wined3d: Handle the swizzle shift in the frontend rather than the backend.
[wine/hacks.git] / dlls / wined3d / glsl_shader.c
blobdcb0763bd0bff829d8055ed2769e63156fb84589
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
48 typedef struct {
49 char reg_name[150];
50 char mask_str[6];
51 } glsl_dst_param_t;
53 typedef struct {
54 char reg_name[150];
55 char param_str[100];
56 } glsl_src_param_t;
58 typedef struct {
59 const char *name;
60 DWORD coord_mask;
61 } glsl_sample_function_t;
63 enum heap_node_op
65 HEAP_NODE_TRAVERSE_LEFT,
66 HEAP_NODE_TRAVERSE_RIGHT,
67 HEAP_NODE_POP,
70 struct constant_entry
72 unsigned int idx;
73 unsigned int version;
76 struct constant_heap
78 struct constant_entry *entries;
79 unsigned int *positions;
80 unsigned int size;
83 /* GLSL shader private data */
84 struct shader_glsl_priv {
85 struct hash_table_t *glsl_program_lookup;
86 struct glsl_shader_prog_link *glsl_program;
87 struct constant_heap vconst_heap;
88 struct constant_heap pconst_heap;
89 unsigned char *stack;
90 GLhandleARB depth_blt_program[tex_type_count];
91 UINT next_constant_version;
94 /* Struct to maintain data about a linked GLSL program */
95 struct glsl_shader_prog_link {
96 struct list vshader_entry;
97 struct list pshader_entry;
98 GLhandleARB programId;
99 GLint *vuniformF_locations;
100 GLint *puniformF_locations;
101 GLint vuniformI_locations[MAX_CONST_I];
102 GLint puniformI_locations[MAX_CONST_I];
103 GLint posFixup_location;
104 GLint np2Fixup_location[MAX_FRAGMENT_SAMPLERS];
105 GLint bumpenvmat_location[MAX_TEXTURES];
106 GLint luminancescale_location[MAX_TEXTURES];
107 GLint luminanceoffset_location[MAX_TEXTURES];
108 GLint ycorrection_location;
109 GLenum vertex_color_clamp;
110 IWineD3DVertexShader *vshader;
111 IWineD3DPixelShader *pshader;
112 struct vs_compile_args vs_args;
113 struct ps_compile_args ps_args;
114 UINT constant_version;
117 typedef struct {
118 IWineD3DVertexShader *vshader;
119 IWineD3DPixelShader *pshader;
120 struct ps_compile_args ps_args;
121 struct vs_compile_args vs_args;
122 } glsl_program_key_t;
125 /** Prints the GLSL info log which will contain error messages if they exist */
126 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
128 int infologLength = 0;
129 char *infoLog;
130 unsigned int i;
131 BOOL is_spam;
133 static const char * const spam[] =
135 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
136 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
137 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
138 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
139 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
140 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
141 "Fragment shader was successfully compiled to run on hardware.\n"
142 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
143 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
144 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
145 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
148 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
150 GL_EXTCALL(glGetObjectParameterivARB(obj,
151 GL_OBJECT_INFO_LOG_LENGTH_ARB,
152 &infologLength));
154 /* A size of 1 is just a null-terminated string, so the log should be bigger than
155 * that if there are errors. */
156 if (infologLength > 1)
158 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
159 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
161 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
162 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
163 is_spam = FALSE;
165 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
166 if(strcmp(infoLog, spam[i]) == 0) {
167 is_spam = TRUE;
168 break;
171 if(is_spam) {
172 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
173 } else {
174 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
176 HeapFree(GetProcessHeap(), 0, infoLog);
181 * Loads (pixel shader) samplers
183 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
185 GLint name_loc;
186 int i;
187 char sampler_name[20];
189 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
190 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
191 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
192 if (name_loc != -1) {
193 DWORD mapped_unit = tex_unit_map[i];
194 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
196 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
197 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
198 checkGLcall("glUniform1iARB");
199 } else {
200 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
206 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
208 GLint name_loc;
209 char sampler_name[20];
210 int i;
212 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
213 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
214 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
215 if (name_loc != -1) {
216 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
217 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
219 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
220 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
221 checkGLcall("glUniform1iARB");
222 } else {
223 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
229 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
230 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
232 int stack_idx = 0;
233 unsigned int heap_idx = 1;
234 unsigned int idx;
236 if (heap->entries[heap_idx].version <= version) return;
238 idx = heap->entries[heap_idx].idx;
239 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
240 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
242 while (stack_idx >= 0)
244 /* Note that we fall through to the next case statement. */
245 switch(stack[stack_idx])
247 case HEAP_NODE_TRAVERSE_LEFT:
249 unsigned int left_idx = heap_idx << 1;
250 if (left_idx < heap->size && heap->entries[left_idx].version > version)
252 heap_idx = left_idx;
253 idx = heap->entries[heap_idx].idx;
254 if (constant_locations[idx] != -1)
255 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
257 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
258 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
259 break;
263 case HEAP_NODE_TRAVERSE_RIGHT:
265 unsigned int right_idx = (heap_idx << 1) + 1;
266 if (right_idx < heap->size && heap->entries[right_idx].version > version)
268 heap_idx = right_idx;
269 idx = heap->entries[heap_idx].idx;
270 if (constant_locations[idx] != -1)
271 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
273 stack[stack_idx++] = HEAP_NODE_POP;
274 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
275 break;
279 case HEAP_NODE_POP:
281 heap_idx >>= 1;
282 --stack_idx;
283 break;
287 checkGLcall("walk_constant_heap()");
290 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
292 GLfloat clamped_constant[4];
294 if (location == -1) return;
296 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
297 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
298 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
299 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
301 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
304 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
305 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
307 int stack_idx = 0;
308 unsigned int heap_idx = 1;
309 unsigned int idx;
311 if (heap->entries[heap_idx].version <= version) return;
313 idx = heap->entries[heap_idx].idx;
314 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
315 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
317 while (stack_idx >= 0)
319 /* Note that we fall through to the next case statement. */
320 switch(stack[stack_idx])
322 case HEAP_NODE_TRAVERSE_LEFT:
324 unsigned int left_idx = heap_idx << 1;
325 if (left_idx < heap->size && heap->entries[left_idx].version > version)
327 heap_idx = left_idx;
328 idx = heap->entries[heap_idx].idx;
329 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
331 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
332 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
333 break;
337 case HEAP_NODE_TRAVERSE_RIGHT:
339 unsigned int right_idx = (heap_idx << 1) + 1;
340 if (right_idx < heap->size && heap->entries[right_idx].version > version)
342 heap_idx = right_idx;
343 idx = heap->entries[heap_idx].idx;
344 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
346 stack[stack_idx++] = HEAP_NODE_POP;
347 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
348 break;
352 case HEAP_NODE_POP:
354 heap_idx >>= 1;
355 --stack_idx;
356 break;
360 checkGLcall("walk_constant_heap_clamped()");
363 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
364 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
365 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
366 unsigned char *stack, UINT version)
368 const local_constant *lconst;
370 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
371 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1
372 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version))
373 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
374 else
375 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
377 if (!This->baseShader.load_local_constsF)
379 TRACE("No need to load local float constants for this shader\n");
380 return;
383 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
384 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
386 GLint location = constant_locations[lconst->idx];
387 /* We found this uniform name in the program - go ahead and send the data */
388 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
390 checkGLcall("glUniform4fvARB()");
393 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
394 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
395 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
397 unsigned int i;
398 struct list* ptr;
400 for (i = 0; constants_set; constants_set >>= 1, ++i)
402 if (!(constants_set & 1)) continue;
404 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
405 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
407 /* We found this uniform name in the program - go ahead and send the data */
408 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
409 checkGLcall("glUniform4ivARB");
412 /* Load immediate constants */
413 ptr = list_head(&This->baseShader.constantsI);
414 while (ptr) {
415 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
416 unsigned int idx = lconst->idx;
417 const GLint *values = (const GLint *)lconst->value;
419 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
420 values[0], values[1], values[2], values[3]);
422 /* We found this uniform name in the program - go ahead and send the data */
423 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
424 checkGLcall("glUniform4ivARB");
425 ptr = list_next(&This->baseShader.constantsI, ptr);
429 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
430 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
431 GLhandleARB programId, const BOOL *constants, WORD constants_set)
433 GLint tmp_loc;
434 unsigned int i;
435 char tmp_name[8];
436 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
437 const char* prefix = is_pshader? "PB":"VB";
438 struct list* ptr;
440 /* TODO: Benchmark and see if it would be beneficial to store the
441 * locations of the constants to avoid looking up each time */
442 for (i = 0; constants_set; constants_set >>= 1, ++i)
444 if (!(constants_set & 1)) continue;
446 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
448 /* TODO: Benchmark and see if it would be beneficial to store the
449 * locations of the constants to avoid looking up each time */
450 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
451 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
452 if (tmp_loc != -1)
454 /* We found this uniform name in the program - go ahead and send the data */
455 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
456 checkGLcall("glUniform1ivARB");
460 /* Load immediate constants */
461 ptr = list_head(&This->baseShader.constantsB);
462 while (ptr) {
463 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
464 unsigned int idx = lconst->idx;
465 const GLint *values = (const GLint *)lconst->value;
467 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
469 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
470 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
471 if (tmp_loc != -1) {
472 /* We found this uniform name in the program - go ahead and send the data */
473 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
474 checkGLcall("glUniform1ivARB");
476 ptr = list_next(&This->baseShader.constantsB, ptr);
480 static void reset_program_constant_version(void *value, void *context)
482 struct glsl_shader_prog_link *entry = value;
483 entry->constant_version = 0;
487 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
489 static void shader_glsl_load_np2fixup_constants(
490 IWineD3DDevice* device,
491 char usePixelShader,
492 char useVertexShader) {
494 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
495 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
497 if (!prog) {
498 /* No GLSL program set - nothing to do. */
499 return;
502 if (!usePixelShader) {
503 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
504 return;
507 if (prog->ps_args.np2_fixup) {
508 UINT i;
509 UINT fixup = prog->ps_args.np2_fixup;
510 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
511 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
513 for (i = 0; fixup; fixup >>= 1, ++i) {
514 if (-1 != prog->np2Fixup_location[i]) {
515 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
516 if (!tex) {
517 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
518 continue;
519 } else {
520 const float tex_dim[2] = {tex->baseTexture.pow2Matrix[0], tex->baseTexture.pow2Matrix[5]};
521 GL_EXTCALL(glUniform2fvARB(prog->np2Fixup_location[i], 1, tex_dim));
529 * Loads the app-supplied constants into the currently set GLSL program.
531 static void shader_glsl_load_constants(
532 IWineD3DDevice* device,
533 char usePixelShader,
534 char useVertexShader) {
536 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
537 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
538 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
539 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
541 GLhandleARB programId;
542 struct glsl_shader_prog_link *prog = priv->glsl_program;
543 UINT constant_version;
544 int i;
546 if (!prog) {
547 /* No GLSL program set - nothing to do. */
548 return;
550 programId = prog->programId;
551 constant_version = prog->constant_version;
553 if (useVertexShader) {
554 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
556 /* Load DirectX 9 float constants/uniforms for vertex shader */
557 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
558 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
560 /* Load DirectX 9 integer constants/uniforms for vertex shader */
561 if(vshader->baseShader.uses_int_consts) {
562 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
563 stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
566 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
567 if(vshader->baseShader.uses_bool_consts) {
568 shader_glsl_load_constantsB(vshader, gl_info, programId,
569 stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
572 /* Upload the position fixup params */
573 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
574 checkGLcall("glUniform4fvARB");
577 if (usePixelShader) {
579 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
581 /* Load DirectX 9 float constants/uniforms for pixel shader */
582 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
583 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
585 /* Load DirectX 9 integer constants/uniforms for pixel shader */
586 if(pshader->baseShader.uses_int_consts) {
587 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
588 stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
591 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
592 if(pshader->baseShader.uses_bool_consts) {
593 shader_glsl_load_constantsB(pshader, gl_info, programId,
594 stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
597 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
598 * It can't be 0 for a valid texbem instruction.
600 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
601 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
602 int stage = ps->luminanceconst[i].texunit;
604 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
605 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
606 checkGLcall("glUniformMatrix2fvARB");
608 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
609 * is set too, so we can check that in the needsbumpmat check
611 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
612 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
613 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
615 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
616 checkGLcall("glUniform1fvARB");
617 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
618 checkGLcall("glUniform1fvARB");
622 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
623 float correction_params[4];
624 if(deviceImpl->render_offscreen) {
625 correction_params[0] = 0.0;
626 correction_params[1] = 1.0;
627 } else {
628 /* position is window relative, not viewport relative */
629 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
630 correction_params[1] = -1.0;
632 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
636 if (priv->next_constant_version == UINT_MAX)
638 TRACE("Max constant version reached, resetting to 0.\n");
639 hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
640 priv->next_constant_version = 1;
642 else
644 prog->constant_version = priv->next_constant_version++;
648 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
649 unsigned int heap_idx, DWORD new_version)
651 struct constant_entry *entries = heap->entries;
652 unsigned int *positions = heap->positions;
653 unsigned int parent_idx;
655 while (heap_idx > 1)
657 parent_idx = heap_idx >> 1;
659 if (new_version <= entries[parent_idx].version) break;
661 entries[heap_idx] = entries[parent_idx];
662 positions[entries[parent_idx].idx] = heap_idx;
663 heap_idx = parent_idx;
666 entries[heap_idx].version = new_version;
667 entries[heap_idx].idx = idx;
668 positions[idx] = heap_idx;
671 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
673 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
674 struct shader_glsl_priv *priv = This->shader_priv;
675 struct constant_heap *heap = &priv->vconst_heap;
676 UINT i;
678 for (i = start; i < count + start; ++i)
680 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
681 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
682 else
683 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
687 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
689 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
690 struct shader_glsl_priv *priv = This->shader_priv;
691 struct constant_heap *heap = &priv->pconst_heap;
692 UINT i;
694 for (i = start; i < count + start; ++i)
696 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
697 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
698 else
699 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
703 /** Generate the variable & register declarations for the GLSL output target */
704 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
705 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
706 const struct ps_compile_args *ps_args)
708 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
709 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
710 DWORD shader_version = reg_maps->shader_version;
711 unsigned int i, extra_constants_needed = 0;
712 const local_constant *lconst;
714 /* There are some minor differences between pixel and vertex shaders */
715 char pshader = shader_is_pshader_version(shader_version);
716 char prefix = pshader ? 'P' : 'V';
718 /* Prototype the subroutines */
719 for (i = 0; i < This->baseShader.limits.label; i++) {
720 if (reg_maps->labels[i])
721 shader_addline(buffer, "void subroutine%u();\n", i);
724 /* Declare the constants (aka uniforms) */
725 if (This->baseShader.limits.constant_float > 0) {
726 unsigned max_constantsF;
727 if(pshader) {
728 max_constantsF = GL_LIMITS(pshader_constantsF) - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
729 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
730 } else {
731 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
732 max_constantsF = GL_LIMITS(vshader_constantsF) - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
733 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
735 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
738 if (This->baseShader.limits.constant_int > 0)
739 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
741 if (This->baseShader.limits.constant_bool > 0)
742 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
744 if(!pshader) {
745 shader_addline(buffer, "uniform vec4 posFixup;\n");
746 /* Predeclaration; This function is added at link time based on the pixel shader.
747 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
748 * that. We know the input to the reorder function at vertex shader compile time, so
749 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
750 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
751 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
752 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
753 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
754 * inout.
756 if (shader_version >= WINED3DVS_VERSION(3, 0))
758 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
759 } else {
760 shader_addline(buffer, "void order_ps_input();\n");
762 } else {
763 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
765 ps_impl->numbumpenvmatconsts = 0;
766 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
767 if(!reg_maps->bumpmat[i]) {
768 continue;
771 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
772 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
774 if(reg_maps->luminanceparams) {
775 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
776 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
777 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
778 extra_constants_needed++;
779 } else {
780 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
783 extra_constants_needed++;
784 ps_impl->numbumpenvmatconsts++;
787 if(ps_args->srgb_correction) {
788 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
789 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
790 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
791 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
793 if(reg_maps->vpos || reg_maps->usesdsy) {
794 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
795 shader_addline(buffer, "uniform vec4 ycorrection;\n");
796 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
797 extra_constants_needed++;
798 } else {
799 /* This happens because we do not have proper tracking of the constant registers that are
800 * actually used, only the max limit of the shader version
802 FIXME("Cannot find a free uniform for vpos correction params\n");
803 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
804 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
805 device->render_offscreen ? 1.0 : -1.0);
807 shader_addline(buffer, "vec4 vpos;\n");
811 /* Declare texture samplers */
812 for (i = 0; i < This->baseShader.limits.sampler; i++) {
813 if (reg_maps->samplers[i]) {
815 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
816 switch (stype) {
818 case WINED3DSTT_1D:
819 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
820 break;
821 case WINED3DSTT_2D:
822 if(device->stateBlock->textures[i] &&
823 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
824 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
825 } else {
826 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
829 if (pshader && ps_args->np2_fixup & (1 << i))
831 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
832 * while D3D has them in the (normalized) [0,1]x[0,1] range.
833 * samplerNP2Fixup stores texture dimensions and is updated through
834 * shader_glsl_load_np2fixup_constants when the sampler changes. */
835 shader_addline(buffer, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix, i);
837 break;
838 case WINED3DSTT_CUBE:
839 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
840 break;
841 case WINED3DSTT_VOLUME:
842 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
843 break;
844 default:
845 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
846 FIXME("Unrecognized sampler type: %#x\n", stype);
847 break;
852 /* Declare address variables */
853 for (i = 0; i < This->baseShader.limits.address; i++) {
854 if (reg_maps->address[i])
855 shader_addline(buffer, "ivec4 A%d;\n", i);
858 /* Declare texture coordinate temporaries and initialize them */
859 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
860 if (reg_maps->texcoord[i])
861 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
864 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
865 * helper function shader that is linked in at link time
867 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
869 if (use_vs(device->stateBlock))
871 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
872 } else {
873 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
874 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
875 * pixel shader that reads the fixed function color into the packed input registers.
877 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
881 /* Declare output register temporaries */
882 if(This->baseShader.limits.packed_output) {
883 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
886 /* Declare temporary variables */
887 for(i = 0; i < This->baseShader.limits.temporary; i++) {
888 if (reg_maps->temporary[i])
889 shader_addline(buffer, "vec4 R%u;\n", i);
892 /* Declare attributes */
893 for (i = 0; i < This->baseShader.limits.attributes; i++) {
894 if (reg_maps->attributes[i])
895 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
898 /* Declare loop registers aLx */
899 for (i = 0; i < reg_maps->loop_depth; i++) {
900 shader_addline(buffer, "int aL%u;\n", i);
901 shader_addline(buffer, "int tmpInt%u;\n", i);
904 /* Temporary variables for matrix operations */
905 shader_addline(buffer, "vec4 tmp0;\n");
906 shader_addline(buffer, "vec4 tmp1;\n");
908 /* Local constants use a different name so they can be loaded once at shader link time
909 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
910 * float -> string conversion can cause precision loss.
912 if(!This->baseShader.load_local_constsF) {
913 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
914 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
918 /* Start the main program */
919 shader_addline(buffer, "void main() {\n");
920 if(pshader && reg_maps->vpos) {
921 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
922 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
923 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
924 * precision troubles when we just substract 0.5.
926 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
928 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
930 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
931 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
932 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
933 * correctly on drivers that returns integer values.
935 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
939 /*****************************************************************************
940 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
942 * For more information, see http://wiki.winehq.org/DirectX-Shaders
943 ****************************************************************************/
945 /* Prototypes */
946 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
947 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
949 /** Used for opcode modifiers - They multiply the result by the specified amount */
950 static const char * const shift_glsl_tab[] = {
951 "", /* 0 (none) */
952 "2.0 * ", /* 1 (x2) */
953 "4.0 * ", /* 2 (x4) */
954 "8.0 * ", /* 3 (x8) */
955 "16.0 * ", /* 4 (x16) */
956 "32.0 * ", /* 5 (x32) */
957 "", /* 6 (x64) */
958 "", /* 7 (x128) */
959 "", /* 8 (d256) */
960 "", /* 9 (d128) */
961 "", /* 10 (d64) */
962 "", /* 11 (d32) */
963 "0.0625 * ", /* 12 (d16) */
964 "0.125 * ", /* 13 (d8) */
965 "0.25 * ", /* 14 (d4) */
966 "0.5 * " /* 15 (d2) */
969 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
970 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
972 out_str[0] = 0;
974 switch (src_modifier)
976 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
977 case WINED3DSPSM_DW:
978 case WINED3DSPSM_NONE:
979 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
980 break;
981 case WINED3DSPSM_NEG:
982 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
983 break;
984 case WINED3DSPSM_NOT:
985 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
986 break;
987 case WINED3DSPSM_BIAS:
988 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
989 break;
990 case WINED3DSPSM_BIASNEG:
991 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
992 break;
993 case WINED3DSPSM_SIGN:
994 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
995 break;
996 case WINED3DSPSM_SIGNNEG:
997 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
998 break;
999 case WINED3DSPSM_COMP:
1000 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1001 break;
1002 case WINED3DSPSM_X2:
1003 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1004 break;
1005 case WINED3DSPSM_X2NEG:
1006 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1007 break;
1008 case WINED3DSPSM_ABS:
1009 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1010 break;
1011 case WINED3DSPSM_ABSNEG:
1012 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1013 break;
1014 default:
1015 FIXME("Unhandled modifier %u\n", src_modifier);
1016 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1020 /** Writes the GLSL variable name that corresponds to the register that the
1021 * DX opcode parameter is trying to access */
1022 static void shader_glsl_get_register_name(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx,
1023 const struct wined3d_shader_src_param *rel_addr, char *register_name, BOOL *is_color,
1024 const struct wined3d_shader_instruction *ins)
1026 /* oPos, oFog and oPts in D3D */
1027 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1029 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1030 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1031 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
1032 DWORD shader_version = This->baseShader.reg_maps.shader_version;
1033 char pshader = shader_is_pshader_version(shader_version);
1035 *is_color = FALSE;
1037 switch (register_type)
1039 case WINED3DSPR_TEMP:
1040 sprintf(register_name, "R%u", register_idx);
1041 break;
1042 case WINED3DSPR_INPUT:
1043 if (pshader) {
1044 /* Pixel shaders >= 3.0 */
1045 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
1047 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
1049 if (rel_addr)
1051 glsl_src_param_t rel_param;
1052 shader_glsl_add_src_param(ins, rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1054 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1055 * operation there
1057 if (((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx])
1059 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1060 sprintf(register_name, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1061 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx], in_count - 1,
1062 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx], in_count,
1063 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx]);
1064 } else {
1065 sprintf(register_name, "IN[%s + %u]", rel_param.param_str,
1066 ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx]);
1068 } else {
1069 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1070 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1071 rel_param.param_str, in_count - 1,
1072 rel_param.param_str, in_count,
1073 rel_param.param_str);
1074 } else {
1075 sprintf(register_name, "IN[%s]", rel_param.param_str);
1078 } else {
1079 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[register_idx];
1080 if (idx == in_count) {
1081 sprintf(register_name, "gl_Color");
1082 } else if (idx == in_count + 1) {
1083 sprintf(register_name, "gl_SecondaryColor");
1084 } else {
1085 sprintf(register_name, "IN[%u]", idx);
1088 } else {
1089 if (register_idx == 0)
1090 strcpy(register_name, "gl_Color");
1091 else
1092 strcpy(register_name, "gl_SecondaryColor");
1094 } else {
1095 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE;
1096 sprintf(register_name, "attrib%u", register_idx);
1098 break;
1099 case WINED3DSPR_CONST:
1101 const char prefix = pshader? 'P':'V';
1103 /* Relative addressing */
1104 if (rel_addr)
1106 glsl_src_param_t rel_param;
1107 shader_glsl_add_src_param(ins, rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1108 if (register_idx)
1109 sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, register_idx);
1110 else
1111 sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1112 } else {
1113 if (shader_constant_is_local(This, register_idx))
1115 sprintf(register_name, "%cLC%u", prefix, register_idx);
1116 } else {
1117 sprintf(register_name, "%cC[%u]", prefix, register_idx);
1121 break;
1123 case WINED3DSPR_CONSTINT:
1124 if (pshader)
1125 sprintf(register_name, "PI[%u]", register_idx);
1126 else
1127 sprintf(register_name, "VI[%u]", register_idx);
1128 break;
1129 case WINED3DSPR_CONSTBOOL:
1130 if (pshader)
1131 sprintf(register_name, "PB[%u]", register_idx);
1132 else
1133 sprintf(register_name, "VB[%u]", register_idx);
1134 break;
1135 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1136 if (pshader) {
1137 sprintf(register_name, "T%u", register_idx);
1138 } else {
1139 sprintf(register_name, "A%u", register_idx);
1141 break;
1142 case WINED3DSPR_LOOP:
1143 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1144 break;
1145 case WINED3DSPR_SAMPLER:
1146 if (pshader)
1147 sprintf(register_name, "Psampler%u", register_idx);
1148 else
1149 sprintf(register_name, "Vsampler%u", register_idx);
1150 break;
1151 case WINED3DSPR_COLOROUT:
1152 if (register_idx >= GL_LIMITS(buffers))
1153 WARN("Write to render target %u, only %d supported\n", register_idx, 4);
1155 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1156 sprintf(register_name, "gl_FragData[%u]", register_idx);
1157 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1158 sprintf(register_name, "gl_FragColor");
1160 break;
1161 case WINED3DSPR_RASTOUT:
1162 sprintf(register_name, "%s", hwrastout_reg_names[register_idx]);
1163 break;
1164 case WINED3DSPR_DEPTHOUT:
1165 sprintf(register_name, "gl_FragDepth");
1166 break;
1167 case WINED3DSPR_ATTROUT:
1168 if (register_idx == 0)
1170 sprintf(register_name, "gl_FrontColor");
1171 } else {
1172 sprintf(register_name, "gl_FrontSecondaryColor");
1174 break;
1175 case WINED3DSPR_TEXCRDOUT:
1176 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1177 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(register_name, "OUT[%u]", register_idx);
1178 else sprintf(register_name, "gl_TexCoord[%u]", register_idx);
1179 break;
1180 case WINED3DSPR_MISCTYPE:
1181 if (register_idx == 0)
1183 /* vPos */
1184 sprintf(register_name, "vpos");
1186 else if (register_idx == 1)
1188 /* Note that gl_FrontFacing is a bool, while vFace is
1189 * a float for which the sign determines front/back
1191 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1192 } else {
1193 FIXME("Unhandled misctype register %d\n", register_idx);
1194 sprintf(register_name, "unrecognized_register");
1196 break;
1197 default:
1198 FIXME("Unhandled register name Type(%d)\n", register_type);
1199 sprintf(register_name, "unrecognized_register");
1200 break;
1204 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1206 *str++ = '.';
1207 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1208 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1209 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1210 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1211 *str = '\0';
1214 /* Get the GLSL write mask for the destination register */
1215 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1217 DWORD mask = param->write_mask;
1219 if (shader_is_scalar(param->register_type, param->register_idx))
1221 mask = WINED3DSP_WRITEMASK_0;
1222 *write_mask = '\0';
1224 else
1226 shader_glsl_write_mask_to_str(mask, write_mask);
1229 return mask;
1232 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1233 unsigned int size = 0;
1235 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1236 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1237 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1238 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1240 return size;
1243 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1245 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1246 * but addressed as "rgba". To fix this we need to swap the register's x
1247 * and z components. */
1248 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1250 *str++ = '.';
1251 /* swizzle bits fields: wwzzyyxx */
1252 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1253 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1254 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1255 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1256 *str = '\0';
1259 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1260 BOOL fixup, DWORD mask, char *swizzle_str)
1262 if (shader_is_scalar(param->register_type, param->register_idx))
1263 *swizzle_str = '\0';
1264 else
1265 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1268 /* From a given parameter token, generate the corresponding GLSL string.
1269 * Also, return the actual register name and swizzle in case the
1270 * caller needs this information as well. */
1271 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1272 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1274 BOOL is_color = FALSE;
1275 char swizzle_str[6];
1277 glsl_src->reg_name[0] = '\0';
1278 glsl_src->param_str[0] = '\0';
1279 swizzle_str[0] = '\0';
1281 shader_glsl_get_register_name(wined3d_src->register_type, wined3d_src->register_idx,
1282 wined3d_src->rel_addr, glsl_src->reg_name, &is_color, ins);
1284 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1285 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1288 /* From a given parameter token, generate the corresponding GLSL string.
1289 * Also, return the actual register name and swizzle in case the
1290 * caller needs this information as well. */
1291 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1292 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1294 BOOL is_color = FALSE;
1296 glsl_dst->mask_str[0] = '\0';
1297 glsl_dst->reg_name[0] = '\0';
1299 shader_glsl_get_register_name(wined3d_dst->register_type, wined3d_dst->register_idx,
1300 wined3d_dst->rel_addr, glsl_dst->reg_name, &is_color, ins);
1301 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1304 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1305 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
1306 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1308 glsl_dst_param_t glsl_dst;
1309 DWORD mask;
1311 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1312 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1314 return mask;
1317 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1318 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins)
1320 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1323 /** Process GLSL instruction modifiers */
1324 void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1326 glsl_dst_param_t dst_param;
1327 DWORD modifiers;
1329 if (!ins->dst_count) return;
1331 modifiers = ins->dst[0].modifiers;
1332 if (!modifiers) return;
1334 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1336 if (modifiers & WINED3DSPDM_SATURATE)
1338 /* _SAT means to clamp the value of the register to between 0 and 1 */
1339 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1340 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1343 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1345 FIXME("_centroid modifier not handled\n");
1348 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1350 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1354 static inline const char *shader_get_comp_op(DWORD flags)
1356 DWORD op = (flags & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1357 switch (op) {
1358 case COMPARISON_GT: return ">";
1359 case COMPARISON_EQ: return "==";
1360 case COMPARISON_GE: return ">=";
1361 case COMPARISON_LT: return "<";
1362 case COMPARISON_NE: return "!=";
1363 case COMPARISON_LE: return "<=";
1364 default:
1365 FIXME("Unrecognized comparison value: %u\n", op);
1366 return "(\?\?)";
1370 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1372 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1373 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1374 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1376 /* Note that there's no such thing as a projected cube texture. */
1377 switch(sampler_type) {
1378 case WINED3DSTT_1D:
1379 if(lod) {
1380 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1381 } else {
1382 sample_function->name = projected ? "texture1DProj" : "texture1D";
1384 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1385 break;
1386 case WINED3DSTT_2D:
1387 if(texrect) {
1388 if(lod) {
1389 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1390 } else {
1391 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1393 } else {
1394 if(lod) {
1395 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1396 } else {
1397 sample_function->name = projected ? "texture2DProj" : "texture2D";
1400 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1401 break;
1402 case WINED3DSTT_CUBE:
1403 if(lod) {
1404 sample_function->name = "textureCubeLod";
1405 } else {
1406 sample_function->name = "textureCube";
1408 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1409 break;
1410 case WINED3DSTT_VOLUME:
1411 if(lod) {
1412 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1413 } else {
1414 sample_function->name = projected ? "texture3DProj" : "texture3D";
1416 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1417 break;
1418 default:
1419 sample_function->name = "";
1420 sample_function->coord_mask = 0;
1421 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1422 break;
1426 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1427 BOOL sign_fixup, enum fixup_channel_source channel_source)
1429 switch(channel_source)
1431 case CHANNEL_SOURCE_ZERO:
1432 strcat(arguments, "0.0");
1433 break;
1435 case CHANNEL_SOURCE_ONE:
1436 strcat(arguments, "1.0");
1437 break;
1439 case CHANNEL_SOURCE_X:
1440 strcat(arguments, reg_name);
1441 strcat(arguments, ".x");
1442 break;
1444 case CHANNEL_SOURCE_Y:
1445 strcat(arguments, reg_name);
1446 strcat(arguments, ".y");
1447 break;
1449 case CHANNEL_SOURCE_Z:
1450 strcat(arguments, reg_name);
1451 strcat(arguments, ".z");
1452 break;
1454 case CHANNEL_SOURCE_W:
1455 strcat(arguments, reg_name);
1456 strcat(arguments, ".w");
1457 break;
1459 default:
1460 FIXME("Unhandled channel source %#x\n", channel_source);
1461 strcat(arguments, "undefined");
1462 break;
1465 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1468 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1470 struct wined3d_shader_dst_param dst;
1471 unsigned int mask_size, remaining;
1472 glsl_dst_param_t dst_param;
1473 char arguments[256];
1474 DWORD mask;
1476 mask = 0;
1477 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1478 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1479 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1480 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1481 mask &= ins->dst[0].write_mask;
1483 if (!mask) return; /* Nothing to do */
1485 if (is_yuv_fixup(fixup))
1487 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1488 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1489 return;
1492 mask_size = shader_glsl_get_write_mask_size(mask);
1494 dst = ins->dst[0];
1495 dst.write_mask = mask;
1496 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1498 arguments[0] = '\0';
1499 remaining = mask_size;
1500 if (mask & WINED3DSP_WRITEMASK_0)
1502 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1503 if (--remaining) strcat(arguments, ", ");
1505 if (mask & WINED3DSP_WRITEMASK_1)
1507 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1508 if (--remaining) strcat(arguments, ", ");
1510 if (mask & WINED3DSP_WRITEMASK_2)
1512 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1513 if (--remaining) strcat(arguments, ", ");
1515 if (mask & WINED3DSP_WRITEMASK_3)
1517 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1518 if (--remaining) strcat(arguments, ", ");
1521 if (mask_size > 1)
1523 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1524 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1526 else
1528 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1532 static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1533 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1534 const char *bias, const char *coord_reg_fmt, ...)
1536 const char *sampler_base;
1537 char dst_swizzle[6];
1538 struct color_fixup_desc fixup;
1539 BOOL np2_fixup = FALSE;
1540 va_list args;
1542 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1544 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version))
1546 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1547 fixup = This->cur_args->color_fixup[sampler];
1548 sampler_base = "Psampler";
1550 if(This->cur_args->np2_fixup & (1 << sampler)) {
1551 if(bias) {
1552 FIXME("Biased sampling from NP2 textures is unsupported\n");
1553 } else {
1554 np2_fixup = TRUE;
1557 } else {
1558 sampler_base = "Vsampler";
1559 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1562 shader_glsl_append_dst(ins->ctx->buffer, ins);
1564 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1566 va_start(args, coord_reg_fmt);
1567 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1568 va_end(args);
1570 if(bias) {
1571 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1572 } else {
1573 if (np2_fixup) {
1574 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup%u)%s);\n", sampler, dst_swizzle);
1575 } else {
1576 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1580 if(!is_identity_fixup(fixup)) {
1581 shader_glsl_color_correction(ins, fixup);
1585 /*****************************************************************************
1587 * Begin processing individual instruction opcodes
1589 ****************************************************************************/
1591 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1592 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1594 SHADER_BUFFER *buffer = ins->ctx->buffer;
1595 glsl_src_param_t src0_param;
1596 glsl_src_param_t src1_param;
1597 DWORD write_mask;
1598 char op;
1600 /* Determine the GLSL operator to use based on the opcode */
1601 switch (ins->handler_idx)
1603 case WINED3DSIH_MUL: op = '*'; break;
1604 case WINED3DSIH_ADD: op = '+'; break;
1605 case WINED3DSIH_SUB: op = '-'; break;
1606 default:
1607 op = ' ';
1608 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1609 break;
1612 write_mask = shader_glsl_append_dst(buffer, ins);
1613 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1614 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1615 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1618 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1619 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1621 SHADER_BUFFER *buffer = ins->ctx->buffer;
1622 glsl_src_param_t src0_param;
1623 DWORD write_mask;
1625 write_mask = shader_glsl_append_dst(buffer, ins);
1626 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1628 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1629 * shader versions WINED3DSIO_MOVA is used for this. */
1630 if ((WINED3DSHADER_VERSION_MAJOR(ins->ctx->reg_maps->shader_version) == 1
1631 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version)
1632 && ins->dst[0].register_type == WINED3DSPR_ADDR))
1634 /* This is a simple floor() */
1635 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1636 if (mask_size > 1) {
1637 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1638 } else {
1639 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1642 else if(ins->handler_idx == WINED3DSIH_MOVA)
1644 /* We need to *round* to the nearest int here. */
1645 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1646 if (mask_size > 1) {
1647 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);
1648 } else {
1649 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1651 } else {
1652 shader_addline(buffer, "%s);\n", src0_param.param_str);
1656 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1657 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1659 SHADER_BUFFER *buffer = ins->ctx->buffer;
1660 glsl_src_param_t src0_param;
1661 glsl_src_param_t src1_param;
1662 DWORD dst_write_mask, src_write_mask;
1663 unsigned int dst_size = 0;
1665 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1666 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1668 /* dp3 works on vec3, dp4 on vec4 */
1669 if (ins->handler_idx == WINED3DSIH_DP4)
1671 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1672 } else {
1673 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1676 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1677 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1679 if (dst_size > 1) {
1680 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1681 } else {
1682 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1686 /* Note that this instruction has some restrictions. The destination write mask
1687 * can't contain the w component, and the source swizzles have to be .xyzw */
1688 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1690 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1691 glsl_src_param_t src0_param;
1692 glsl_src_param_t src1_param;
1693 char dst_mask[6];
1695 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1696 shader_glsl_append_dst(ins->ctx->buffer, ins);
1697 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1698 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1699 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1702 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1703 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1704 * GLSL uses the value as-is. */
1705 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1707 SHADER_BUFFER *buffer = ins->ctx->buffer;
1708 glsl_src_param_t src0_param;
1709 glsl_src_param_t src1_param;
1710 DWORD dst_write_mask;
1711 unsigned int dst_size;
1713 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1714 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1716 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1717 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1719 if (dst_size > 1) {
1720 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1721 } else {
1722 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1726 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1727 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1728 * GLSL uses the value as-is. */
1729 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1731 SHADER_BUFFER *buffer = ins->ctx->buffer;
1732 glsl_src_param_t src0_param;
1733 DWORD dst_write_mask;
1734 unsigned int dst_size;
1736 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1737 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1739 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1741 if (dst_size > 1) {
1742 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1743 } else {
1744 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1748 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1749 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1751 SHADER_BUFFER *buffer = ins->ctx->buffer;
1752 glsl_src_param_t src_param;
1753 const char *instruction;
1754 DWORD write_mask;
1755 unsigned i;
1757 /* Determine the GLSL function to use based on the opcode */
1758 /* TODO: Possibly make this a table for faster lookups */
1759 switch (ins->handler_idx)
1761 case WINED3DSIH_MIN: instruction = "min"; break;
1762 case WINED3DSIH_MAX: instruction = "max"; break;
1763 case WINED3DSIH_ABS: instruction = "abs"; break;
1764 case WINED3DSIH_FRC: instruction = "fract"; break;
1765 case WINED3DSIH_NRM: instruction = "normalize"; break;
1766 case WINED3DSIH_EXP: instruction = "exp2"; break;
1767 case WINED3DSIH_SGN: instruction = "sign"; break;
1768 case WINED3DSIH_DSX: instruction = "dFdx"; break;
1769 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1770 default: instruction = "";
1771 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1772 break;
1775 write_mask = shader_glsl_append_dst(buffer, ins);
1777 shader_addline(buffer, "%s(", instruction);
1779 if (ins->src_count)
1781 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1782 shader_addline(buffer, "%s", src_param.param_str);
1783 for (i = 1; i < ins->src_count; ++i)
1785 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1786 shader_addline(buffer, ", %s", src_param.param_str);
1790 shader_addline(buffer, "));\n");
1793 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1794 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1795 * dst.x = 2^(floor(src))
1796 * dst.y = src - floor(src)
1797 * dst.z = 2^src (partial precision is allowed, but optional)
1798 * dst.w = 1.0;
1799 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1800 * dst = 2^src; (partial precision is allowed, but optional)
1802 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
1804 glsl_src_param_t src_param;
1806 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
1808 if (ins->ctx->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1810 char dst_mask[6];
1812 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1813 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1814 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1815 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
1817 shader_glsl_append_dst(ins->ctx->buffer, ins);
1818 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1819 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
1820 } else {
1821 DWORD write_mask;
1822 unsigned int mask_size;
1824 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1825 mask_size = shader_glsl_get_write_mask_size(write_mask);
1827 if (mask_size > 1) {
1828 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1829 } else {
1830 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
1835 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1836 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
1838 glsl_src_param_t src_param;
1839 DWORD write_mask;
1840 unsigned int mask_size;
1842 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1843 mask_size = shader_glsl_get_write_mask_size(write_mask);
1844 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
1846 if (mask_size > 1) {
1847 shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1848 } else {
1849 shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
1853 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
1855 SHADER_BUFFER *buffer = ins->ctx->buffer;
1856 glsl_src_param_t src_param;
1857 DWORD write_mask;
1858 unsigned int mask_size;
1860 write_mask = shader_glsl_append_dst(buffer, ins);
1861 mask_size = shader_glsl_get_write_mask_size(write_mask);
1863 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
1865 if (mask_size > 1) {
1866 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1867 } else {
1868 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1872 /** Process signed comparison opcodes in GLSL. */
1873 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
1875 glsl_src_param_t src0_param;
1876 glsl_src_param_t src1_param;
1877 DWORD write_mask;
1878 unsigned int mask_size;
1880 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1881 mask_size = shader_glsl_get_write_mask_size(write_mask);
1882 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1883 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1885 if (mask_size > 1) {
1886 const char *compare;
1888 switch(ins->handler_idx)
1890 case WINED3DSIH_SLT: compare = "lessThan"; break;
1891 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
1892 default: compare = "";
1893 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
1896 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1897 src0_param.param_str, src1_param.param_str);
1898 } else {
1899 switch(ins->handler_idx)
1901 case WINED3DSIH_SLT:
1902 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1903 * to return 0.0 but step returns 1.0 because step is not < x
1904 * An alternative is a bvec compare padded with an unused second component.
1905 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1906 * issue. Playing with not() is not possible either because not() does not accept
1907 * a scalar.
1909 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
1910 src0_param.param_str, src1_param.param_str);
1911 break;
1912 case WINED3DSIH_SGE:
1913 /* Here we can use the step() function and safe a conditional */
1914 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1915 break;
1916 default:
1917 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
1923 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1924 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
1926 glsl_src_param_t src0_param;
1927 glsl_src_param_t src1_param;
1928 glsl_src_param_t src2_param;
1929 DWORD write_mask, cmp_channel = 0;
1930 unsigned int i, j;
1931 char mask_char[6];
1932 BOOL temp_destination = FALSE;
1934 if (shader_is_scalar(ins->src[0].register_type, ins->src[0].register_idx))
1936 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1938 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1939 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1940 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
1942 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
1943 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1944 } else {
1945 DWORD dst_mask = ins->dst[0].write_mask;
1946 struct wined3d_shader_dst_param dst = ins->dst[0];
1948 /* Cycle through all source0 channels */
1949 for (i=0; i<4; i++) {
1950 write_mask = 0;
1951 /* Find the destination channels which use the current source0 channel */
1952 for (j=0; j<4; j++) {
1953 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
1955 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1956 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1959 dst.write_mask = dst_mask & write_mask;
1961 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1962 * The first lines may overwrite source parameters of the following lines.
1963 * Deal with that by using a temporary destination register if needed
1965 if ((ins->src[0].register_idx == ins->dst[0].register_idx
1966 && ins->src[0].register_type == ins->dst[0].register_type)
1967 || (ins->src[1].register_idx == ins->dst[0].register_idx
1968 && ins->src[1].register_type == ins->dst[0].register_type)
1969 || (ins->src[2].register_idx == ins->dst[0].register_idx
1970 && ins->src[2].register_type == ins->dst[0].register_type))
1972 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
1973 if (!write_mask) continue;
1974 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
1975 temp_destination = TRUE;
1976 } else {
1977 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
1978 if (!write_mask) continue;
1981 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
1982 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1983 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
1985 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
1986 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1989 if(temp_destination) {
1990 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
1991 shader_glsl_append_dst(ins->ctx->buffer, ins);
1992 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
1998 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1999 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2000 * the compare is done per component of src0. */
2001 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2003 struct wined3d_shader_dst_param dst;
2004 glsl_src_param_t src0_param;
2005 glsl_src_param_t src1_param;
2006 glsl_src_param_t src2_param;
2007 DWORD write_mask, cmp_channel = 0;
2008 unsigned int i, j;
2009 DWORD dst_mask;
2011 if (ins->ctx->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
2013 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2014 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2015 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2016 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2018 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2019 if (ins->coissue)
2021 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2022 } else {
2023 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2024 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2026 return;
2028 /* Cycle through all source0 channels */
2029 dst_mask = ins->dst[0].write_mask;
2030 dst = ins->dst[0];
2031 for (i=0; i<4; i++) {
2032 write_mask = 0;
2033 /* Find the destination channels which use the current source0 channel */
2034 for (j=0; j<4; j++) {
2035 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2037 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2038 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2042 dst.write_mask = dst_mask & write_mask;
2043 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2044 if (!write_mask) continue;
2046 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2047 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2048 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2050 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2051 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2055 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2056 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2058 glsl_src_param_t src0_param;
2059 glsl_src_param_t src1_param;
2060 glsl_src_param_t src2_param;
2061 DWORD write_mask;
2063 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2064 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2065 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2066 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2067 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2068 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2071 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2072 Vertex shaders to GLSL codes */
2073 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2075 int i;
2076 int nComponents = 0;
2077 struct wined3d_shader_dst_param tmp_dst = {0};
2078 struct wined3d_shader_src_param tmp_src[2] = {{0}};
2079 struct wined3d_shader_instruction tmp_ins;
2081 memset(&tmp_ins, 0, sizeof(tmp_ins));
2083 /* Set constants for the temporary argument */
2084 tmp_ins.ctx = ins->ctx;
2085 tmp_ins.dst_count = 1;
2086 tmp_ins.dst = &tmp_dst;
2087 tmp_ins.src_count = 2;
2088 tmp_ins.src = tmp_src;
2090 switch(ins->handler_idx)
2092 case WINED3DSIH_M4x4:
2093 nComponents = 4;
2094 tmp_ins.handler_idx = WINED3DSIH_DP4;
2095 break;
2096 case WINED3DSIH_M4x3:
2097 nComponents = 3;
2098 tmp_ins.handler_idx = WINED3DSIH_DP4;
2099 break;
2100 case WINED3DSIH_M3x4:
2101 nComponents = 4;
2102 tmp_ins.handler_idx = WINED3DSIH_DP3;
2103 break;
2104 case WINED3DSIH_M3x3:
2105 nComponents = 3;
2106 tmp_ins.handler_idx = WINED3DSIH_DP3;
2107 break;
2108 case WINED3DSIH_M3x2:
2109 nComponents = 2;
2110 tmp_ins.handler_idx = WINED3DSIH_DP3;
2111 break;
2112 default:
2113 break;
2116 tmp_dst = ins->dst[0];
2117 tmp_src[0] = ins->src[0];
2118 tmp_src[1] = ins->src[1];
2119 for (i = 0; i < nComponents; ++i)
2121 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2122 shader_glsl_dot(&tmp_ins);
2123 ++tmp_src[1].register_idx;
2128 The LRP instruction performs a component-wise linear interpolation
2129 between the second and third operands using the first operand as the
2130 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2131 This is equivalent to mix(src2, src1, src0);
2133 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2135 glsl_src_param_t src0_param;
2136 glsl_src_param_t src1_param;
2137 glsl_src_param_t src2_param;
2138 DWORD write_mask;
2140 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2142 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2143 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2144 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2146 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2147 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2150 /** Process the WINED3DSIO_LIT instruction in GLSL:
2151 * dst.x = dst.w = 1.0
2152 * dst.y = (src0.x > 0) ? src0.x
2153 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2154 * where src.w is clamped at +- 128
2156 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2158 glsl_src_param_t src0_param;
2159 glsl_src_param_t src1_param;
2160 glsl_src_param_t src3_param;
2161 char dst_mask[6];
2163 shader_glsl_append_dst(ins->ctx->buffer, ins);
2164 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2166 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2167 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2168 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2170 /* The sdk specifies the instruction like this
2171 * dst.x = 1.0;
2172 * if(src.x > 0.0) dst.y = src.x
2173 * else dst.y = 0.0.
2174 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2175 * else dst.z = 0.0;
2176 * dst.w = 1.0;
2178 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2179 * dst.x = 1.0 ... No further explanation needed
2180 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2181 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2182 * dst.w = 1.0. ... Nothing fancy.
2184 * So we still have one conditional in there. So do this:
2185 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2187 * 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),
2188 * 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.
2189 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2191 shader_addline(ins->ctx->buffer,
2192 "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",
2193 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2196 /** Process the WINED3DSIO_DST instruction in GLSL:
2197 * dst.x = 1.0
2198 * dst.y = src0.x * src0.y
2199 * dst.z = src0.z
2200 * dst.w = src1.w
2202 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2204 glsl_src_param_t src0y_param;
2205 glsl_src_param_t src0z_param;
2206 glsl_src_param_t src1y_param;
2207 glsl_src_param_t src1w_param;
2208 char dst_mask[6];
2210 shader_glsl_append_dst(ins->ctx->buffer, ins);
2211 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2213 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2214 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2215 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2216 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2218 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2219 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2222 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2223 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2224 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2226 * dst.x = cos(src0.?)
2227 * dst.y = sin(src0.?)
2228 * dst.z = dst.z
2229 * dst.w = dst.w
2231 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2233 glsl_src_param_t src0_param;
2234 DWORD write_mask;
2236 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2237 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2239 switch (write_mask) {
2240 case WINED3DSP_WRITEMASK_0:
2241 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2242 break;
2244 case WINED3DSP_WRITEMASK_1:
2245 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2246 break;
2248 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2249 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2250 break;
2252 default:
2253 ERR("Write mask should be .x, .y or .xy\n");
2254 break;
2258 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2259 * Start a for() loop where src1.y is the initial value of aL,
2260 * increment aL by src1.z for a total of src1.x iterations.
2261 * Need to use a temporary variable for this operation.
2263 /* FIXME: I don't think nested loops will work correctly this way. */
2264 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2266 glsl_src_param_t src1_param;
2267 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2268 const DWORD *control_values = NULL;
2269 const local_constant *constant;
2271 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2273 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2274 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2275 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2276 * addressing.
2278 if (ins->src[1].register_type == WINED3DSPR_CONSTINT)
2280 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2281 if (constant->idx == ins->src[1].register_idx)
2283 control_values = constant->value;
2284 break;
2289 if(control_values) {
2290 if(control_values[2] > 0) {
2291 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2292 shader->baseShader.cur_loop_depth, control_values[1],
2293 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2294 shader->baseShader.cur_loop_depth, control_values[2]);
2295 } else if(control_values[2] == 0) {
2296 shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2297 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2298 shader->baseShader.cur_loop_depth, control_values[0],
2299 shader->baseShader.cur_loop_depth);
2300 } else {
2301 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2302 shader->baseShader.cur_loop_depth, control_values[1],
2303 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2304 shader->baseShader.cur_loop_depth, control_values[2]);
2306 } else {
2307 shader_addline(ins->ctx->buffer,
2308 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2309 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2310 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2311 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2314 shader->baseShader.cur_loop_depth++;
2315 shader->baseShader.cur_loop_regno++;
2318 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2320 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2322 shader_addline(ins->ctx->buffer, "}\n");
2324 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2326 shader->baseShader.cur_loop_depth--;
2327 shader->baseShader.cur_loop_regno--;
2330 if (ins->handler_idx == WINED3DSIH_ENDREP)
2332 shader->baseShader.cur_loop_depth--;
2336 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2338 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2339 glsl_src_param_t src0_param;
2341 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2342 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2343 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2344 src0_param.param_str, shader->baseShader.cur_loop_depth);
2345 shader->baseShader.cur_loop_depth++;
2348 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2350 glsl_src_param_t src0_param;
2352 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2353 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2356 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2358 glsl_src_param_t src0_param;
2359 glsl_src_param_t src1_param;
2361 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2362 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2364 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2365 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2368 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2370 shader_addline(ins->ctx->buffer, "} else {\n");
2373 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2375 shader_addline(ins->ctx->buffer, "break;\n");
2378 /* FIXME: According to MSDN the compare is done per component. */
2379 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2381 glsl_src_param_t src0_param;
2382 glsl_src_param_t src1_param;
2384 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2385 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2387 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2388 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2391 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2393 shader_addline(ins->ctx->buffer, "}\n");
2394 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].register_idx);
2397 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2399 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].register_idx);
2402 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2404 glsl_src_param_t src1_param;
2406 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2407 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].register_idx);
2410 /*********************************************
2411 * Pixel Shader Specific Code begins here
2412 ********************************************/
2413 static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
2415 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2416 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2417 DWORD shader_version = ins->ctx->reg_maps->shader_version;
2418 glsl_sample_function_t sample_function;
2419 DWORD sample_flags = 0;
2420 DWORD sampler_type;
2421 DWORD sampler_idx;
2422 DWORD mask = 0, swizzle;
2424 /* 1.0-1.4: Use destination register as sampler source.
2425 * 2.0+: Use provided sampler source. */
2426 if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = ins->dst[0].register_idx;
2427 else sampler_idx = ins->src[1].register_idx;
2428 sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2430 if (shader_version < WINED3DPS_VERSION(1,4))
2432 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2434 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2435 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2436 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2437 switch (flags & ~WINED3DTTFF_PROJECTED) {
2438 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2439 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2440 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2441 case WINED3DTTFF_COUNT4:
2442 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2446 else if (shader_version < WINED3DPS_VERSION(2,0))
2448 DWORD src_mod = ins->src[0].modifiers;
2450 if (src_mod == WINED3DSPSM_DZ) {
2451 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2452 mask = WINED3DSP_WRITEMASK_2;
2453 } else if (src_mod == WINED3DSPSM_DW) {
2454 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2455 mask = WINED3DSP_WRITEMASK_3;
2457 } else {
2458 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2460 /* ps 2.0 texldp instruction always divides by the fourth component. */
2461 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2462 mask = WINED3DSP_WRITEMASK_3;
2466 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2467 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2468 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2471 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2472 mask |= sample_function.coord_mask;
2474 if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2475 else swizzle = ins->src[1].swizzle;
2477 /* 1.0-1.3: Use destination register as coordinate source.
2478 1.4+: Use provided coordinate source register. */
2479 if (shader_version < WINED3DPS_VERSION(1,4))
2481 char coord_mask[6];
2482 shader_glsl_write_mask_to_str(mask, coord_mask);
2483 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL,
2484 "T%u%s", sampler_idx, coord_mask);
2485 } else {
2486 glsl_src_param_t coord_param;
2487 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2488 if (ins->flags & WINED3DSI_TEXLD_BIAS)
2490 glsl_src_param_t bias;
2491 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2492 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, bias.param_str,
2493 "%s", coord_param.param_str);
2494 } else {
2495 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL,
2496 "%s", coord_param.param_str);
2501 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2503 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2504 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2505 glsl_sample_function_t sample_function;
2506 glsl_src_param_t coord_param, lod_param;
2507 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2508 DWORD sampler_type;
2509 DWORD sampler_idx;
2510 DWORD swizzle = ins->src[1].swizzle;
2512 sampler_idx = ins->src[1].register_idx;
2513 sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2514 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2515 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2516 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2518 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2519 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2521 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2523 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version))
2525 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2526 * However, they seem to work just fine in fragment shaders as well. */
2527 WARN("Using %s in fragment shader.\n", sample_function.name);
2529 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, lod_param.param_str,
2530 "%s", coord_param.param_str);
2533 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2535 /* FIXME: Make this work for more than just 2D textures */
2536 SHADER_BUFFER *buffer = ins->ctx->buffer;
2537 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2539 if (ins->ctx->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2541 char dst_mask[6];
2543 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2544 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2545 ins->dst[0].register_idx, dst_mask);
2546 } else {
2547 DWORD reg = ins->src[0].register_idx;
2548 DWORD src_mod = ins->src[0].modifiers;
2549 char dst_swizzle[6];
2551 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2553 if (src_mod == WINED3DSPSM_DZ) {
2554 glsl_src_param_t div_param;
2555 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2556 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2558 if (mask_size > 1) {
2559 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2560 } else {
2561 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2563 } else if (src_mod == WINED3DSPSM_DW) {
2564 glsl_src_param_t div_param;
2565 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2566 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2568 if (mask_size > 1) {
2569 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2570 } else {
2571 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2573 } else {
2574 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2579 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2580 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2581 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2582 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2584 glsl_src_param_t src0_param;
2585 glsl_sample_function_t sample_function;
2586 DWORD sampler_idx = ins->dst[0].register_idx;
2587 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2588 DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2589 UINT mask_size;
2591 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2593 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2594 * scalar, and projected sampling would require 4.
2596 * It is a dependent read - not valid with conditional NP2 textures
2598 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2599 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2601 switch(mask_size)
2603 case 1:
2604 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
2605 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2606 break;
2608 case 2:
2609 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
2610 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2611 break;
2613 case 3:
2614 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
2615 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2616 break;
2618 default:
2619 FIXME("Unexpected mask size %u\n", mask_size);
2620 break;
2624 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2625 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2626 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2628 glsl_src_param_t src0_param;
2629 DWORD dstreg = ins->dst[0].register_idx;
2630 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2631 DWORD dst_mask;
2632 unsigned int mask_size;
2634 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2635 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2636 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2638 if (mask_size > 1) {
2639 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2640 } else {
2641 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2645 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2646 * Calculate the depth as dst.x / dst.y */
2647 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2649 glsl_dst_param_t dst_param;
2651 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2653 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2654 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2655 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2656 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2657 * >= 1.0 or < 0.0
2659 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2660 dst_param.reg_name, dst_param.reg_name);
2663 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2664 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2665 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2666 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2668 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2670 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2671 DWORD dstreg = ins->dst[0].register_idx;
2672 glsl_src_param_t src0_param;
2674 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2676 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2677 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2680 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2681 * Calculate the 1st of a 2-row matrix multiplication. */
2682 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2684 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2685 DWORD reg = ins->dst[0].register_idx;
2686 SHADER_BUFFER *buffer = ins->ctx->buffer;
2687 glsl_src_param_t src0_param;
2689 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2690 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2693 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2694 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2695 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2697 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2698 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2699 DWORD reg = ins->dst[0].register_idx;
2700 SHADER_BUFFER *buffer = ins->ctx->buffer;
2701 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2702 glsl_src_param_t src0_param;
2704 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2705 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2706 current_state->texcoord_w[current_state->current_row++] = reg;
2709 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2711 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2712 DWORD reg = ins->dst[0].register_idx;
2713 SHADER_BUFFER *buffer = ins->ctx->buffer;
2714 glsl_src_param_t src0_param;
2715 DWORD sampler_type = ins->ctx->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2716 glsl_sample_function_t sample_function;
2718 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2719 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2721 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2723 /* Sample the texture using the calculated coordinates */
2724 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xy");
2727 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2728 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2729 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
2731 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2732 glsl_src_param_t src0_param;
2733 DWORD reg = ins->dst[0].register_idx;
2734 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2735 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2736 DWORD sampler_type = ins->ctx->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2737 glsl_sample_function_t sample_function;
2739 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2740 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2742 /* Dependent read, not valid with conditional NP2 */
2743 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2745 /* Sample the texture using the calculated coordinates */
2746 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz");
2748 current_state->current_row = 0;
2751 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2752 * Perform the 3rd row of a 3x3 matrix multiply */
2753 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
2755 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2756 glsl_src_param_t src0_param;
2757 char dst_mask[6];
2758 DWORD reg = ins->dst[0].register_idx;
2759 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2760 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2762 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2764 shader_glsl_append_dst(ins->ctx->buffer, ins);
2765 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2766 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2768 current_state->current_row = 0;
2771 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2772 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2773 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
2775 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2776 DWORD reg = ins->dst[0].register_idx;
2777 glsl_src_param_t src0_param;
2778 glsl_src_param_t src1_param;
2779 SHADER_BUFFER *buffer = ins->ctx->buffer;
2780 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2781 DWORD stype = ins->ctx->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2782 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2783 glsl_sample_function_t sample_function;
2785 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2786 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2788 /* Perform the last matrix multiply operation */
2789 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2790 /* Reflection calculation */
2791 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2793 /* Dependent read, not valid with conditional NP2 */
2794 shader_glsl_get_sample_function(stype, 0, &sample_function);
2796 /* Sample the texture */
2797 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz");
2799 current_state->current_row = 0;
2802 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2803 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2804 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2806 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2807 DWORD reg = ins->dst[0].register_idx;
2808 SHADER_BUFFER *buffer = ins->ctx->buffer;
2809 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2810 glsl_src_param_t src0_param;
2811 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2812 DWORD sampler_type = ins->ctx->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2813 glsl_sample_function_t sample_function;
2815 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2817 /* Perform the last matrix multiply operation */
2818 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2820 /* Construct the eye-ray vector from w coordinates */
2821 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2822 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2823 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2825 /* Dependent read, not valid with conditional NP2 */
2826 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2828 /* Sample the texture using the calculated coordinates */
2829 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz");
2831 current_state->current_row = 0;
2834 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2835 * Apply a fake bump map transform.
2836 * texbem is pshader <= 1.3 only, this saves a few version checks
2838 static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
2840 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2841 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2842 glsl_sample_function_t sample_function;
2843 glsl_src_param_t coord_param;
2844 DWORD sampler_type;
2845 DWORD sampler_idx;
2846 DWORD mask;
2847 DWORD flags;
2848 char coord_mask[6];
2850 sampler_idx = ins->dst[0].register_idx;
2851 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2853 sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2854 /* Dependent read, not valid with conditional NP2 */
2855 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2856 mask = sample_function.coord_mask;
2858 shader_glsl_write_mask_to_str(mask, coord_mask);
2860 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2861 * so we can't let the GL handle this.
2863 if (flags & WINED3DTTFF_PROJECTED) {
2864 DWORD div_mask=0;
2865 char coord_div_mask[3];
2866 switch (flags & ~WINED3DTTFF_PROJECTED) {
2867 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2868 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2869 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2870 case WINED3DTTFF_COUNT4:
2871 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2873 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
2874 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2877 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
2879 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
2880 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
2881 coord_param.param_str, coord_mask);
2883 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2885 glsl_src_param_t luminance_param;
2886 glsl_dst_param_t dst_param;
2888 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2889 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2891 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
2892 dst_param.reg_name, dst_param.mask_str,
2893 luminance_param.param_str, sampler_idx, sampler_idx);
2897 static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
2899 glsl_src_param_t src0_param, src1_param;
2900 DWORD sampler_idx = ins->dst[0].register_idx;
2902 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2903 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2905 shader_glsl_append_dst(ins->ctx->buffer, ins);
2906 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
2907 src0_param.param_str, sampler_idx, src1_param.param_str);
2910 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2911 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2912 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
2914 glsl_src_param_t src0_param;
2915 DWORD sampler_idx = ins->dst[0].register_idx;
2916 DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2917 glsl_sample_function_t sample_function;
2919 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2921 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2922 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
2923 "%s.wx", src0_param.reg_name);
2926 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2927 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2928 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
2930 glsl_src_param_t src0_param;
2931 DWORD sampler_idx = ins->dst[0].register_idx;
2932 DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2933 glsl_sample_function_t sample_function;
2935 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2937 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2938 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
2939 "%s.yz", src0_param.reg_name);
2942 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2943 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2944 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
2946 glsl_src_param_t src0_param;
2947 DWORD sampler_idx = ins->dst[0].register_idx;
2948 DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2949 glsl_sample_function_t sample_function;
2951 /* Dependent read, not valid with conditional NP2 */
2952 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2953 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
2955 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL,
2956 "%s", src0_param.param_str);
2959 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2960 * If any of the first 3 components are < 0, discard this pixel */
2961 static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
2963 glsl_dst_param_t dst_param;
2965 /* The argument is a destination parameter, and no writemasks are allowed */
2966 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2967 if ((ins->ctx->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
2969 /* 2.0 shaders compare all 4 components in texkill */
2970 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2971 } else {
2972 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2973 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2974 * 4 components are defined, only the first 3 are used
2976 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2980 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2981 * dst = dot2(src0, src1) + src2 */
2982 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
2984 glsl_src_param_t src0_param;
2985 glsl_src_param_t src1_param;
2986 glsl_src_param_t src2_param;
2987 DWORD write_mask;
2988 unsigned int mask_size;
2990 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2991 mask_size = shader_glsl_get_write_mask_size(write_mask);
2993 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2994 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2995 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
2997 if (mask_size > 1) {
2998 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
2999 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3000 } else {
3001 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3002 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3006 static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer,
3007 const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps,
3008 enum vertexprocessing_mode vertexprocessing)
3010 unsigned int i;
3011 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3013 for (i = 0; i < MAX_REG_INPUT; ++i)
3015 DWORD usage, usage_idx;
3016 char reg_mask[6];
3018 /* Unused */
3019 if (!reg_maps->packed_input[i]) continue;
3021 usage = semantics_in[i].usage;
3022 usage_idx = semantics_in[i].usage_idx;
3023 shader_glsl_get_write_mask(&semantics_in[i].reg, reg_mask);
3025 switch (usage)
3027 case WINED3DDECLUSAGE_TEXCOORD:
3028 if (usage_idx < 8 && vertexprocessing == pretransformed)
3029 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3030 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
3031 else
3032 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3033 This->input_reg_map[i], reg_mask, reg_mask);
3034 break;
3036 case WINED3DDECLUSAGE_COLOR:
3037 if (usage_idx == 0)
3038 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3039 This->input_reg_map[i], reg_mask, reg_mask);
3040 else if (usage_idx == 1)
3041 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3042 This->input_reg_map[i], reg_mask, reg_mask);
3043 else
3044 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3045 This->input_reg_map[i], reg_mask, reg_mask);
3046 break;
3048 default:
3049 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3050 This->input_reg_map[i], reg_mask, reg_mask);
3051 break;
3056 /*********************************************
3057 * Vertex Shader Specific Code begins here
3058 ********************************************/
3060 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3061 glsl_program_key_t *key;
3063 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3064 key->vshader = entry->vshader;
3065 key->pshader = entry->pshader;
3066 key->vs_args = entry->vs_args;
3067 key->ps_args = entry->ps_args;
3069 hash_table_put(priv->glsl_program_lookup, key, entry);
3072 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3073 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3074 struct ps_compile_args *ps_args) {
3075 glsl_program_key_t key;
3077 key.vshader = vshader;
3078 key.pshader = pshader;
3079 key.vs_args = *vs_args;
3080 key.ps_args = *ps_args;
3082 return hash_table_get(priv->glsl_program_lookup, &key);
3085 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
3086 struct glsl_shader_prog_link *entry)
3088 glsl_program_key_t *key;
3090 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3091 key->vshader = entry->vshader;
3092 key->pshader = entry->pshader;
3093 key->vs_args = entry->vs_args;
3094 key->ps_args = entry->ps_args;
3095 hash_table_remove(priv->glsl_program_lookup, key);
3097 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3098 if (entry->vshader) list_remove(&entry->vshader_entry);
3099 if (entry->pshader) list_remove(&entry->pshader_entry);
3100 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3101 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3102 HeapFree(GetProcessHeap(), 0, entry);
3105 static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
3106 const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps_in,
3107 const struct wined3d_shader_semantic *semantics_out, const struct shader_reg_maps *reg_maps_out)
3109 unsigned int i, j;
3110 DWORD usage, usage_idx, usage_out, usage_idx_out;
3111 DWORD *set;
3112 DWORD in_idx;
3113 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
3114 char reg_mask[6], reg_mask_out[6];
3115 char destination[50];
3117 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3119 if (!semantics_out) {
3120 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3121 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3122 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3125 for(i = 0; i < MAX_REG_INPUT; i++) {
3126 if (!reg_maps_in->packed_input[i]) continue;
3128 in_idx = map[i];
3129 if (in_idx >= (in_count + 2)) {
3130 FIXME("More input varyings declared than supported, expect issues\n");
3131 continue;
3133 else if (map[i] == ~0U)
3135 /* Declared, but not read register */
3136 continue;
3139 if (in_idx == in_count) {
3140 sprintf(destination, "gl_FrontColor");
3141 } else if (in_idx == in_count + 1) {
3142 sprintf(destination, "gl_FrontSecondaryColor");
3143 } else {
3144 sprintf(destination, "IN[%u]", in_idx);
3147 usage = semantics_in[i].usage;
3148 usage_idx = semantics_in[i].usage_idx;
3149 set[map[i]] = shader_glsl_get_write_mask(&semantics_in[i].reg, reg_mask);
3151 if(!semantics_out) {
3152 switch(usage) {
3153 case WINED3DDECLUSAGE_COLOR:
3154 if (usage_idx == 0)
3155 shader_addline(buffer, "%s%s = front_color%s;\n",
3156 destination, reg_mask, reg_mask);
3157 else if (usage_idx == 1)
3158 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3159 destination, reg_mask, reg_mask);
3160 else
3161 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3162 destination, reg_mask, reg_mask);
3163 break;
3165 case WINED3DDECLUSAGE_TEXCOORD:
3166 if (usage_idx < 8) {
3167 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3168 destination, reg_mask, usage_idx, reg_mask);
3169 } else {
3170 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3171 destination, reg_mask, reg_mask);
3173 break;
3175 case WINED3DDECLUSAGE_FOG:
3176 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3177 destination, reg_mask, reg_mask);
3178 break;
3180 default:
3181 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3182 destination, reg_mask, reg_mask);
3184 } else {
3185 BOOL found = FALSE;
3186 for(j = 0; j < MAX_REG_OUTPUT; j++) {
3187 if (!reg_maps_out->packed_output[j]) continue;
3189 usage_out = semantics_out[j].usage;
3190 usage_idx_out = semantics_out[j].usage_idx;
3191 shader_glsl_get_write_mask(&semantics_out[j].reg, reg_mask_out);
3193 if(usage == usage_out &&
3194 usage_idx == usage_idx_out) {
3195 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3196 destination, reg_mask, j, reg_mask);
3197 found = TRUE;
3200 if(!found) {
3201 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3202 destination, reg_mask, reg_mask);
3207 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3208 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3209 * input varyings are assigned above, if the optimizer works properly.
3211 for(i = 0; i < in_count + 2; i++) {
3212 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3213 unsigned int size = 0;
3214 memset(reg_mask, 0, sizeof(reg_mask));
3215 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3216 reg_mask[size] = 'x';
3217 size++;
3219 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3220 reg_mask[size] = 'y';
3221 size++;
3223 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3224 reg_mask[size] = 'z';
3225 size++;
3227 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3228 reg_mask[size] = 'w';
3229 size++;
3232 if (i == in_count) {
3233 sprintf(destination, "gl_FrontColor");
3234 } else if (i == in_count + 1) {
3235 sprintf(destination, "gl_FrontSecondaryColor");
3236 } else {
3237 sprintf(destination, "IN[%u]", i);
3240 if (size == 1) {
3241 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3242 } else {
3243 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3248 HeapFree(GetProcessHeap(), 0, set);
3251 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3252 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3254 GLhandleARB ret = 0;
3255 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3256 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3257 IWineD3DDeviceImpl *device;
3258 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version);
3259 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
3260 unsigned int i;
3261 SHADER_BUFFER buffer;
3262 DWORD usage, usage_idx, writemask;
3263 char reg_mask[6];
3264 const struct wined3d_shader_semantic *semantics_out;
3266 shader_buffer_init(&buffer);
3268 shader_addline(&buffer, "#version 120\n");
3270 if(vs_major < 3 && ps_major < 3) {
3271 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3272 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3274 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3275 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3276 !device->frag_pipe->ffp_proj_control) {
3277 shader_addline(&buffer, "void order_ps_input() {\n");
3278 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3279 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3280 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3281 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3284 shader_addline(&buffer, "}\n");
3285 } else {
3286 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3288 } else if(ps_major < 3 && vs_major >= 3) {
3289 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3290 semantics_out = vs->semantics_out;
3292 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3293 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3294 if (!vs->baseShader.reg_maps.packed_output[i]) continue;
3296 usage = semantics_out[i].usage;
3297 usage_idx = semantics_out[i].usage_idx;
3298 writemask = shader_glsl_get_write_mask(&semantics_out[i].reg, reg_mask);
3300 switch(usage) {
3301 case WINED3DDECLUSAGE_COLOR:
3302 if (usage_idx == 0)
3303 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3304 else if (usage_idx == 1)
3305 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3306 break;
3308 case WINED3DDECLUSAGE_POSITION:
3309 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3310 break;
3312 case WINED3DDECLUSAGE_TEXCOORD:
3313 if (usage_idx < 8) {
3314 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3316 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3317 usage_idx, reg_mask, i, reg_mask);
3318 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3319 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3322 break;
3324 case WINED3DDECLUSAGE_PSIZE:
3325 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3326 break;
3328 case WINED3DDECLUSAGE_FOG:
3329 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3330 break;
3332 default:
3333 break;
3336 shader_addline(&buffer, "}\n");
3338 } else if(ps_major >= 3 && vs_major >= 3) {
3339 semantics_out = vs->semantics_out;
3341 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3342 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3343 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3345 /* First, sort out position and point size. Those are not passed to the pixel shader */
3346 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3347 if (!vs->baseShader.reg_maps.packed_output[i]) continue;
3349 usage = semantics_out[i].usage;
3350 usage_idx = semantics_out[i].usage_idx;
3351 shader_glsl_get_write_mask(&semantics_out[i].reg, reg_mask);
3353 switch(usage) {
3354 case WINED3DDECLUSAGE_POSITION:
3355 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3356 break;
3358 case WINED3DDECLUSAGE_PSIZE:
3359 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3360 break;
3362 default:
3363 break;
3367 /* Then, fix the pixel shader input */
3368 handle_ps3_input(&buffer, gl_info, ps->input_reg_map,
3369 ps->semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps);
3371 shader_addline(&buffer, "}\n");
3372 } else if(ps_major >= 3 && vs_major < 3) {
3373 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3374 shader_addline(&buffer, "void order_ps_input() {\n");
3375 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3376 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3377 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3379 handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->semantics_in, &ps->baseShader.reg_maps, NULL, NULL);
3380 shader_addline(&buffer, "}\n");
3381 } else {
3382 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3385 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3386 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3387 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3388 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3389 GL_EXTCALL(glCompileShaderARB(ret));
3390 checkGLcall("glCompileShaderARB(ret)");
3392 shader_buffer_free(&buffer);
3393 return ret;
3396 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3397 GLhandleARB programId, char prefix)
3399 const local_constant *lconst;
3400 GLint tmp_loc;
3401 const float *value;
3402 char glsl_name[8];
3404 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3405 value = (const float *)lconst->value;
3406 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3407 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3408 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3410 checkGLcall("Hardcoding local constants\n");
3413 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3414 * It sets the programId on the current StateBlock (because it should be called
3415 * inside of the DrawPrimitive() part of the render loop).
3417 * If a program for the given combination does not exist, create one, and store
3418 * the program in the hash table. If it creates a program, it will link the
3419 * given objects, too.
3421 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3422 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3423 struct shader_glsl_priv *priv = This->shader_priv;
3424 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3425 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3426 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3427 struct glsl_shader_prog_link *entry = NULL;
3428 GLhandleARB programId = 0;
3429 GLhandleARB reorder_shader_id = 0;
3430 unsigned int i;
3431 char glsl_name[8];
3432 GLhandleARB vshader_id, pshader_id;
3433 struct ps_compile_args ps_compile_args;
3434 struct vs_compile_args vs_compile_args;
3436 if(use_vs) {
3437 find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
3438 } else {
3439 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3440 memset(&vs_compile_args, 0, sizeof(vs_compile_args));
3442 if(use_ps) {
3443 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
3444 } else {
3445 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3446 memset(&ps_compile_args, 0, sizeof(ps_compile_args));
3448 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3449 if (entry) {
3450 priv->glsl_program = entry;
3451 return;
3454 /* If we get to this point, then no matching program exists, so we create one */
3455 programId = GL_EXTCALL(glCreateProgramObjectARB());
3456 TRACE("Created new GLSL shader program %u\n", programId);
3458 /* Create the entry */
3459 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3460 entry->programId = programId;
3461 entry->vshader = vshader;
3462 entry->pshader = pshader;
3463 entry->vs_args = vs_compile_args;
3464 entry->ps_args = ps_compile_args;
3465 entry->constant_version = 0;
3466 /* Add the hash table entry */
3467 add_glsl_program_entry(priv, entry);
3469 /* Set the current program */
3470 priv->glsl_program = entry;
3472 if(use_vs) {
3473 vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
3474 } else {
3475 vshader_id = 0;
3478 /* Attach GLSL vshader */
3479 if (vshader_id) {
3480 const unsigned int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3481 char tmp_name[10];
3483 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3484 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3485 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3486 checkGLcall("glAttachObjectARB");
3487 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3488 * is destroyed
3490 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3492 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3493 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3494 checkGLcall("glAttachObjectARB");
3496 /* Bind vertex attributes to a corresponding index number to match
3497 * the same index numbers as ARB_vertex_programs (makes loading
3498 * vertex attributes simpler). With this method, we can use the
3499 * exact same code to load the attributes later for both ARB and
3500 * GLSL shaders.
3502 * We have to do this here because we need to know the Program ID
3503 * in order to make the bindings work, and it has to be done prior
3504 * to linking the GLSL program. */
3505 for (i = 0; i < max_attribs; ++i) {
3506 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3507 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3508 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3511 checkGLcall("glBindAttribLocationARB");
3513 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3516 if(use_ps) {
3517 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
3518 } else {
3519 pshader_id = 0;
3522 /* Attach GLSL pshader */
3523 if (pshader_id) {
3524 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3525 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3526 checkGLcall("glAttachObjectARB");
3528 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3531 /* Link the program */
3532 TRACE("Linking GLSL shader program %u\n", programId);
3533 GL_EXTCALL(glLinkProgramARB(programId));
3534 print_glsl_info_log(&GLINFO_LOCATION, programId);
3536 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3537 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3538 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3539 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3541 for (i = 0; i < MAX_CONST_I; ++i) {
3542 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3543 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3545 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3546 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3547 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3548 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3550 for (i = 0; i < MAX_CONST_I; ++i) {
3551 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3552 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3555 if(pshader) {
3556 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3557 char name[32];
3558 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3559 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3560 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3561 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3562 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3563 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3567 if (use_ps && ps_compile_args.np2_fixup) {
3568 char name[32];
3569 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3570 if (ps_compile_args.np2_fixup & (1 << i)) {
3571 sprintf(name, "PsamplerNP2Fixup%u", i);
3572 entry->np2Fixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3573 } else {
3574 entry->np2Fixup_location[i] = -1;
3579 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3580 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3581 checkGLcall("Find glsl program uniform locations");
3583 if (pshader
3584 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3585 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3587 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3588 entry->vertex_color_clamp = GL_FALSE;
3589 } else {
3590 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3593 /* Set the shader to allow uniform loading on it */
3594 GL_EXTCALL(glUseProgramObjectARB(programId));
3595 checkGLcall("glUseProgramObjectARB(programId)");
3597 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3598 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3599 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3600 * vertex shader with fixed function pixel processing is used we make sure that the card
3601 * supports enough samplers to allow the max number of vertex samplers with all possible
3602 * fixed function fragment processing setups. So once the program is linked these samplers
3603 * won't change.
3605 if(vshader_id) {
3606 /* Load vertex shader samplers */
3607 shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
3609 if(pshader_id) {
3610 /* Load pixel shader samplers */
3611 shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
3614 /* If the local constants do not have to be loaded with the environment constants,
3615 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3616 * later
3618 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3619 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3621 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3622 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3626 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3628 GLhandleARB program_id;
3629 GLhandleARB vshader_id, pshader_id;
3630 static const char *blt_vshader[] =
3632 "#version 120\n"
3633 "void main(void)\n"
3634 "{\n"
3635 " gl_Position = gl_Vertex;\n"
3636 " gl_FrontColor = vec4(1.0);\n"
3637 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3638 "}\n"
3641 static const char *blt_pshaders[tex_type_count] =
3643 /* tex_1d */
3644 NULL,
3645 /* tex_2d */
3646 "#version 120\n"
3647 "uniform sampler2D sampler;\n"
3648 "void main(void)\n"
3649 "{\n"
3650 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3651 "}\n",
3652 /* tex_3d */
3653 NULL,
3654 /* tex_cube */
3655 "#version 120\n"
3656 "uniform samplerCube sampler;\n"
3657 "void main(void)\n"
3658 "{\n"
3659 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3660 "}\n",
3661 /* tex_rect */
3662 "#version 120\n"
3663 "#extension GL_ARB_texture_rectangle : enable\n"
3664 "uniform sampler2DRect sampler;\n"
3665 "void main(void)\n"
3666 "{\n"
3667 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3668 "}\n",
3671 if (!blt_pshaders[tex_type])
3673 FIXME("tex_type %#x not supported\n", tex_type);
3674 tex_type = tex_2d;
3677 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3678 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3679 GL_EXTCALL(glCompileShaderARB(vshader_id));
3681 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3682 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3683 GL_EXTCALL(glCompileShaderARB(pshader_id));
3685 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3686 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3687 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3688 GL_EXTCALL(glLinkProgramARB(program_id));
3690 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3692 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3693 * is destroyed
3695 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3696 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3697 return program_id;
3700 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3701 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3702 struct shader_glsl_priv *priv = This->shader_priv;
3703 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3704 GLhandleARB program_id = 0;
3705 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3707 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3709 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3710 else priv->glsl_program = NULL;
3712 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3714 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3715 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3716 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3717 checkGLcall("glClampColorARB");
3718 } else {
3719 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3723 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3724 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3725 GL_EXTCALL(glUseProgramObjectARB(program_id));
3726 checkGLcall("glUseProgramObjectARB");
3729 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3730 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3731 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3732 struct shader_glsl_priv *priv = This->shader_priv;
3733 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3735 if (!*blt_program) {
3736 GLint loc;
3737 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3738 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3739 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3740 GL_EXTCALL(glUniform1iARB(loc, 0));
3741 } else {
3742 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3746 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3747 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3748 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3749 struct shader_glsl_priv *priv = This->shader_priv;
3750 GLhandleARB program_id;
3752 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3753 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3755 GL_EXTCALL(glUseProgramObjectARB(program_id));
3756 checkGLcall("glUseProgramObjectARB");
3759 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3760 const struct list *linked_programs;
3761 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3762 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3763 struct shader_glsl_priv *priv = device->shader_priv;
3764 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3765 IWineD3DPixelShaderImpl *ps = NULL;
3766 IWineD3DVertexShaderImpl *vs = NULL;
3768 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3769 * can be called from IWineD3DBaseShader::Release
3771 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3773 if(pshader) {
3774 ps = (IWineD3DPixelShaderImpl *) This;
3775 if(ps->num_gl_shaders == 0) return;
3776 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
3777 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
3778 } else {
3779 vs = (IWineD3DVertexShaderImpl *) This;
3780 if(vs->num_gl_shaders == 0) return;
3781 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
3782 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
3785 linked_programs = &This->baseShader.linked_programs;
3787 TRACE("Deleting linked programs\n");
3788 if (linked_programs->next) {
3789 struct glsl_shader_prog_link *entry, *entry2;
3791 if(pshader) {
3792 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3793 delete_glsl_program_entry(priv, gl_info, entry);
3795 } else {
3796 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3797 delete_glsl_program_entry(priv, gl_info, entry);
3802 if(pshader) {
3803 UINT i;
3805 ENTER_GL();
3806 for(i = 0; i < ps->num_gl_shaders; i++) {
3807 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3808 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3809 checkGLcall("glDeleteObjectARB");
3811 LEAVE_GL();
3812 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3813 ps->gl_shaders = NULL;
3814 ps->num_gl_shaders = 0;
3815 ps->shader_array_size = 0;
3816 } else {
3817 UINT i;
3819 ENTER_GL();
3820 for(i = 0; i < vs->num_gl_shaders; i++) {
3821 TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId);
3822 GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId));
3823 checkGLcall("glDeleteObjectARB");
3825 LEAVE_GL();
3826 HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
3827 vs->gl_shaders = NULL;
3828 vs->num_gl_shaders = 0;
3829 vs->shader_array_size = 0;
3833 static unsigned int glsl_program_key_hash(const void *key)
3835 const glsl_program_key_t *k = key;
3837 unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16;
3838 hash += ~(hash << 15);
3839 hash ^= (hash >> 10);
3840 hash += (hash << 3);
3841 hash ^= (hash >> 6);
3842 hash += ~(hash << 11);
3843 hash ^= (hash >> 16);
3845 return hash;
3848 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3850 const glsl_program_key_t *ka = keya;
3851 const glsl_program_key_t *kb = keyb;
3853 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3854 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) &&
3855 (memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0);
3858 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3860 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3861 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3863 if (!mem)
3865 ERR("Failed to allocate memory\n");
3866 return FALSE;
3869 heap->entries = mem;
3870 heap->entries[1].version = 0;
3871 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3872 heap->size = 1;
3874 return TRUE;
3877 static void constant_heap_free(struct constant_heap *heap)
3879 HeapFree(GetProcessHeap(), 0, heap->entries);
3882 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3883 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3884 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3885 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3886 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
3888 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3889 if (!priv->stack)
3891 ERR("Failed to allocate memory.\n");
3892 HeapFree(GetProcessHeap(), 0, priv);
3893 return E_OUTOFMEMORY;
3896 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3898 ERR("Failed to initialize vertex shader constant heap\n");
3899 HeapFree(GetProcessHeap(), 0, priv->stack);
3900 HeapFree(GetProcessHeap(), 0, priv);
3901 return E_OUTOFMEMORY;
3904 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3906 ERR("Failed to initialize pixel shader constant heap\n");
3907 constant_heap_free(&priv->vconst_heap);
3908 HeapFree(GetProcessHeap(), 0, priv->stack);
3909 HeapFree(GetProcessHeap(), 0, priv);
3910 return E_OUTOFMEMORY;
3913 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3914 priv->next_constant_version = 1;
3916 This->shader_priv = priv;
3917 return WINED3D_OK;
3920 static void shader_glsl_free(IWineD3DDevice *iface) {
3921 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3922 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3923 struct shader_glsl_priv *priv = This->shader_priv;
3924 int i;
3926 for (i = 0; i < tex_type_count; ++i)
3928 if (priv->depth_blt_program[i])
3930 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3934 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3935 constant_heap_free(&priv->pconst_heap);
3936 constant_heap_free(&priv->vconst_heap);
3938 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3939 This->shader_priv = NULL;
3942 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3943 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3944 return FALSE;
3947 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
3948 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3949 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3950 CONST DWORD *function = This->baseShader.function;
3951 const char *fragcolor;
3952 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3954 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3955 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3957 shader_addline(buffer, "#version 120\n");
3959 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3960 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3962 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3963 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3964 * drivers write a warning if we don't do so
3966 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3969 /* Base Declarations */
3970 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3972 /* Pack 3.0 inputs */
3973 if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
3974 pshader_glsl_input_pack(iface, buffer, This->semantics_in, reg_maps, args->vp_mode);
3977 /* Base Shader Body */
3978 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3980 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3981 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3983 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3984 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3985 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3986 else
3987 shader_addline(buffer, "gl_FragColor = R0;\n");
3990 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3991 fragcolor = "gl_FragData[0]";
3992 } else {
3993 fragcolor = "gl_FragColor";
3995 if(args->srgb_correction) {
3996 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3997 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3998 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3999 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
4000 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
4001 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
4002 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
4003 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
4005 /* Pixel shader < 3.0 do not replace the fog stage.
4006 * This implements linear fog computation and blending.
4007 * TODO: non linear fog
4008 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4009 * -1/(e-s) and e/(e-s) respectively.
4011 if(reg_maps->shader_version < WINED3DPS_VERSION(3,0)) {
4012 switch(args->fog) {
4013 case FOG_OFF: break;
4014 case FOG_LINEAR:
4015 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4016 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4017 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4018 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4019 break;
4020 case FOG_EXP:
4021 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4022 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4023 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4024 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4025 break;
4026 case FOG_EXP2:
4027 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4028 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4029 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4030 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4031 break;
4035 shader_addline(buffer, "}\n");
4037 TRACE("Compiling shader object %u\n", shader_obj);
4038 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4039 GL_EXTCALL(glCompileShaderARB(shader_obj));
4040 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4042 /* Store the shader object */
4043 return shader_obj;
4046 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
4047 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
4048 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4049 CONST DWORD *function = This->baseShader.function;
4050 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
4052 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4053 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4055 shader_addline(buffer, "#version 120\n");
4057 /* Base Declarations */
4058 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
4060 /* Base Shader Body */
4061 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
4063 /* Unpack 3.0 outputs */
4064 if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
4065 else shader_addline(buffer, "order_ps_input();\n");
4067 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4068 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4069 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4070 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4072 if(args->fog_src == VS_FOG_Z) {
4073 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4074 } else if (!reg_maps->fog) {
4075 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4078 /* Write the final position.
4080 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4081 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4082 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4083 * contains 1.0 to allow a mad.
4085 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4086 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4088 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4090 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4091 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4092 * which is the same as z = z * 2 - w.
4094 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4096 shader_addline(buffer, "}\n");
4098 TRACE("Compiling shader object %u\n", shader_obj);
4099 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4100 GL_EXTCALL(glCompileShaderARB(shader_obj));
4101 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4103 return shader_obj;
4106 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4108 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4109 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4110 * vs_nv_version which is based on NV_vertex_program.
4111 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4112 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4113 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4114 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4116 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4117 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4118 else
4119 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4120 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4121 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
4122 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF) - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
4124 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4125 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4126 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4127 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4128 * in max native instructions. Intel and others also offer the info in this extension but they
4129 * don't support GLSL (at least on Windows).
4131 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4132 * of instructions is 512 or less we have to do with ps2.0 hardware.
4133 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4135 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4136 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4137 else
4138 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4140 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
4141 * In theory the texbem instruction may need one more shader constant too. But lets assume
4142 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
4143 * and lets not take away a uniform needlessly from all other shaders.
4145 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF) - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
4147 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4148 * Direct3D minimum requirement.
4150 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4151 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4153 * The problem is that the refrast clamps temporary results in the shader to
4154 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4155 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4156 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4157 * offer a way to query this.
4159 pCaps->PixelShader1xMaxValue = 8.0;
4160 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4163 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4165 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4167 TRACE("Checking support for fixup:\n");
4168 dump_color_fixup_desc(fixup);
4171 /* We support everything except YUV conversions. */
4172 if (!is_yuv_fixup(fixup))
4174 TRACE("[OK]\n");
4175 return TRUE;
4178 TRACE("[FAILED]\n");
4179 return FALSE;
4182 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4184 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4185 /* WINED3DSIH_ADD */ shader_glsl_arith,
4186 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4187 /* WINED3DSIH_BREAK */ shader_glsl_break,
4188 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4189 /* WINED3DSIH_BREAKP */ NULL,
4190 /* WINED3DSIH_CALL */ shader_glsl_call,
4191 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4192 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4193 /* WINED3DSIH_CND */ shader_glsl_cnd,
4194 /* WINED3DSIH_CRS */ shader_glsl_cross,
4195 /* WINED3DSIH_DCL */ NULL,
4196 /* WINED3DSIH_DEF */ NULL,
4197 /* WINED3DSIH_DEFB */ NULL,
4198 /* WINED3DSIH_DEFI */ NULL,
4199 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4200 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4201 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4202 /* WINED3DSIH_DST */ shader_glsl_dst,
4203 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4204 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4205 /* WINED3DSIH_ELSE */ shader_glsl_else,
4206 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4207 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4208 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4209 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4210 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4211 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4212 /* WINED3DSIH_IF */ shader_glsl_if,
4213 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4214 /* WINED3DSIH_LABEL */ shader_glsl_label,
4215 /* WINED3DSIH_LIT */ shader_glsl_lit,
4216 /* WINED3DSIH_LOG */ shader_glsl_log,
4217 /* WINED3DSIH_LOGP */ shader_glsl_log,
4218 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4219 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4220 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4221 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4222 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4223 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4224 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4225 /* WINED3DSIH_MAD */ shader_glsl_mad,
4226 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4227 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4228 /* WINED3DSIH_MOV */ shader_glsl_mov,
4229 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4230 /* WINED3DSIH_MUL */ shader_glsl_arith,
4231 /* WINED3DSIH_NOP */ NULL,
4232 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4233 /* WINED3DSIH_PHASE */ NULL,
4234 /* WINED3DSIH_POW */ shader_glsl_pow,
4235 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4236 /* WINED3DSIH_REP */ shader_glsl_rep,
4237 /* WINED3DSIH_RET */ NULL,
4238 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4239 /* WINED3DSIH_SETP */ NULL,
4240 /* WINED3DSIH_SGE */ shader_glsl_compare,
4241 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4242 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4243 /* WINED3DSIH_SLT */ shader_glsl_compare,
4244 /* WINED3DSIH_SUB */ shader_glsl_arith,
4245 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4246 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4247 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4248 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4249 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4250 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4251 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4252 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4253 /* WINED3DSIH_TEXLDD */ NULL,
4254 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4255 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4256 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4257 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4258 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4259 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4260 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4261 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4262 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4263 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4264 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4265 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4266 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4269 const shader_backend_t glsl_shader_backend = {
4270 shader_glsl_instruction_handler_table,
4271 shader_glsl_select,
4272 shader_glsl_select_depth_blt,
4273 shader_glsl_deselect_depth_blt,
4274 shader_glsl_update_float_vertex_constants,
4275 shader_glsl_update_float_pixel_constants,
4276 shader_glsl_load_constants,
4277 shader_glsl_load_np2fixup_constants,
4278 shader_glsl_destroy,
4279 shader_glsl_alloc,
4280 shader_glsl_free,
4281 shader_glsl_dirty_const,
4282 shader_glsl_generate_pshader,
4283 shader_glsl_generate_vshader,
4284 shader_glsl_get_caps,
4285 shader_glsl_color_fixup_supported,