2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006 Henri Verbeet
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
28 #define GLINFO_LOCATION (*gl_info)
30 /** Prints the GLSL info log which will contain error messages if they exist */
31 void print_glsl_info_log(WineD3D_GL_Info
*gl_info
, GLhandleARB obj
) {
33 int infologLength
= 0;
36 GL_EXTCALL(glGetObjectParameterivARB(obj
,
37 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
40 /* A size of 1 is just a null-terminated string, so the log should be bigger than
41 * that if there are errors. */
42 if (infologLength
> 1)
44 infoLog
= (char *)HeapAlloc(GetProcessHeap(), 0, infologLength
);
45 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
46 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
47 HeapFree(GetProcessHeap(), 0, infoLog
);
52 * Loads (pixel shader) samplers
54 void shader_glsl_load_psamplers(
55 WineD3D_GL_Info
*gl_info
,
56 IWineD3DStateBlock
* iface
) {
58 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
59 GLhandleARB programId
= stateBlock
->glsl_program
->programId
;
62 char sampler_name
[20];
64 for (i
=0; i
< GL_LIMITS(samplers
); ++i
) {
65 if (stateBlock
->textures
[i
] != NULL
) {
66 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
67 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
69 TRACE("Loading %s for texture %d\n", sampler_name
, i
);
70 GL_EXTCALL(glUniform1iARB(name_loc
, i
));
71 checkGLcall("glUniform1iARB");
78 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
79 * When constant_list == NULL, it will load all the constants.
81 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
,
82 unsigned int max_constants
, float* constants
, GLhandleARB
*constant_locations
,
83 struct list
*constant_list
) {
84 local_constant
* lconst
;
89 if (TRACE_ON(d3d_shader
)) {
90 for (i
= 0; i
< max_constants
; ++i
) {
91 tmp_loc
= constant_locations
[i
];
93 TRACE("Loading constants %i: %f, %f, %f, %f\n", i
,
94 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
95 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
99 for (i
= 0; i
< max_constants
; ++i
) {
100 tmp_loc
= constant_locations
[i
];
102 /* We found this uniform name in the program - go ahead and send the data */
103 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
106 checkGLcall("glUniform4fvARB()");
108 constant_entry
*constant
;
109 if (TRACE_ON(d3d_shader
)) {
110 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constant_entry
, entry
) {
112 tmp_loc
= constant_locations
[i
];
114 TRACE("Loading constants %i: %f, %f, %f, %f\n", i
,
115 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
116 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
120 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constant_entry
, entry
) {
122 tmp_loc
= constant_locations
[i
];
124 /* We found this uniform name in the program - go ahead and send the data */
125 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
128 checkGLcall("glUniform4fvARB()");
131 /* Load immediate constants */
132 if (TRACE_ON(d3d_shader
)) {
133 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
134 tmp_loc
= constant_locations
[lconst
->idx
];
136 GLfloat
* values
= (GLfloat
*)lconst
->value
;
137 TRACE("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
138 values
[0], values
[1], values
[2], values
[3]);
142 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
143 tmp_loc
= constant_locations
[lconst
->idx
];
145 /* We found this uniform name in the program - go ahead and send the data */
146 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (GLfloat
*)lconst
->value
));
149 checkGLcall("glUniform4fvARB()");
153 * Loads integer constants (aka uniforms) into the currently set GLSL program.
154 * When @constants_set == NULL, it will load all the constants.
156 void shader_glsl_load_constantsI(
157 IWineD3DBaseShaderImpl
* This
,
158 WineD3D_GL_Info
*gl_info
,
159 GLhandleARB programId
,
160 unsigned max_constants
,
162 BOOL
* constants_set
) {
167 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
168 const char* prefix
= is_pshader
? "PI":"VI";
171 for (i
=0; i
<max_constants
; ++i
) {
172 if (NULL
== constants_set
|| constants_set
[i
]) {
174 TRACE("Loading constants %i: %i, %i, %i, %i\n",
175 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
177 /* TODO: Benchmark and see if it would be beneficial to store the
178 * locations of the constants to avoid looking up each time */
179 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
180 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
182 /* We found this uniform name in the program - go ahead and send the data */
183 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, &constants
[i
*4]));
184 checkGLcall("glUniform4ivARB");
189 /* Load immediate constants */
190 ptr
= list_head(&This
->baseShader
.constantsI
);
192 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
193 unsigned int idx
= lconst
->idx
;
194 GLint
* values
= (GLint
*) lconst
->value
;
196 TRACE("Loading local constants %i: %i, %i, %i, %i\n", idx
,
197 values
[0], values
[1], values
[2], values
[3]);
199 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
200 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
202 /* We found this uniform name in the program - go ahead and send the data */
203 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, values
));
204 checkGLcall("glUniform4ivARB");
206 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
211 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
212 * When @constants_set == NULL, it will load all the constants.
214 void shader_glsl_load_constantsB(
215 IWineD3DBaseShaderImpl
* This
,
216 WineD3D_GL_Info
*gl_info
,
217 GLhandleARB programId
,
218 unsigned max_constants
,
220 BOOL
* constants_set
) {
225 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
226 const char* prefix
= is_pshader
? "PB":"VB";
229 for (i
=0; i
<max_constants
; ++i
) {
230 if (NULL
== constants_set
|| constants_set
[i
]) {
232 TRACE("Loading constants %i: %i;\n", i
, constants
[i
*4]);
234 /* TODO: Benchmark and see if it would be beneficial to store the
235 * locations of the constants to avoid looking up each time */
236 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
237 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
239 /* We found this uniform name in the program - go ahead and send the data */
240 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
*4]));
241 checkGLcall("glUniform1ivARB");
246 /* Load immediate constants */
247 ptr
= list_head(&This
->baseShader
.constantsB
);
249 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
250 unsigned int idx
= lconst
->idx
;
251 GLint
* values
= (GLint
*) lconst
->value
;
253 TRACE("Loading local constants %i: %i\n", idx
, values
[0]);
255 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
256 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
258 /* We found this uniform name in the program - go ahead and send the data */
259 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
260 checkGLcall("glUniform1ivARB");
262 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
269 * Loads the app-supplied constants into the currently set GLSL program.
271 void shader_glsl_load_constants(
272 IWineD3DDevice
* device
,
274 char useVertexShader
) {
276 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
277 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
278 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*) deviceImpl
->wineD3D
)->gl_info
;
280 GLhandleARB
*constant_locations
;
281 struct list
*constant_list
;
282 GLhandleARB programId
;
284 if (!stateBlock
->glsl_program
) {
285 /* No GLSL program set - nothing to do. */
288 programId
= stateBlock
->glsl_program
->programId
;
290 if (useVertexShader
) {
291 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
292 IWineD3DVertexShaderImpl
* vshader_impl
= (IWineD3DVertexShaderImpl
*) vshader
;
295 IWineD3DVertexDeclarationImpl
* vertexDeclaration
=
296 (IWineD3DVertexDeclarationImpl
*) vshader_impl
->vertexDeclaration
;
298 constant_locations
= stateBlock
->glsl_program
->vuniformF_locations
;
299 constant_list
= &stateBlock
->set_vconstantsF
;
301 if (NULL
!= vertexDeclaration
&& NULL
!= vertexDeclaration
->constants
) {
302 /* Load DirectX 8 float constants/uniforms for vertex shader */
303 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
304 vertexDeclaration
->constants
, constant_locations
, NULL
);
307 /* Load DirectX 9 float constants/uniforms for vertex shader */
308 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
309 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
311 /* Load DirectX 9 integer constants/uniforms for vertex shader */
312 shader_glsl_load_constantsI(vshader
, gl_info
, programId
, MAX_CONST_I
,
313 stateBlock
->vertexShaderConstantI
,
314 stateBlock
->set
.vertexShaderConstantsI
);
316 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
317 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
318 stateBlock
->vertexShaderConstantB
,
319 stateBlock
->set
.vertexShaderConstantsB
);
321 /* Upload the position fixup params */
322 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
323 checkGLcall("glGetUniformLocationARB");
324 GL_EXTCALL(glUniform4fvARB(pos
, 1, &deviceImpl
->posFixup
[0]));
325 checkGLcall("glUniform4fvARB");
328 if (usePixelShader
) {
330 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
332 constant_locations
= stateBlock
->glsl_program
->puniformF_locations
;
333 constant_list
= &stateBlock
->set_pconstantsF
;
335 /* Load pixel shader samplers */
336 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*) stateBlock
);
338 /* Load DirectX 9 float constants/uniforms for pixel shader */
339 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
340 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
342 /* Load DirectX 9 integer constants/uniforms for pixel shader */
343 shader_glsl_load_constantsI(pshader
, gl_info
, programId
, MAX_CONST_I
,
344 stateBlock
->pixelShaderConstantI
,
345 stateBlock
->set
.pixelShaderConstantsI
);
347 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
348 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
349 stateBlock
->pixelShaderConstantB
,
350 stateBlock
->set
.pixelShaderConstantsB
);
354 /** Generate the variable & register declarations for the GLSL output target */
355 void shader_generate_glsl_declarations(
356 IWineD3DBaseShader
*iface
,
357 shader_reg_maps
* reg_maps
,
358 SHADER_BUFFER
* buffer
,
359 WineD3D_GL_Info
* gl_info
) {
361 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
364 /* There are some minor differences between pixel and vertex shaders */
365 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
366 char prefix
= pshader
? 'P' : 'V';
368 /* Prototype the subroutines */
369 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
370 if (reg_maps
->labels
[i
])
371 shader_addline(buffer
, "void subroutine%lu();\n", i
);
374 /* Declare the constants (aka uniforms) */
375 if (This
->baseShader
.limits
.constant_float
> 0) {
376 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
377 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
378 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
381 if (This
->baseShader
.limits
.constant_int
> 0)
382 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
384 if (This
->baseShader
.limits
.constant_bool
> 0)
385 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
388 shader_addline(buffer
, "uniform vec4 posFixup;\n");
390 /* Declare texture samplers */
391 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
392 if (reg_maps
->samplers
[i
]) {
394 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
398 shader_addline(buffer
, "uniform sampler1D %csampler%lu;\n", prefix
, i
);
401 shader_addline(buffer
, "uniform sampler2D %csampler%lu;\n", prefix
, i
);
403 case WINED3DSTT_CUBE
:
404 shader_addline(buffer
, "uniform samplerCube %csampler%lu;\n", prefix
, i
);
406 case WINED3DSTT_VOLUME
:
407 shader_addline(buffer
, "uniform sampler3D %csampler%lu;\n", prefix
, i
);
410 shader_addline(buffer
, "uniform unsupported_sampler %csampler%lu;\n", prefix
, i
);
411 FIXME("Unrecognized sampler type: %#x\n", stype
);
417 /* Declare address variables */
418 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
419 if (reg_maps
->address
[i
])
420 shader_addline(buffer
, "ivec4 A%d;\n", i
);
423 /* Declare texture coordinate temporaries and initialize them */
424 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
425 if (reg_maps
->texcoord
[i
])
426 shader_addline(buffer
, "vec4 T%lu = gl_TexCoord[%lu];\n", i
, i
);
429 /* Declare input register temporaries */
430 for (i
=0; i
< This
->baseShader
.limits
.packed_input
; i
++) {
431 if (reg_maps
->packed_input
[i
])
432 shader_addline(buffer
, "vec4 IN%lu;\n", i
);
435 /* Declare output register temporaries */
436 for (i
= 0; i
< This
->baseShader
.limits
.packed_output
; i
++) {
437 if (reg_maps
->packed_output
[i
])
438 shader_addline(buffer
, "vec4 OUT%lu;\n", i
);
441 /* Declare temporary variables */
442 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
443 if (reg_maps
->temporary
[i
])
444 shader_addline(buffer
, "vec4 R%lu;\n", i
);
447 /* Declare attributes */
448 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
449 if (reg_maps
->attributes
[i
])
450 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
453 /* Declare loop register aL */
454 if (reg_maps
->loop
) {
455 shader_addline(buffer
, "int aL;\n");
456 shader_addline(buffer
, "int tmpInt;\n");
459 /* Temporary variables for matrix operations */
460 shader_addline(buffer
, "vec4 tmp0;\n");
461 shader_addline(buffer
, "vec4 tmp1;\n");
463 /* Start the main program */
464 shader_addline(buffer
, "void main() {\n");
467 /*****************************************************************************
468 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
470 * For more information, see http://wiki.winehq.org/DirectX-Shaders
471 ****************************************************************************/
474 static void shader_glsl_add_param(
475 SHADER_OPCODE_ARG
* arg
,
477 const DWORD addr_token
,
483 /** Used for opcode modifiers - They multiply the result by the specified amount */
484 static const char * const shift_glsl_tab
[] = {
486 "2.0 * ", /* 1 (x2) */
487 "4.0 * ", /* 2 (x4) */
488 "8.0 * ", /* 3 (x8) */
489 "16.0 * ", /* 4 (x16) */
490 "32.0 * ", /* 5 (x32) */
497 "0.0625 * ", /* 12 (d16) */
498 "0.125 * ", /* 13 (d8) */
499 "0.25 * ", /* 14 (d4) */
500 "0.5 * " /* 15 (d2) */
503 /** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4("
504 * Will also change the reg_mask if necessary (not all register types are equal in DX vs GL) */
505 static void shader_glsl_add_dst(DWORD param
, const char* reg_name
, char* reg_mask
, char* outStr
) {
507 int shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
510 if ((shader_get_regtype(param
) == WINED3DSPR_RASTOUT
)
511 && ((param
& WINED3DSP_REGNUM_MASK
) != 0)) {
512 /* gl_FogFragCoord or glPointSize - both floats */
513 strcpy(cast
, "float");
514 strcpy(reg_mask
, "");
516 } else if (reg_name
[0] == 'A') {
517 /* Address register for vertex shaders (ivec4) */
518 strcpy(cast
, "ivec4");
521 /* Everything else should be a 4 component float vector */
522 strcpy(cast
, "vec4");
525 sprintf(outStr
, "%s%s = %s%s(", reg_name
, reg_mask
, shift_glsl_tab
[shift
], cast
);
528 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
529 static void shader_glsl_gen_modifier (
532 const char *in_regswizzle
,
537 if (instr
== WINED3DSIO_TEXKILL
)
540 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
541 case WINED3DSPSM_NONE
:
542 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
544 case WINED3DSPSM_NEG
:
545 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
547 case WINED3DSPSM_NOT
:
548 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
550 case WINED3DSPSM_BIAS
:
551 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
553 case WINED3DSPSM_BIASNEG
:
554 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
556 case WINED3DSPSM_SIGN
:
557 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
559 case WINED3DSPSM_SIGNNEG
:
560 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
562 case WINED3DSPSM_COMP
:
563 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
566 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
568 case WINED3DSPSM_X2NEG
:
569 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
571 case WINED3DSPSM_DZ
: /* reg1_db = { reg1.r/b, reg1.g/b, ...} The g & a components are undefined, so we'll leave them alone */
572 sprintf(out_str
, "vec4(%s.r / %s.b, %s.g / %s.b, %s.b, %s.a)", in_reg
, in_reg
, in_reg
, in_reg
, in_reg
, in_reg
);
575 sprintf(out_str
, "vec4(%s.r / %s.a, %s.g / %s.a, %s.b, %s.a)", in_reg
, in_reg
, in_reg
, in_reg
, in_reg
, in_reg
);
577 case WINED3DSPSM_ABS
:
578 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
580 case WINED3DSPSM_ABSNEG
:
581 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
584 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
585 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
589 /** Writes the GLSL variable name that corresponds to the register that the
590 * DX opcode parameter is trying to access */
591 static void shader_glsl_get_register_name(
593 const DWORD addr_token
,
596 SHADER_OPCODE_ARG
* arg
) {
598 /* oPos, oFog and oPts in D3D */
599 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
601 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
602 DWORD regtype
= shader_get_regtype(param
);
603 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
604 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
605 WineD3D_GL_Info
* gl_info
= &((IWineD3DImpl
*)deviceImpl
->wineD3D
)->gl_info
;
607 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
613 case WINED3DSPR_TEMP
:
614 sprintf(tmpStr
, "R%u", reg
);
616 case WINED3DSPR_INPUT
:
618 /* Pixel shaders >= 3.0 */
619 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
620 sprintf(tmpStr
, "IN%u", reg
);
623 strcpy(tmpStr
, "gl_Color");
625 strcpy(tmpStr
, "gl_SecondaryColor");
628 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
630 sprintf(tmpStr
, "attrib%u", reg
);
633 case WINED3DSPR_CONST
:
635 const char* prefix
= pshader
? "PC":"VC";
637 /* Relative addressing */
638 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
640 /* Relative addressing on shaders 2.0+ have a relative address token,
641 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
642 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
643 char relStr
[100], relReg
[50], relMask
[6];
644 shader_glsl_add_param(arg
, addr_token
, 0, TRUE
, relReg
, relMask
, relStr
);
645 sprintf(tmpStr
, "%s[%s + %u]", prefix
, relStr
, reg
);
647 sprintf(tmpStr
, "%s[A0.x + %u]", prefix
, reg
);
650 sprintf(tmpStr
, "%s[%u]", prefix
, reg
);
654 case WINED3DSPR_CONSTINT
:
656 sprintf(tmpStr
, "PI[%u]", reg
);
658 sprintf(tmpStr
, "VI[%u]", reg
);
660 case WINED3DSPR_CONSTBOOL
:
662 sprintf(tmpStr
, "PB[%u]", reg
);
664 sprintf(tmpStr
, "VB[%u]", reg
);
666 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
668 sprintf(tmpStr
, "T%u", reg
);
670 sprintf(tmpStr
, "A%u", reg
);
673 case WINED3DSPR_LOOP
:
674 sprintf(tmpStr
, "aL");
676 case WINED3DSPR_SAMPLER
:
678 sprintf(tmpStr
, "Psampler%u", reg
);
680 sprintf(tmpStr
, "Vsampler%u", reg
);
682 case WINED3DSPR_COLOROUT
:
683 if (reg
>= GL_LIMITS(buffers
)) {
684 WARN("Write to render target %u, only %d supported\n", reg
, 4);
686 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
687 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
688 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
689 sprintf(tmpStr
, "gl_FragColor");
692 case WINED3DSPR_RASTOUT
:
693 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
695 case WINED3DSPR_DEPTHOUT
:
696 sprintf(tmpStr
, "gl_FragDepth");
698 case WINED3DSPR_ATTROUT
:
700 sprintf(tmpStr
, "gl_FrontColor");
702 sprintf(tmpStr
, "gl_FrontSecondaryColor");
705 case WINED3DSPR_TEXCRDOUT
:
706 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
707 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
708 sprintf(tmpStr
, "OUT%u", reg
);
710 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
713 FIXME("Unhandled register name Type(%d)\n", regtype
);
714 sprintf(tmpStr
, "unrecognized_register");
718 strcat(regstr
, tmpStr
);
721 /* Get the GLSL write mask for the destination register */
722 static void shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
723 char *ptr
= write_mask
;
725 if ((param
& WINED3DSP_WRITEMASK_ALL
) != WINED3DSP_WRITEMASK_ALL
) {
727 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
728 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
729 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
730 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
736 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, char *swizzle_str
) {
737 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
738 * but addressed as "rgba". To fix this we need to swap the register's x
739 * and z components. */
740 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
741 char *ptr
= swizzle_str
;
743 /* swizzle bits fields: wwzzyyxx */
744 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
745 DWORD swizzle_x
= swizzle
& 0x03;
746 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
747 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
748 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
750 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
751 * generate a swizzle string. Unless we need to our own swizzling. */
752 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) != swizzle
|| fixup
) {
754 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
755 *ptr
++ = swizzle_chars
[swizzle_x
];
757 *ptr
++ = swizzle_chars
[swizzle_x
];
758 *ptr
++ = swizzle_chars
[swizzle_y
];
759 *ptr
++ = swizzle_chars
[swizzle_z
];
760 *ptr
++ = swizzle_chars
[swizzle_w
];
767 /** From a given parameter token, generate the corresponding GLSL string.
768 * Also, return the actual register name and swizzle in case the
769 * caller needs this information as well. */
770 static void shader_glsl_add_param(
771 SHADER_OPCODE_ARG
* arg
,
773 const DWORD addr_token
,
779 BOOL is_color
= FALSE
;
780 reg_mask
[0] = reg_name
[0] = out_str
[0] = 0;
782 shader_glsl_get_register_name(param
, addr_token
, reg_name
, &is_color
, arg
);
785 shader_glsl_get_swizzle(param
, is_color
, reg_mask
);
786 shader_glsl_gen_modifier(param
, reg_name
, reg_mask
, out_str
);
788 shader_glsl_get_write_mask(param
, reg_mask
);
789 sprintf(out_str
, "%s%s", reg_name
, reg_mask
);
793 /** Process GLSL instruction modifiers */
794 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
796 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
798 if (arg
->opcode
->dst_token
&& mask
!= 0) {
803 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
805 if (mask
& WINED3DSPDM_SATURATE
) {
806 /* _SAT means to clamp the value of the register to between 0 and 1 */
807 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_reg
, dst_mask
, dst_reg
, dst_mask
);
809 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
810 FIXME("_centroid modifier not handled\n");
812 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
813 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
818 static inline const char* shader_get_comp_op(
819 const DWORD opcode
) {
821 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
823 case COMPARISON_GT
: return ">";
824 case COMPARISON_EQ
: return "==";
825 case COMPARISON_GE
: return ">=";
826 case COMPARISON_LT
: return "<";
827 case COMPARISON_NE
: return "!=";
828 case COMPARISON_LE
: return "<=";
830 FIXME("Unrecognized comparison value: %u\n", op
);
835 static void shader_glsl_sample(SHADER_OPCODE_ARG
* arg
, DWORD sampler_idx
, const char *dst_str
, const char *coord_reg
) {
836 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
837 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
838 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
839 const char sampler_prefix
= shader_is_pshader_version(This
->baseShader
.hex_version
) ? 'P' : 'V';
840 SHADER_BUFFER
* buffer
= arg
->buffer
;
842 if(deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] & WINED3DTTFF_PROJECTED
) {
843 /* Note that there's no such thing as a projected cube texture. */
844 switch(sampler_type
) {
846 shader_addline(buffer
, "%s = texture2DProj(%csampler%u, %s);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
848 case WINED3DSTT_VOLUME
:
849 shader_addline(buffer
, "%s = texture3DProj(%csampler%u, %s);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
852 shader_addline(buffer
, "%s = unrecognized_stype(%csampler%u, %s);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
853 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
857 switch(sampler_type
) {
859 shader_addline(buffer
, "%s = texture2D(%csampler%u, %s.xy);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
861 case WINED3DSTT_CUBE
:
862 shader_addline(buffer
, "%s = textureCube(%csampler%u, %s.xyz);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
864 case WINED3DSTT_VOLUME
:
865 shader_addline(buffer
, "%s = texture3D(%csampler%u, %s.xyz);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
868 shader_addline(buffer
, "%s = unrecognized_stype(%csampler%u, %s);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
869 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
876 /*****************************************************************************
878 * Begin processing individual instruction opcodes
880 ****************************************************************************/
882 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
883 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
885 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
886 SHADER_BUFFER
* buffer
= arg
->buffer
;
888 char dst_reg
[50], src0_reg
[50], src1_reg
[50];
889 char dst_mask
[6], src0_mask
[6], src1_mask
[6];
890 char dst_str
[100], src0_str
[100], src1_str
[100];
892 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
893 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
894 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
895 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
896 strcat(tmpLine
, "vec4(");
897 strcat(tmpLine
, src0_str
);
898 strcat(tmpLine
, ")");
900 /* Determine the GLSL operator to use based on the opcode */
901 switch (curOpcode
->opcode
) {
902 case WINED3DSIO_MUL
: strcat(tmpLine
, " * "); break;
903 case WINED3DSIO_ADD
: strcat(tmpLine
, " + "); break;
904 case WINED3DSIO_SUB
: strcat(tmpLine
, " - "); break;
906 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
909 shader_addline(buffer
, "%svec4(%s))%s;\n", tmpLine
, src1_str
, dst_mask
);
912 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
913 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
915 SHADER_BUFFER
* buffer
= arg
->buffer
;
917 char dst_str
[100], src0_str
[100];
918 char dst_reg
[50], src0_reg
[50];
919 char dst_mask
[6], src0_mask
[6];
921 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
922 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
923 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
924 shader_addline(buffer
, "%s%s)%s;\n", tmpLine
, src0_str
, dst_mask
);
927 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
928 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
930 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
931 SHADER_BUFFER
* buffer
= arg
->buffer
;
933 char dst_str
[100], src0_str
[100], src1_str
[100];
934 char dst_reg
[50], src0_reg
[50], src1_reg
[50];
935 char dst_mask
[6], src0_mask
[6], src1_mask
[6];
938 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
939 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
940 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
942 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpDest
);
944 /* Need to cast the src vectors to vec3 for dp3, and vec4 for dp4 */
945 if (curOpcode
->opcode
== WINED3DSIO_DP4
)
946 strcpy(cast
, "vec4(");
948 strcpy(cast
, "vec3(");
950 shader_addline(buffer
, "%sdot(%s%s), %s%s)))%s;\n",
951 tmpDest
, cast
, src0_str
, cast
, src1_str
, dst_mask
);
954 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
955 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
957 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
958 SHADER_BUFFER
* buffer
= arg
->buffer
;
960 char dst_str
[100], src_str
[100];
961 char dst_reg
[50], src_reg
[50];
962 char dst_mask
[6], src_mask
[6];
965 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
967 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
969 /* Determine the GLSL function to use based on the opcode */
970 /* TODO: Possibly make this a table for faster lookups */
971 switch (curOpcode
->opcode
) {
972 case WINED3DSIO_MIN
: strcat(tmpLine
, "min"); break;
973 case WINED3DSIO_MAX
: strcat(tmpLine
, "max"); break;
974 case WINED3DSIO_RSQ
: strcat(tmpLine
, "inversesqrt"); break;
975 case WINED3DSIO_ABS
: strcat(tmpLine
, "abs"); break;
976 case WINED3DSIO_FRC
: strcat(tmpLine
, "fract"); break;
977 case WINED3DSIO_POW
: strcat(tmpLine
, "pow"); break;
978 case WINED3DSIO_CRS
: strcat(tmpLine
, "cross"); break;
979 case WINED3DSIO_NRM
: strcat(tmpLine
, "normalize"); break;
980 case WINED3DSIO_LOGP
:
981 case WINED3DSIO_LOG
: strcat(tmpLine
, "log2"); break;
982 case WINED3DSIO_EXP
: strcat(tmpLine
, "exp2"); break;
983 case WINED3DSIO_SGE
: strcat(tmpLine
, "greaterThanEqual"); break;
984 case WINED3DSIO_SLT
: strcat(tmpLine
, "lessThan"); break;
985 case WINED3DSIO_SGN
: strcat(tmpLine
, "sign"); break;
987 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
991 strcat(tmpLine
, "(");
993 if (curOpcode
->num_params
> 0) {
994 strcat(tmpLine
, "vec4(");
995 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src_reg
, src_mask
, src_str
);
996 strcat(tmpLine
, src_str
);
997 strcat(tmpLine
, ")");
998 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
999 strcat(tmpLine
, ", vec4(");
1000 shader_glsl_add_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], TRUE
, src_reg
, src_mask
, src_str
);
1001 strcat(tmpLine
, src_str
);
1002 strcat(tmpLine
, ")");
1005 shader_addline(buffer
, "%s))%s;\n", tmpLine
, dst_mask
);
1009 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1010 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1011 * dst.x = 2^(floor(src))
1012 * dst.y = src - floor(src)
1013 * dst.z = 2^src (partial precision is allowed, but optional)
1015 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1016 * dst = 2^src; (partial precision is allowed, but optional)
1018 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1021 char dst_str
[100], src_str
[100];
1022 char dst_reg
[50], src_reg
[50];
1023 char dst_mask
[6], src_mask
[6];
1024 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1025 DWORD hex_version
= This
->baseShader
.hex_version
;
1027 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1028 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src_reg
, src_mask
, src_str
);
1029 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1031 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1032 shader_addline(arg
->buffer
, "tmp0.x = vec4(exp2(floor(%s))).x;\n", src_str
);
1033 shader_addline(arg
->buffer
, "tmp0.y = vec4(%s - floor(%s)).y;\n", src_str
, src_str
);
1034 shader_addline(arg
->buffer
, "tmp0.z = vec4(exp2(%s)).x;\n", src_str
);
1035 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1036 shader_addline(arg
->buffer
, "%svec4(tmp0))%s;\n", tmpLine
, dst_mask
);
1038 shader_addline(arg
->buffer
, "%svec4(exp2(%s)))%s;\n", tmpLine
, src_str
, dst_mask
);
1042 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1043 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1046 char dst_str
[100], src_str
[100];
1047 char dst_reg
[50], src_reg
[50];
1048 char dst_mask
[6], src_mask
[6];
1050 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1051 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src_reg
, src_mask
, src_str
);
1052 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1053 strcat(tmpLine
, "1.0 / ");
1054 shader_addline(arg
->buffer
, "%s%s)%s;\n", tmpLine
, src_str
, dst_mask
);
1057 /** Process signed comparison opcodes in GLSL. */
1058 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1061 char dst_str
[100], src0_str
[100], src1_str
[100];
1062 char dst_reg
[50], src0_reg
[50], src1_reg
[50];
1063 char dst_mask
[6], src0_mask
[6], src1_mask
[6];
1065 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1066 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1067 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1069 /* If we are comparing vectors and not scalars, we should process this through map2gl using the GLSL functions. */
1070 if (strlen(src0_mask
) != 2) {
1071 shader_glsl_map2gl(arg
);
1075 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
1077 switch (arg
->opcode
->opcode
) {
1078 case WINED3DSIO_SLT
: strcpy(compareStr
, "<"); break;
1079 case WINED3DSIO_SGE
: strcpy(compareStr
, ">="); break;
1081 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1083 shader_addline(arg
->buffer
, "%s(float(%s) %s float(%s)) ? 1.0 : 0.0)%s;\n",
1084 tmpLine
, src0_str
, compareStr
, src1_str
, dst_mask
);
1088 /** Process CMP instruction in GLSL (dst = src0.x > 0.0 ? src1.x : src2.x), per channel */
1089 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1092 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
1093 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
1094 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
1096 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1097 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1098 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
1099 shader_glsl_add_param(arg
, arg
->src
[2], arg
->src_addr
[2], TRUE
, src2_reg
, src2_mask
, src2_str
);
1101 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1102 shader_addline(arg
->buffer
, "%smix(vec4(%s), vec4(%s), vec4(lessThan(vec4(%s), vec4(0.0)))))%s;\n",
1103 tmpLine
, src1_str
, src2_str
, src0_str
, dst_mask
);
1106 /** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */
1107 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1110 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
1111 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
1112 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
1114 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1115 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1116 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
1117 shader_glsl_add_param(arg
, arg
->src
[2], arg
->src_addr
[2], TRUE
, src2_reg
, src2_mask
, src2_str
);
1118 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1119 shader_addline(arg
->buffer
, "%s(%s < 0.5) ? %s : %s)%s;\n",
1120 tmpLine
, src0_str
, src1_str
, src2_str
, dst_mask
);
1123 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1124 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1127 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
1128 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
1129 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
1131 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1132 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1133 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
1134 shader_glsl_add_param(arg
, arg
->src
[2], arg
->src_addr
[2], TRUE
, src2_reg
, src2_mask
, src2_str
);
1135 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1137 shader_addline(arg
->buffer
, "%s(vec4(%s) * vec4(%s)) + vec4(%s))%s;\n",
1138 tmpLine
, src0_str
, src1_str
, src2_str
, dst_mask
);
1141 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1142 Vertex shaders to GLSL codes */
1143 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1145 int nComponents
= 0;
1146 SHADER_OPCODE_ARG tmpArg
;
1148 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1150 /* Set constants for the temporary argument */
1151 tmpArg
.shader
= arg
->shader
;
1152 tmpArg
.buffer
= arg
->buffer
;
1153 tmpArg
.src
[0] = arg
->src
[0];
1154 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1155 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1156 tmpArg
.reg_maps
= arg
->reg_maps
;
1158 switch(arg
->opcode
->opcode
) {
1159 case WINED3DSIO_M4x4
:
1161 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1163 case WINED3DSIO_M4x3
:
1165 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1167 case WINED3DSIO_M3x4
:
1169 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1171 case WINED3DSIO_M3x3
:
1173 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1175 case WINED3DSIO_M3x2
:
1177 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1183 for (i
= 0; i
< nComponents
; i
++) {
1184 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1185 tmpArg
.src
[1] = arg
->src
[1]+i
;
1186 shader_glsl_dot(&tmpArg
);
1191 The LRP instruction performs a component-wise linear interpolation
1192 between the second and third operands using the first operand as the
1193 blend factor. Equation: (dst = src2 * (src1 - src0) + src0)
1195 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1198 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
1199 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
1200 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
1202 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1203 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1204 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
1205 shader_glsl_add_param(arg
, arg
->src
[2], arg
->src_addr
[2], TRUE
, src2_reg
, src2_mask
, src2_str
);
1207 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1209 shader_addline(arg
->buffer
, "%s%s + %s * (%s - %s))%s;\n",
1210 tmpLine
, src2_str
, src0_str
, src1_str
, src2_str
, dst_mask
);
1213 /** Process the WINED3DSIO_LIT instruction in GLSL:
1214 * dst.x = dst.w = 1.0
1215 * dst.y = (src0.x > 0) ? src0.x
1216 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1217 * where src.w is clamped at +- 128
1219 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1221 char dst_str
[100], src0_str
[100];
1222 char dst_reg
[50], src0_reg
[50];
1223 char dst_mask
[6], src0_mask
[6];
1225 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1226 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1228 shader_addline(arg
->buffer
,
1229 "%s = vec4(1.0, (%s.x > 0.0 ? %s.x : 0.0), (%s.x > 0.0 ? ((%s.y > 0.0) ? pow(%s.y, clamp(%s.w, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s;\n",
1230 dst_str
, src0_reg
, src0_reg
, src0_reg
, src0_reg
, src0_reg
, src0_reg
, dst_mask
);
1233 /** Process the WINED3DSIO_DST instruction in GLSL:
1235 * dst.y = src0.x * src0.y
1239 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1241 char dst_str
[100], src0_str
[100], src1_str
[100];
1242 char dst_reg
[50], src0_reg
[50], src1_reg
[50];
1243 char dst_mask
[6], src0_mask
[6], src1_mask
[6];
1245 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1246 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1247 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
1249 shader_addline(arg
->buffer
, "%s = vec4(1.0, %s.x * %s.y, %s.z, %s.w)%s;\n",
1250 dst_str
, src0_reg
, src1_reg
, src0_reg
, src1_reg
, dst_mask
);
1253 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1254 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1255 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1257 * dst.x = cos(src0.?)
1258 * dst.y = sin(src0.?)
1262 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1264 char dst_str
[100], src0_str
[100];
1265 char dst_reg
[50], src0_reg
[50];
1266 char dst_mask
[6], src0_mask
[6];
1268 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1269 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1271 shader_addline(arg
->buffer
, "%s = vec4(cos(%s), sin(%s), %s.z, %s.w)%s;\n",
1272 dst_str
, src0_str
, src0_str
, dst_reg
, dst_reg
, dst_mask
);
1275 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1276 * Start a for() loop where src0.y is the initial value of aL,
1277 * increment aL by src0.z for a total of src0.x iterations.
1278 * Need to use a temporary variable for this operation.
1280 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
1286 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
1288 shader_addline(arg
->buffer
, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
1289 src1_reg
, src1_reg
, src1_reg
);
1292 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
1293 shader_addline(arg
->buffer
, "}\n");
1296 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
1302 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1303 shader_addline(arg
->buffer
, "for (tmpInt = 0; tmpInt < %s.x; tmpInt++) {\n", src0_reg
);
1306 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
1312 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1313 shader_addline(arg
->buffer
, "if (%s) {\n", src0_str
);
1316 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
1318 char src0_str
[100], src1_str
[100];
1319 char src0_reg
[50], src1_reg
[50];
1320 char src0_mask
[6], src1_mask
[6];
1322 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1323 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
1325 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
1326 src0_str
, shader_get_comp_op(arg
->opcode_token
), src1_str
);
1329 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
1330 shader_addline(arg
->buffer
, "} else {\n");
1333 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
1334 shader_addline(arg
->buffer
, "break;\n");
1337 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
1339 char src0_str
[100], src1_str
[100];
1340 char src0_reg
[50], src1_reg
[50];
1341 char src0_mask
[6], src1_mask
[6];
1343 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1344 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
1346 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
1347 src0_str
, shader_get_comp_op(arg
->opcode_token
), src1_str
);
1350 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
1352 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1353 shader_addline(arg
->buffer
, "}\n");
1354 shader_addline(arg
->buffer
, "void subroutine%lu () {\n", snum
);
1357 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
1358 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1359 shader_addline(arg
->buffer
, "subroutine%lu();\n", snum
);
1362 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
1368 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1369 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
1370 shader_addline(arg
->buffer
, "if (%s) subroutine%lu();\n", src1_str
, snum
);
1373 /*********************************************
1374 * Pixel Shader Specific Code begins here
1375 ********************************************/
1376 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
1377 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1379 DWORD hex_version
= This
->baseShader
.hex_version
;
1381 char dst_str
[100], dst_reg
[50], dst_mask
[6];
1382 char coord_str
[100], coord_reg
[50], coord_mask
[6];
1384 /* All versions have a destination register */
1385 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1387 /* 1.0-1.3: Use destination register as coordinate source.
1388 1.4+: Use provided coordinate source register. */
1389 if (hex_version
< WINED3DPS_VERSION(1,4))
1390 strcpy(coord_reg
, dst_reg
);
1392 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, coord_reg
, coord_mask
, coord_str
);
1394 /* 1.0-1.4: Use destination register as sampler source.
1395 * 2.0+: Use provided sampler source. */
1396 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1397 shader_glsl_sample(arg
, arg
->dst
& WINED3DSP_REGNUM_MASK
, dst_str
, coord_reg
);
1399 shader_glsl_sample(arg
, arg
->src
[1] & WINED3DSP_REGNUM_MASK
, dst_str
, coord_reg
);
1404 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
1406 /* FIXME: Make this work for more than just 2D textures */
1408 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1409 SHADER_BUFFER
* buffer
= arg
->buffer
;
1410 DWORD hex_version
= This
->baseShader
.hex_version
;
1417 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, tmpReg
, tmpMask
, tmpStr
);
1419 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
1420 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1421 shader_addline(buffer
, "%s = clamp(gl_TexCoord[%u], 0.0, 1.0);\n", tmpReg
, reg
);
1423 DWORD reg2
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1424 shader_addline(buffer
, "%s = gl_TexCoord[%u]%s;\n", tmpStr
, reg2
, tmpMask
);
1428 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
1429 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1430 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1431 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
1433 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1434 char src0_str
[100], dst_str
[100];
1435 char src0_name
[50], dst_name
[50];
1436 char src0_mask
[6], dst_mask
[6];
1438 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_name
, dst_mask
, dst_str
);
1439 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_name
, src0_mask
, src0_str
);
1441 shader_addline(arg
->buffer
, "tmp0.x = dot(vec3(gl_TexCoord[%u]), vec3(%s));\n", dstreg
, src0_str
);
1442 shader_addline(arg
->buffer
, "%s = vec4(texture1D(Psampler%u, tmp0.x))%s;\n", dst_str
, dstreg
, dst_mask
);
1445 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
1446 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1447 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
1449 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1450 char src0_str
[100], dst_str
[100];
1451 char src0_name
[50], dst_name
[50];
1452 char src0_mask
[6], dst_mask
[6];
1454 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_name
, dst_mask
, dst_str
);
1455 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_name
, src0_mask
, src0_str
);
1457 shader_addline(arg
->buffer
, "%s = vec4(dot(vec3(T%u), vec3(%s)))%s;\n",
1458 dst_str
, dstreg
, src0_str
, dst_mask
);
1461 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
1462 * Calculate the depth as dst.x / dst.y */
1463 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
1469 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1471 shader_addline(arg
->buffer
, "gl_FragDepth = %s.x / %s.y;\n", dst_reg
, dst_reg
);
1474 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
1475 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1476 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1477 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1479 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
1481 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1482 char src0_str
[100], dst_str
[100];
1483 char src0_name
[50], dst_name
[50];
1484 char src0_mask
[6], dst_mask
[6];
1486 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_name
, dst_mask
, dst_str
);
1487 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_name
, src0_mask
, src0_str
);
1489 shader_addline(arg
->buffer
, "tmp0.y = dot(vec3(T%u), vec3(%s));\n", dstreg
, src0_str
);
1490 shader_addline(arg
->buffer
, "gl_FragDepth = vec4((tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y)%s;\n", dst_str
, dst_name
);
1493 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
1494 * Calculate the 1st of a 2-row matrix multiplication. */
1495 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
1497 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1498 SHADER_BUFFER
* buffer
= arg
->buffer
;
1503 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_name
, src0_mask
, src0_str
);
1504 shader_addline(buffer
, "tmp0.x = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1507 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
1508 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
1509 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
1511 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1512 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1513 SHADER_BUFFER
* buffer
= arg
->buffer
;
1514 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1519 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_name
, src0_mask
, src0_str
);
1520 shader_addline(buffer
, "tmp0.%c = dot(vec3(T%u), vec3(%s));\n", 'x' + current_state
->current_row
, reg
, src0_str
);
1521 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1524 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
1526 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1527 SHADER_BUFFER
* buffer
= arg
->buffer
;
1532 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_name
, src0_mask
, src0_str
);
1533 shader_addline(buffer
, "tmp0.y = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1535 /* Sample the texture using the calculated coordinates */
1536 sprintf(dst_str
, "T%u", reg
);
1537 shader_glsl_sample(arg
, reg
, dst_str
, "tmp0");
1540 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
1541 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
1542 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
1547 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1548 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1549 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1551 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_name
, src0_mask
, src0_str
);
1552 shader_addline(arg
->buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1554 /* Sample the texture using the calculated coordinates */
1555 sprintf(dst_str
, "T%u", reg
);
1556 shader_glsl_sample(arg
, reg
, dst_str
, "tmp0");
1557 current_state
->current_row
= 0;
1560 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
1561 * Perform the 3rd row of a 3x3 matrix multiply */
1562 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
1567 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1568 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1569 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1571 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_name
, src0_mask
, src0_str
);
1573 shader_addline(arg
->buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1574 shader_addline(arg
->buffer
, "T%u = vec4(tmp0.x, tmp0.y, tmp0.z, 1.0);\n", reg
);
1575 current_state
->current_row
= 0;
1578 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
1579 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1580 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
1582 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1583 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1586 char src0_str
[100], src0_name
[50], src0_mask
[6];
1587 char src1_str
[100], src1_name
[50], src1_mask
[6];
1588 SHADER_BUFFER
* buffer
= arg
->buffer
;
1589 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1590 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1593 case WINED3DSTT_2D
: strcpy(dimensions
, "2D"); break;
1594 case WINED3DSTT_CUBE
: strcpy(dimensions
, "Cube"); break;
1595 case WINED3DSTT_VOLUME
: strcpy(dimensions
, "3D"); break;
1597 strcpy(dimensions
, "");
1598 FIXME("Unrecognized sampler type: %#x\n", stype
);
1602 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_name
, src0_mask
, src0_str
);
1603 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_name
, src1_mask
, src1_str
);
1605 /* Perform the last matrix multiply operation */
1606 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1608 /* Calculate reflection vector */
1609 shader_addline(buffer
, "tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));\n", src1_str
);
1611 /* Sample the texture */
1612 sprintf(dst_str
, "T%u", reg
);
1613 shader_glsl_sample(arg
, reg
, dst_str
, "tmp0");
1614 current_state
->current_row
= 0;
1617 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
1618 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1619 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
1621 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1622 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1623 SHADER_BUFFER
* buffer
= arg
->buffer
;
1624 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1626 char src0_str
[100], src0_name
[50], src0_mask
[6];
1628 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_name
, src0_mask
, src0_str
);
1630 /* Perform the last matrix multiply operation */
1631 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1633 /* Construct the eye-ray vector from w coordinates */
1634 shader_addline(buffer
, "tmp1.x = gl_TexCoord[%u].w;\n", current_state
->texcoord_w
[0]);
1635 shader_addline(buffer
, "tmp1.y = gl_TexCoord[%u].w;\n", current_state
->texcoord_w
[1]);
1636 shader_addline(buffer
, "tmp1.z = gl_TexCoord[%u].w;\n", reg
);
1638 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
1639 shader_addline(buffer
, "tmp0.x = dot(vec3(tmp0), vec3(tmp1));\n");
1640 shader_addline(buffer
, "tmp0 = tmp0.w * tmp0;\n");
1641 shader_addline(buffer
, "tmp0 = (2.0 * tmp0) - tmp1;\n");
1643 /* Sample the texture using the calculated coordinates */
1644 sprintf(dst_str
, "T%u", reg
);
1645 shader_glsl_sample(arg
, reg
, dst_str
, "tmp0");
1646 current_state
->current_row
= 0;
1649 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
1650 * Apply a fake bump map transform.
1651 * FIXME: Should apply the BUMPMAPENV matrix. For now, just sample the texture */
1652 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
1654 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1655 DWORD reg2
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1657 FIXME("Not applying the BUMPMAPENV matrix for pixel shader instruction texbem.\n");
1658 shader_addline(arg
->buffer
, "T%u = texture2D(Psampler%u, gl_TexCoord[%u].xy + T%u.xy);\n",
1659 reg1
, reg1
, reg1
, reg2
);
1662 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
1663 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
1664 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
1667 char dst_str
[100], src0_str
[100];
1668 char dst_reg
[50], src0_reg
[50];
1669 char dst_mask
[6], src0_mask
[6];
1670 DWORD src0_regnum
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1672 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1673 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1675 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1676 shader_addline(arg
->buffer
, "%stexture2D(Psampler%u, %s.yz))%s;\n",
1677 tmpLine
, src0_regnum
, dst_reg
, dst_mask
);
1680 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
1681 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
1682 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
1685 char dst_str
[100], src0_str
[100];
1686 char dst_reg
[50], src0_reg
[50];
1687 char dst_mask
[6], src0_mask
[6];
1688 DWORD src0_regnum
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1690 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1691 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1693 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1694 shader_addline(arg
->buffer
, "%stexture2D(Psampler%u, %s.yz))%s;\n",
1695 tmpLine
, src0_regnum
, dst_reg
, dst_mask
);
1698 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
1699 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
1700 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
1703 char dst_str
[100], src0_str
[100];
1704 char dst_reg
[50], src0_reg
[50];
1705 char dst_mask
[6], src0_mask
[6];
1707 DWORD src0_regnum
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1708 DWORD stype
= arg
->reg_maps
->samplers
[src0_regnum
] & WINED3DSP_TEXTURETYPE_MASK
;
1710 case WINED3DSTT_2D
: strcpy(dimensions
, "2D"); break;
1711 case WINED3DSTT_CUBE
: strcpy(dimensions
, "Cube"); break;
1712 case WINED3DSTT_VOLUME
: strcpy(dimensions
, "3D"); break;
1714 strcpy(dimensions
, "");
1715 FIXME("Unrecognized sampler type: %#x\n", stype
);
1719 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1720 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1722 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1723 shader_addline(arg
->buffer
, "%stexture%s(Psampler%u, %s.%s))%s;\n",
1724 tmpLine
, dimensions
, src0_regnum
, dst_reg
, (stype
== WINED3DSTT_2D
) ? "xy" : "xyz", dst_mask
);
1727 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
1728 * If any of the first 3 components are < 0, discard this pixel */
1729 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
1731 char dst_str
[100], dst_name
[50], dst_mask
[6];
1733 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_name
, dst_mask
, dst_str
);
1734 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_name
);
1737 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
1738 * dst = dot2(src0, src1) + src2 */
1739 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
1742 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
1743 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
1744 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
1746 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
1747 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
1748 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
1749 shader_glsl_add_param(arg
, arg
->src
[2], arg
->src_addr
[2], TRUE
, src2_reg
, src2_mask
, src2_str
);
1750 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1751 shader_addline(arg
->buffer
, "%sdot(vec2(%s), vec2(%s)) + %s)%s;\n",
1752 tmpLine
, src0_str
, src1_str
, src2_str
, dst_mask
);
1755 void pshader_glsl_input_pack(
1756 SHADER_BUFFER
* buffer
,
1757 semantic
* semantics_in
) {
1761 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
1763 DWORD usage_token
= semantics_in
[i
].usage
;
1764 DWORD register_token
= semantics_in
[i
].reg
;
1765 DWORD usage
, usage_idx
;
1769 if (!usage_token
) continue;
1770 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
1771 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
1772 shader_glsl_get_write_mask(register_token
, reg_mask
);
1776 case D3DDECLUSAGE_COLOR
:
1778 shader_addline(buffer
, "IN%u%s = vec4(gl_Color)%s;\n",
1779 i
, reg_mask
, reg_mask
);
1780 else if (usage_idx
== 1)
1781 shader_addline(buffer
, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
1782 i
, reg_mask
, reg_mask
);
1784 shader_addline(buffer
, "IN%u%s = vec4(unsupported_color_input)%s;\n",
1785 i
, reg_mask
, reg_mask
);
1788 case D3DDECLUSAGE_TEXCOORD
:
1789 shader_addline(buffer
, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
1790 i
, reg_mask
, usage_idx
, reg_mask
);
1793 case D3DDECLUSAGE_FOG
:
1794 shader_addline(buffer
, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
1795 i
, reg_mask
, reg_mask
);
1799 shader_addline(buffer
, "IN%u%s = vec4(unsupported_input)%s;\n",
1800 i
, reg_mask
, reg_mask
);
1805 /*********************************************
1806 * Vertex Shader Specific Code begins here
1807 ********************************************/
1809 void vshader_glsl_output_unpack(
1810 SHADER_BUFFER
* buffer
,
1811 semantic
* semantics_out
) {
1815 for (i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
1817 DWORD usage_token
= semantics_out
[i
].usage
;
1818 DWORD register_token
= semantics_out
[i
].reg
;
1819 DWORD usage
, usage_idx
;
1823 if (!usage_token
) continue;
1825 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
1826 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
1827 shader_glsl_get_write_mask(register_token
, reg_mask
);
1831 case D3DDECLUSAGE_COLOR
:
1833 shader_addline(buffer
, "gl_FrontColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1834 else if (usage_idx
== 1)
1835 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1837 shader_addline(buffer
, "unsupported_color_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1840 case D3DDECLUSAGE_POSITION
:
1841 shader_addline(buffer
, "gl_Position%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1844 case D3DDECLUSAGE_TEXCOORD
:
1845 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT%u%s;\n",
1846 usage_idx
, reg_mask
, i
, reg_mask
);
1849 case WINED3DSHADERDECLUSAGE_PSIZE
:
1850 shader_addline(buffer
, "gl_PointSize = OUT%u.x;\n", i
);
1853 case WINED3DSHADERDECLUSAGE_FOG
:
1854 shader_addline(buffer
, "gl_FogFragCoord%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1858 shader_addline(buffer
, "unsupported_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1863 /** Attach a GLSL pixel or vertex shader object to the shader program */
1864 static void attach_glsl_shader(IWineD3DDevice
*iface
, IWineD3DBaseShader
* shader
) {
1865 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1866 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
1867 GLhandleARB shaderObj
= ((IWineD3DBaseShaderImpl
*)shader
)->baseShader
.prgId
;
1868 if (This
->stateBlock
->glsl_program
&& shaderObj
!= 0) {
1869 TRACE("Attaching GLSL shader object %u to program %u\n", shaderObj
, This
->stateBlock
->glsl_program
->programId
);
1870 GL_EXTCALL(glAttachObjectARB(This
->stateBlock
->glsl_program
->programId
, shaderObj
));
1871 checkGLcall("glAttachObjectARB");
1875 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
1876 * It sets the programId on the current StateBlock (because it should be called
1877 * inside of the DrawPrimitive() part of the render loop).
1879 * If a program for the given combination does not exist, create one, and store
1880 * the program in the list. If it creates a program, it will link the given
1883 * We keep the shader programs around on a list because linking
1884 * shader objects together is an expensive operation. It's much
1885 * faster to loop through a list of pre-compiled & linked programs
1886 * each time that the application sets a new pixel or vertex shader
1887 * than it is to re-link them together at that time.
1889 * The list will be deleted in IWineD3DDevice::Release().
1891 static void set_glsl_shader_program(IWineD3DDevice
*iface
) {
1892 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1893 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
1894 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
1895 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
1896 struct glsl_shader_prog_link
*curLink
= NULL
;
1897 struct glsl_shader_prog_link
*newLink
= NULL
;
1898 struct list
*ptr
= NULL
;
1899 GLhandleARB programId
= 0;
1903 ptr
= list_head( &This
->glsl_shader_progs
);
1905 /* At least one program exists - see if it matches our ps/vs combination */
1906 curLink
= LIST_ENTRY( ptr
, struct glsl_shader_prog_link
, entry
);
1907 if (vshader
== curLink
->vertexShader
&& pshader
== curLink
->pixelShader
) {
1908 /* Existing Program found, use it */
1909 TRACE("Found existing program (%u) for this vertex/pixel shader combination\n",
1910 curLink
->programId
);
1911 This
->stateBlock
->glsl_program
= curLink
;
1914 /* This isn't the entry we need - try the next one */
1915 ptr
= list_next( &This
->glsl_shader_progs
, ptr
);
1918 /* If we get to this point, then no matching program exists, so we create one */
1919 programId
= GL_EXTCALL(glCreateProgramObjectARB());
1920 TRACE("Created new GLSL shader program %u\n", programId
);
1922 /* Allocate a new link for the list of programs */
1923 newLink
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
1924 newLink
->programId
= programId
;
1925 This
->stateBlock
->glsl_program
= newLink
;
1927 /* Attach GLSL vshader */
1928 if (NULL
!= vshader
&& This
->vs_selected_mode
== SHADER_GLSL
) {
1930 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
1933 TRACE("Attaching vertex shader to GLSL program\n");
1934 attach_glsl_shader(iface
, (IWineD3DBaseShader
*)vshader
);
1936 /* Bind vertex attributes to a corresponding index number to match
1937 * the same index numbers as ARB_vertex_programs (makes loading
1938 * vertex attributes simpler). With this method, we can use the
1939 * exact same code to load the attributes later for both ARB and
1942 * We have to do this here because we need to know the Program ID
1943 * in order to make the bindings work, and it has to be done prior
1944 * to linking the GLSL program. */
1945 for (i
= 0; i
< max_attribs
; ++i
) {
1946 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
1947 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
1949 checkGLcall("glBindAttribLocationARB");
1950 newLink
->vertexShader
= vshader
;
1953 /* Attach GLSL pshader */
1954 if (NULL
!= pshader
&& This
->ps_selected_mode
== SHADER_GLSL
) {
1955 TRACE("Attaching pixel shader to GLSL program\n");
1956 attach_glsl_shader(iface
, (IWineD3DBaseShader
*)pshader
);
1957 newLink
->pixelShader
= pshader
;
1960 /* Link the program */
1961 TRACE("Linking GLSL shader program %u\n", programId
);
1962 GL_EXTCALL(glLinkProgramARB(programId
));
1963 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
1964 list_add_head( &This
->glsl_shader_progs
, &newLink
->entry
);
1966 newLink
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
1967 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
1968 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
1969 newLink
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
1971 newLink
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
1972 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
1973 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
1974 newLink
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
1980 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
1981 GLhandleARB program_id
;
1982 GLhandleARB vshader_id
, pshader_id
;
1983 const char *blt_vshader
[] = {
1986 " gl_Position = gl_Vertex;\n"
1987 " gl_FrontColor = vec4(1.0);\n"
1988 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
1989 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
1993 const char *blt_pshader
[] = {
1994 "uniform sampler2D sampler;\n"
1997 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
2001 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
2002 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
2003 GL_EXTCALL(glCompileShaderARB(vshader_id
));
2005 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
2006 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
2007 GL_EXTCALL(glCompileShaderARB(pshader_id
));
2009 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
2010 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
2011 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
2012 GL_EXTCALL(glLinkProgramARB(program_id
));
2014 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
2019 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
2020 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2021 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2022 GLhandleARB program_id
= 0;
2024 if (useVS
|| usePS
) set_glsl_shader_program(iface
);
2025 else This
->stateBlock
->glsl_program
= NULL
;
2027 program_id
= This
->stateBlock
->glsl_program
? This
->stateBlock
->glsl_program
->programId
: 0;
2028 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
2029 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2030 checkGLcall("glUseProgramObjectARB");
2033 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
2034 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2035 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2036 static GLhandleARB program_id
= 0;
2037 static GLhandleARB loc
= -1;
2040 program_id
= create_glsl_blt_shader(gl_info
);
2041 loc
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "sampler"));
2044 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2045 GL_EXTCALL(glUniform1iARB(loc
, 0));
2048 static void shader_glsl_cleanup(BOOL usePS
, BOOL useVS
) {
2052 const shader_backend_t glsl_shader_backend
= {
2053 &shader_glsl_select
,
2054 &shader_glsl_select_depth_blt
,
2055 &shader_glsl_load_constants
,
2056 &shader_glsl_cleanup