyings
) / 4);
2905 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
2907 /* First, sort out position and point size. Those are not passed to the pixel shader */
2908 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
2909 usage_token
= semantics_out
[i
].usage
;
2910 if (!usage_token
) continue;
2911 register_token
= semantics_out
[i
].reg
;
2913 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2914 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2915 shader_glsl_get_write_mask(register_token
, reg_mask
);
2918 case WINED3DDECLUSAGE_POSITION
:
2919 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
2922 case WINED3DDECLUSAGE_PSIZE
:
2923 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
2931 /* Then, fix the pixel shader input */
2932 handle_ps3_input(&buffer
, semantics_in
, semantics_out
, gl_info
, ps
->input_reg_map
);
2934 shader_addline(&buffer
, "}\n");
2935 } else if(ps_major
>= 3 && vs_major
< 3) {
2936 semantics_in
= ps
->semantics_in
;
2938 shader_addline(&buffer
, "varying vec4 IN[%lu];\n", GL_LIMITS(glsl_varyings
) / 4);
2939 shader_addline(&buffer
, "void order_ps_input() {\n");
2940 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
2941 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
2942 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
2944 handle_ps3_input(&buffer
, semantics_in
, NULL
, gl_info
, ps
->input_reg_map
);
2945 shader_addline(&buffer
, "}\n");
2947 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
2950 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
2951 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
2952 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
.buffer
, NULL
));
2953 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
2954 GL_EXTCALL(glCompileShaderARB(ret
));
2955 checkGLcall("glCompileShaderARB(ret)");
2957 HeapFree(GetProcessHeap(), 0, buffer
.buffer
);
2961 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
2962 * It sets the programId on the current StateBlock (because it should be called
2963 * inside of the DrawPrimitive() part of the render loop).
2965 * If a program for the given combination does not exist, create one, and store
2966 * the program in the hash table. If it creates a program, it will link the
2967 * given objects, too.
2969 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
2970 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2971 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
2972 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
2973 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
2974 struct glsl_shader_prog_link
*entry
= NULL
;
2975 GLhandleARB programId
= 0;
2976 GLhandleARB reorder_shader_id
= 0;
2980 GLhandleARB vshader_id
= use_vs
? ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.prgId
: 0;
2981 GLhandleARB pshader_id
= use_ps
? ((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.prgId
: 0;
2982 entry
= get_glsl_program_entry(This
, vshader_id
, pshader_id
);
2984 This
->stateBlock
->glsl_program
= entry
;
2988 /* If we get to this point, then no matching program exists, so we create one */
2989 programId
= GL_EXTCALL(glCreateProgramObjectARB());
2990 TRACE("Created new GLSL shader program %u\n", programId
);
2992 /* Create the entry */
2993 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
2994 entry
->programId
= programId
;
2995 entry
->vshader
= vshader_id
;
2996 entry
->pshader
= pshader_id
;
2997 /* Add the hash table entry */
2998 add_glsl_program_entry(This
, entry
);
3000 /* Set the current program */
3001 This
->stateBlock
->glsl_program
= entry
;
3003 /* Attach GLSL vshader */
3005 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
3008 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
3009 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
3010 checkGLcall("glAttachObjectARB");
3012 /* Bind vertex attributes to a corresponding index number to match
3013 * the same index numbers as ARB_vertex_programs (makes loading
3014 * vertex attributes simpler). With this method, we can use the
3015 * exact same code to load the attributes later for both ARB and
3018 * We have to do this here because we need to know the Program ID
3019 * in order to make the bindings work, and it has to be done prior
3020 * to linking the GLSL program. */
3021 for (i
= 0; i
< max_attribs
; ++i
) {
3022 if (((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.attributes
[i
]) {
3023 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
3024 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
3027 checkGLcall("glBindAttribLocationARB");
3029 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
3031 reorder_shader_id
= generate_param_reorder_function(vshader
, pshader
, gl_info
);
3032 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
3033 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
3034 checkGLcall("glAttachObjectARB");
3035 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3038 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
3041 /* Attach GLSL pshader */
3043 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
3044 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
3045 checkGLcall("glAttachObjectARB");
3047 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
3050 /* Link the program */
3051 TRACE("Linking GLSL shader program %u\n", programId
);
3052 GL_EXTCALL(glLinkProgramARB(programId
));
3053 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
3055 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
3056 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
3057 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
3058 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3060 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3061 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
3062 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3064 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
3065 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
3066 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
3067 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3069 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3070 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
3071 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3074 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
3075 entry
->bumpenvmat_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "bumpenvmat"));
3076 entry
->luminancescale_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "luminancescale"));
3077 entry
->luminanceoffset_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "luminanceoffset"));
3078 entry
->srgb_comparison_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_comparison"));
3079 entry
->srgb_mul_low_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_mul_low"));
3080 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
3081 checkGLcall("Find glsl program uniform locations");
3083 /* Set the shader to allow uniform loading on it */
3084 GL_EXTCALL(glUseProgramObjectARB(programId
));
3085 checkGLcall("glUseProgramObjectARB(programId)");
3087 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3088 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3089 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3090 * vertex shader with fixed function pixel processing is used we make sure that the card
3091 * supports enough samplers to allow the max number of vertex samplers with all possible
3092 * fixed function fragment processing setups. So once the program is linked these samplers
3096 /* Load vertex shader samplers */
3097 shader_glsl_load_vsamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3100 /* Load pixel shader samplers */
3101 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3105 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
3106 GLhandleARB program_id
;
3107 GLhandleARB vshader_id
, pshader_id
;
3108 const char *blt_vshader
[] = {
3111 " gl_Position = gl_Vertex;\n"
3112 " gl_FrontColor = vec4(1.0);\n"
3113 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
3114 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
3118 const char *blt_pshader
[] = {
3119 "uniform sampler2D sampler;\n"
3122 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3126 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3127 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
3128 GL_EXTCALL(glCompileShaderARB(vshader_id
));
3130 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3131 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
3132 GL_EXTCALL(glCompileShaderARB(pshader_id
));
3134 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
3135 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
3136 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
3137 GL_EXTCALL(glLinkProgramARB(program_id
));
3139 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
3144 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
3145 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3146 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3147 GLhandleARB program_id
= 0;
3149 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
3150 else This
->stateBlock
->glsl_program
= NULL
;
3152 program_id
= This
->stateBlock
->glsl_program
? This
->stateBlock
->glsl_program
->programId
: 0;
3153 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3154 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3155 checkGLcall("glUseProgramObjectARB");
3158 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
3159 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3160 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3161 static GLhandleARB program_id
= 0;
3162 static GLhandleARB loc
= -1;
3165 program_id
= create_glsl_blt_shader(gl_info
);
3166 loc
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "sampler"));
3169 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3170 GL_EXTCALL(glUniform1iARB(loc
, 0));
3173 static void shader_glsl_cleanup(IWineD3DDevice
*iface
) {
3174 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3175 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3176 GL_EXTCALL(glUseProgramObjectARB(0));
3179 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
3180 struct list
*linked_programs
;
3181 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
3182 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->adapter
->gl_info
;
3184 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3185 * can be called from IWineD3DBaseShader::Release
3187 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
3189 if(This
->baseShader
.prgId
== 0) return;
3190 linked_programs
= &This
->baseShader
.linked_programs
;
3192 TRACE("Deleting linked programs\n");
3193 if (linked_programs
->next
) {
3194 struct glsl_shader_prog_link
*entry
, *entry2
;
3197 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
3198 delete_glsl_program_entry(This
->baseShader
.device
, entry
);
3201 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
3202 delete_glsl_program_entry(This
->baseShader
.device
, entry
);
3207 TRACE("Deleting shader object %u\n", This
->baseShader
.prgId
);
3208 GL_EXTCALL(glDeleteObjectARB(This
->baseShader
.prgId
));
3209 checkGLcall("glDeleteObjectARB");
3212 const shader_backend_t glsl_shader_backend
= {
3213 &shader_glsl_select
,
3214 &shader_glsl_select_depth_blt
,
3215 &shader_glsl_load_constants
,
3216 &shader_glsl_cleanup
,
3217 &shader_glsl_color_correction
,
3218 &shader_glsl_destroy