wined3d: Create a struct wined3d_shader_version to store version information.
[wine/multimedia.git] / dlls / wined3d / glsl_shader.c
blob82caaa382f4fda0cd4e0fcd3964ce93cf54e1952
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
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
49 typedef struct {
50 char reg_name[150];
51 char mask_str[6];
52 } glsl_dst_param_t;
54 typedef struct {
55 char reg_name[150];
56 char param_str[100];
57 } glsl_src_param_t;
59 typedef struct {
60 const char *name;
61 DWORD coord_mask;
62 } glsl_sample_function_t;
64 enum heap_node_op
66 HEAP_NODE_TRAVERSE_LEFT,
67 HEAP_NODE_TRAVERSE_RIGHT,
68 HEAP_NODE_POP,
71 struct constant_entry
73 unsigned int idx;
74 unsigned int version;
77 struct constant_heap
79 struct constant_entry *entries;
80 unsigned int *positions;
81 unsigned int size;
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86 struct hash_table_t *glsl_program_lookup;
87 struct glsl_shader_prog_link *glsl_program;
88 struct constant_heap vconst_heap;
89 struct constant_heap pconst_heap;
90 unsigned char *stack;
91 GLhandleARB depth_blt_program[tex_type_count];
92 UINT next_constant_version;
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link {
97 struct list vshader_entry;
98 struct list pshader_entry;
99 GLhandleARB programId;
100 GLint *vuniformF_locations;
101 GLint *puniformF_locations;
102 GLint vuniformI_locations[MAX_CONST_I];
103 GLint puniformI_locations[MAX_CONST_I];
104 GLint posFixup_location;
105 GLint np2Fixup_location[MAX_FRAGMENT_SAMPLERS];
106 GLint bumpenvmat_location[MAX_TEXTURES];
107 GLint luminancescale_location[MAX_TEXTURES];
108 GLint luminanceoffset_location[MAX_TEXTURES];
109 GLint ycorrection_location;
110 GLenum vertex_color_clamp;
111 IWineD3DVertexShader *vshader;
112 IWineD3DPixelShader *pshader;
113 struct vs_compile_args vs_args;
114 struct ps_compile_args ps_args;
115 UINT constant_version;
118 typedef struct {
119 IWineD3DVertexShader *vshader;
120 IWineD3DPixelShader *pshader;
121 struct ps_compile_args ps_args;
122 struct vs_compile_args vs_args;
123 } glsl_program_key_t;
126 /** Prints the GLSL info log which will contain error messages if they exist */
127 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
129 int infologLength = 0;
130 char *infoLog;
131 unsigned int i;
132 BOOL is_spam;
134 static const char * const spam[] =
136 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
137 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
138 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
139 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
140 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
141 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
142 "Fragment shader was successfully compiled to run on hardware.\n"
143 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
144 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
145 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
146 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
149 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
151 GL_EXTCALL(glGetObjectParameterivARB(obj,
152 GL_OBJECT_INFO_LOG_LENGTH_ARB,
153 &infologLength));
155 /* A size of 1 is just a null-terminated string, so the log should be bigger than
156 * that if there are errors. */
157 if (infologLength > 1)
159 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
160 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
162 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
163 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
164 is_spam = FALSE;
166 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
167 if(strcmp(infoLog, spam[i]) == 0) {
168 is_spam = TRUE;
169 break;
172 if(is_spam) {
173 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
174 } else {
175 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
177 HeapFree(GetProcessHeap(), 0, infoLog);
182 * Loads (pixel shader) samplers
184 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
186 GLint name_loc;
187 int i;
188 char sampler_name[20];
190 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
191 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
192 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
193 if (name_loc != -1) {
194 DWORD mapped_unit = tex_unit_map[i];
195 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
197 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
198 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
199 checkGLcall("glUniform1iARB");
200 } else {
201 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
207 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
209 GLint name_loc;
210 char sampler_name[20];
211 int i;
213 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
214 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
215 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
216 if (name_loc != -1) {
217 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
218 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
220 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
221 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
222 checkGLcall("glUniform1iARB");
223 } else {
224 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
230 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
231 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
233 int stack_idx = 0;
234 unsigned int heap_idx = 1;
235 unsigned int idx;
237 if (heap->entries[heap_idx].version <= version) return;
239 idx = heap->entries[heap_idx].idx;
240 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
241 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
243 while (stack_idx >= 0)
245 /* Note that we fall through to the next case statement. */
246 switch(stack[stack_idx])
248 case HEAP_NODE_TRAVERSE_LEFT:
250 unsigned int left_idx = heap_idx << 1;
251 if (left_idx < heap->size && heap->entries[left_idx].version > version)
253 heap_idx = left_idx;
254 idx = heap->entries[heap_idx].idx;
255 if (constant_locations[idx] != -1)
256 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
258 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
259 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
260 break;
264 case HEAP_NODE_TRAVERSE_RIGHT:
266 unsigned int right_idx = (heap_idx << 1) + 1;
267 if (right_idx < heap->size && heap->entries[right_idx].version > version)
269 heap_idx = right_idx;
270 idx = heap->entries[heap_idx].idx;
271 if (constant_locations[idx] != -1)
272 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
274 stack[stack_idx++] = HEAP_NODE_POP;
275 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
276 break;
280 case HEAP_NODE_POP:
282 heap_idx >>= 1;
283 --stack_idx;
284 break;
288 checkGLcall("walk_constant_heap()");
291 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
293 GLfloat clamped_constant[4];
295 if (location == -1) return;
297 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
298 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
299 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
300 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
302 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
305 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
306 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
308 int stack_idx = 0;
309 unsigned int heap_idx = 1;
310 unsigned int idx;
312 if (heap->entries[heap_idx].version <= version) return;
314 idx = heap->entries[heap_idx].idx;
315 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
316 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
318 while (stack_idx >= 0)
320 /* Note that we fall through to the next case statement. */
321 switch(stack[stack_idx])
323 case HEAP_NODE_TRAVERSE_LEFT:
325 unsigned int left_idx = heap_idx << 1;
326 if (left_idx < heap->size && heap->entries[left_idx].version > version)
328 heap_idx = left_idx;
329 idx = heap->entries[heap_idx].idx;
330 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
332 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
333 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
334 break;
338 case HEAP_NODE_TRAVERSE_RIGHT:
340 unsigned int right_idx = (heap_idx << 1) + 1;
341 if (right_idx < heap->size && heap->entries[right_idx].version > version)
343 heap_idx = right_idx;
344 idx = heap->entries[heap_idx].idx;
345 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
347 stack[stack_idx++] = HEAP_NODE_POP;
348 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
349 break;
353 case HEAP_NODE_POP:
355 heap_idx >>= 1;
356 --stack_idx;
357 break;
361 checkGLcall("walk_constant_heap_clamped()");
364 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
365 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
366 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
367 unsigned char *stack, UINT version)
369 const local_constant *lconst;
371 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
372 if (This->baseShader.reg_maps.shader_version.major == 1
373 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
374 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
375 else
376 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
378 if (!This->baseShader.load_local_constsF)
380 TRACE("No need to load local float constants for this shader\n");
381 return;
384 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
385 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
387 GLint location = constant_locations[lconst->idx];
388 /* We found this uniform name in the program - go ahead and send the data */
389 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
391 checkGLcall("glUniform4fvARB()");
394 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
395 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
396 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
398 unsigned int i;
399 struct list* ptr;
401 for (i = 0; constants_set; constants_set >>= 1, ++i)
403 if (!(constants_set & 1)) continue;
405 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
406 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
408 /* We found this uniform name in the program - go ahead and send the data */
409 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
410 checkGLcall("glUniform4ivARB");
413 /* Load immediate constants */
414 ptr = list_head(&This->baseShader.constantsI);
415 while (ptr) {
416 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
417 unsigned int idx = lconst->idx;
418 const GLint *values = (const GLint *)lconst->value;
420 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
421 values[0], values[1], values[2], values[3]);
423 /* We found this uniform name in the program - go ahead and send the data */
424 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
425 checkGLcall("glUniform4ivARB");
426 ptr = list_next(&This->baseShader.constantsI, ptr);
430 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
431 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
432 GLhandleARB programId, const BOOL *constants, WORD constants_set)
434 GLint tmp_loc;
435 unsigned int i;
436 char tmp_name[8];
437 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
438 const char* prefix = is_pshader? "PB":"VB";
439 struct list* ptr;
441 /* TODO: Benchmark and see if it would be beneficial to store the
442 * locations of the constants to avoid looking up each time */
443 for (i = 0; constants_set; constants_set >>= 1, ++i)
445 if (!(constants_set & 1)) continue;
447 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
449 /* TODO: Benchmark and see if it would be beneficial to store the
450 * locations of the constants to avoid looking up each time */
451 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
452 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
453 if (tmp_loc != -1)
455 /* We found this uniform name in the program - go ahead and send the data */
456 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
457 checkGLcall("glUniform1ivARB");
461 /* Load immediate constants */
462 ptr = list_head(&This->baseShader.constantsB);
463 while (ptr) {
464 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
465 unsigned int idx = lconst->idx;
466 const GLint *values = (const GLint *)lconst->value;
468 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
470 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
471 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
472 if (tmp_loc != -1) {
473 /* We found this uniform name in the program - go ahead and send the data */
474 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
475 checkGLcall("glUniform1ivARB");
477 ptr = list_next(&This->baseShader.constantsB, ptr);
481 static void reset_program_constant_version(void *value, void *context)
483 struct glsl_shader_prog_link *entry = value;
484 entry->constant_version = 0;
488 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
490 static void shader_glsl_load_np2fixup_constants(
491 IWineD3DDevice* device,
492 char usePixelShader,
493 char useVertexShader) {
495 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
496 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
498 if (!prog) {
499 /* No GLSL program set - nothing to do. */
500 return;
503 if (!usePixelShader) {
504 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
505 return;
508 if (prog->ps_args.np2_fixup) {
509 UINT i;
510 UINT fixup = prog->ps_args.np2_fixup;
511 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
512 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
514 for (i = 0; fixup; fixup >>= 1, ++i) {
515 if (-1 != prog->np2Fixup_location[i]) {
516 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
517 if (!tex) {
518 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
519 continue;
520 } else {
521 const float tex_dim[2] = {tex->baseTexture.pow2Matrix[0], tex->baseTexture.pow2Matrix[5]};
522 GL_EXTCALL(glUniform2fvARB(prog->np2Fixup_location[i], 1, tex_dim));
530 * Loads the app-supplied constants into the currently set GLSL program.
532 static void shader_glsl_load_constants(
533 IWineD3DDevice* device,
534 char usePixelShader,
535 char useVertexShader) {
537 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
538 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
539 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
540 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
542 GLhandleARB programId;
543 struct glsl_shader_prog_link *prog = priv->glsl_program;
544 UINT constant_version;
545 int i;
547 if (!prog) {
548 /* No GLSL program set - nothing to do. */
549 return;
551 programId = prog->programId;
552 constant_version = prog->constant_version;
554 if (useVertexShader) {
555 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
557 /* Load DirectX 9 float constants/uniforms for vertex shader */
558 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
559 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
561 /* Load DirectX 9 integer constants/uniforms for vertex shader */
562 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
563 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
565 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
566 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
567 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
569 /* Upload the position fixup params */
570 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
571 checkGLcall("glUniform4fvARB");
574 if (usePixelShader) {
576 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
578 /* Load DirectX 9 float constants/uniforms for pixel shader */
579 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
580 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
582 /* Load DirectX 9 integer constants/uniforms for pixel shader */
583 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
584 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
586 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
587 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
588 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
590 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
591 * It can't be 0 for a valid texbem instruction.
593 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
594 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
595 int stage = ps->luminanceconst[i].texunit;
597 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
598 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
599 checkGLcall("glUniformMatrix2fvARB");
601 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
602 * is set too, so we can check that in the needsbumpmat check
604 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
605 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
606 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
608 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
609 checkGLcall("glUniform1fvARB");
610 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
611 checkGLcall("glUniform1fvARB");
615 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
616 float correction_params[4];
617 if(deviceImpl->render_offscreen) {
618 correction_params[0] = 0.0;
619 correction_params[1] = 1.0;
620 } else {
621 /* position is window relative, not viewport relative */
622 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
623 correction_params[1] = -1.0;
625 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
629 if (priv->next_constant_version == UINT_MAX)
631 TRACE("Max constant version reached, resetting to 0.\n");
632 hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
633 priv->next_constant_version = 1;
635 else
637 prog->constant_version = priv->next_constant_version++;
641 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
642 unsigned int heap_idx, DWORD new_version)
644 struct constant_entry *entries = heap->entries;
645 unsigned int *positions = heap->positions;
646 unsigned int parent_idx;
648 while (heap_idx > 1)
650 parent_idx = heap_idx >> 1;
652 if (new_version <= entries[parent_idx].version) break;
654 entries[heap_idx] = entries[parent_idx];
655 positions[entries[parent_idx].idx] = heap_idx;
656 heap_idx = parent_idx;
659 entries[heap_idx].version = new_version;
660 entries[heap_idx].idx = idx;
661 positions[idx] = heap_idx;
664 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
666 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
667 struct shader_glsl_priv *priv = This->shader_priv;
668 struct constant_heap *heap = &priv->vconst_heap;
669 UINT i;
671 for (i = start; i < count + start; ++i)
673 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
674 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
675 else
676 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
680 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
682 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
683 struct shader_glsl_priv *priv = This->shader_priv;
684 struct constant_heap *heap = &priv->pconst_heap;
685 UINT i;
687 for (i = start; i < count + start; ++i)
689 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
690 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
691 else
692 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
696 /** Generate the variable & register declarations for the GLSL output target */
697 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
698 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
699 const struct ps_compile_args *ps_args)
701 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
702 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
703 unsigned int i, extra_constants_needed = 0;
704 const local_constant *lconst;
706 /* There are some minor differences between pixel and vertex shaders */
707 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
708 char prefix = pshader ? 'P' : 'V';
710 /* Prototype the subroutines */
711 for (i = 0; i < This->baseShader.limits.label; i++) {
712 if (reg_maps->labels[i])
713 shader_addline(buffer, "void subroutine%u();\n", i);
716 /* Declare the constants (aka uniforms) */
717 if (This->baseShader.limits.constant_float > 0) {
718 unsigned max_constantsF;
719 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
720 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
721 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
722 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
723 * a dx9 card, as long as it doesn't also use all the other constants.
725 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
726 * declare only the amount that we're assured to have.
728 * Thus we run into problems in these two cases:
729 * 1) The shader really uses more uniforms than supported
730 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
732 if(pshader) {
733 /* No indirect addressing here */
734 max_constantsF = GL_LIMITS(pshader_constantsF);
735 } else {
736 if(This->baseShader.reg_maps.usesrelconstF) {
737 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
738 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
739 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
740 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float
742 max_constantsF = GL_LIMITS(vshader_constantsF) - 3;
743 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
744 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
745 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
746 * for now take this into account when calculating the number of available constants
748 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
749 /* Set by driver quirks in directx.c */
750 max_constantsF -= GLINFO_LOCATION.reserved_glsl_constants;
751 } else {
752 max_constantsF = GL_LIMITS(vshader_constantsF);
755 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
756 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
759 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
760 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
762 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
763 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
765 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
766 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
768 if(!pshader) {
769 shader_addline(buffer, "uniform vec4 posFixup;\n");
770 /* Predeclaration; This function is added at link time based on the pixel shader.
771 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
772 * that. We know the input to the reorder function at vertex shader compile time, so
773 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
774 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
775 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
776 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
777 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
778 * inout.
780 if (reg_maps->shader_version.major >= 3)
782 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
783 } else {
784 shader_addline(buffer, "void order_ps_input();\n");
786 } else {
787 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
789 ps_impl->numbumpenvmatconsts = 0;
790 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
791 if(!reg_maps->bumpmat[i]) {
792 continue;
795 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
796 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
798 if(reg_maps->luminanceparams) {
799 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
800 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
801 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
802 extra_constants_needed++;
803 } else {
804 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
807 extra_constants_needed++;
808 ps_impl->numbumpenvmatconsts++;
811 if(ps_args->srgb_correction) {
812 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
813 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
814 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
815 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
817 if(reg_maps->vpos || reg_maps->usesdsy) {
818 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
819 shader_addline(buffer, "uniform vec4 ycorrection;\n");
820 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
821 extra_constants_needed++;
822 } else {
823 /* This happens because we do not have proper tracking of the constant registers that are
824 * actually used, only the max limit of the shader version
826 FIXME("Cannot find a free uniform for vpos correction params\n");
827 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
828 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
829 device->render_offscreen ? 1.0 : -1.0);
831 shader_addline(buffer, "vec4 vpos;\n");
835 /* Declare texture samplers */
836 for (i = 0; i < This->baseShader.limits.sampler; i++) {
837 if (reg_maps->sampler_type[i])
839 switch (reg_maps->sampler_type[i])
841 case WINED3DSTT_1D:
842 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
843 break;
844 case WINED3DSTT_2D:
845 if(device->stateBlock->textures[i] &&
846 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
847 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
848 } else {
849 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
852 if (pshader && ps_args->np2_fixup & (1 << i))
854 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
855 * while D3D has them in the (normalized) [0,1]x[0,1] range.
856 * samplerNP2Fixup stores texture dimensions and is updated through
857 * shader_glsl_load_np2fixup_constants when the sampler changes. */
858 shader_addline(buffer, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix, i);
860 break;
861 case WINED3DSTT_CUBE:
862 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
863 break;
864 case WINED3DSTT_VOLUME:
865 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
866 break;
867 default:
868 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
869 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
870 break;
875 /* Declare address variables */
876 for (i = 0; i < This->baseShader.limits.address; i++) {
877 if (reg_maps->address[i])
878 shader_addline(buffer, "ivec4 A%d;\n", i);
881 /* Declare texture coordinate temporaries and initialize them */
882 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
883 if (reg_maps->texcoord[i])
884 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
887 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
888 * helper function shader that is linked in at link time
890 if (pshader && reg_maps->shader_version.major >= 3)
892 if (use_vs(device->stateBlock))
894 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
895 } else {
896 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
897 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
898 * pixel shader that reads the fixed function color into the packed input registers.
900 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
904 /* Declare output register temporaries */
905 if(This->baseShader.limits.packed_output) {
906 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
909 /* Declare temporary variables */
910 for(i = 0; i < This->baseShader.limits.temporary; i++) {
911 if (reg_maps->temporary[i])
912 shader_addline(buffer, "vec4 R%u;\n", i);
915 /* Declare attributes */
916 for (i = 0; i < This->baseShader.limits.attributes; i++) {
917 if (reg_maps->attributes[i])
918 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
921 /* Declare loop registers aLx */
922 for (i = 0; i < reg_maps->loop_depth; i++) {
923 shader_addline(buffer, "int aL%u;\n", i);
924 shader_addline(buffer, "int tmpInt%u;\n", i);
927 /* Temporary variables for matrix operations */
928 shader_addline(buffer, "vec4 tmp0;\n");
929 shader_addline(buffer, "vec4 tmp1;\n");
931 /* Local constants use a different name so they can be loaded once at shader link time
932 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
933 * float -> string conversion can cause precision loss.
935 if(!This->baseShader.load_local_constsF) {
936 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
937 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
941 /* Start the main program */
942 shader_addline(buffer, "void main() {\n");
943 if(pshader && reg_maps->vpos) {
944 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
945 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
946 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
947 * precision troubles when we just substract 0.5.
949 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
951 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
953 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
954 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
955 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
956 * correctly on drivers that returns integer values.
958 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
962 /*****************************************************************************
963 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
965 * For more information, see http://wiki.winehq.org/DirectX-Shaders
966 ****************************************************************************/
968 /* Prototypes */
969 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
970 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
972 /** Used for opcode modifiers - They multiply the result by the specified amount */
973 static const char * const shift_glsl_tab[] = {
974 "", /* 0 (none) */
975 "2.0 * ", /* 1 (x2) */
976 "4.0 * ", /* 2 (x4) */
977 "8.0 * ", /* 3 (x8) */
978 "16.0 * ", /* 4 (x16) */
979 "32.0 * ", /* 5 (x32) */
980 "", /* 6 (x64) */
981 "", /* 7 (x128) */
982 "", /* 8 (d256) */
983 "", /* 9 (d128) */
984 "", /* 10 (d64) */
985 "", /* 11 (d32) */
986 "0.0625 * ", /* 12 (d16) */
987 "0.125 * ", /* 13 (d8) */
988 "0.25 * ", /* 14 (d4) */
989 "0.5 * " /* 15 (d2) */
992 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
993 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
995 out_str[0] = 0;
997 switch (src_modifier)
999 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1000 case WINED3DSPSM_DW:
1001 case WINED3DSPSM_NONE:
1002 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1003 break;
1004 case WINED3DSPSM_NEG:
1005 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1006 break;
1007 case WINED3DSPSM_NOT:
1008 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1009 break;
1010 case WINED3DSPSM_BIAS:
1011 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1012 break;
1013 case WINED3DSPSM_BIASNEG:
1014 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1015 break;
1016 case WINED3DSPSM_SIGN:
1017 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1018 break;
1019 case WINED3DSPSM_SIGNNEG:
1020 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1021 break;
1022 case WINED3DSPSM_COMP:
1023 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1024 break;
1025 case WINED3DSPSM_X2:
1026 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1027 break;
1028 case WINED3DSPSM_X2NEG:
1029 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1030 break;
1031 case WINED3DSPSM_ABS:
1032 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1033 break;
1034 case WINED3DSPSM_ABSNEG:
1035 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1036 break;
1037 default:
1038 FIXME("Unhandled modifier %u\n", src_modifier);
1039 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1043 /** Writes the GLSL variable name that corresponds to the register that the
1044 * DX opcode parameter is trying to access */
1045 static void shader_glsl_get_register_name(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx,
1046 const struct wined3d_shader_src_param *rel_addr, char *register_name, BOOL *is_color,
1047 const struct wined3d_shader_instruction *ins)
1049 /* oPos, oFog and oPts in D3D */
1050 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1052 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1053 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1054 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
1055 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1057 *is_color = FALSE;
1059 switch (register_type)
1061 case WINED3DSPR_TEMP:
1062 sprintf(register_name, "R%u", register_idx);
1063 break;
1064 case WINED3DSPR_INPUT:
1065 if (pshader) {
1066 /* Pixel shaders >= 3.0 */
1067 if (This->baseShader.reg_maps.shader_version.major >= 3)
1069 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
1071 if (rel_addr)
1073 glsl_src_param_t rel_param;
1074 shader_glsl_add_src_param(ins, rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1076 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1077 * operation there
1079 if (((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx])
1081 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1082 sprintf(register_name, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1083 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx], in_count - 1,
1084 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx], in_count,
1085 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx]);
1086 } else {
1087 sprintf(register_name, "IN[%s + %u]", rel_param.param_str,
1088 ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx]);
1090 } else {
1091 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1092 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1093 rel_param.param_str, in_count - 1,
1094 rel_param.param_str, in_count,
1095 rel_param.param_str);
1096 } else {
1097 sprintf(register_name, "IN[%s]", rel_param.param_str);
1100 } else {
1101 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[register_idx];
1102 if (idx == in_count) {
1103 sprintf(register_name, "gl_Color");
1104 } else if (idx == in_count + 1) {
1105 sprintf(register_name, "gl_SecondaryColor");
1106 } else {
1107 sprintf(register_name, "IN[%u]", idx);
1110 } else {
1111 if (register_idx == 0)
1112 strcpy(register_name, "gl_Color");
1113 else
1114 strcpy(register_name, "gl_SecondaryColor");
1116 } else {
1117 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE;
1118 sprintf(register_name, "attrib%u", register_idx);
1120 break;
1121 case WINED3DSPR_CONST:
1123 const char prefix = pshader? 'P':'V';
1125 /* Relative addressing */
1126 if (rel_addr)
1128 glsl_src_param_t rel_param;
1129 shader_glsl_add_src_param(ins, rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1130 if (register_idx)
1131 sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, register_idx);
1132 else
1133 sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1134 } else {
1135 if (shader_constant_is_local(This, register_idx))
1137 sprintf(register_name, "%cLC%u", prefix, register_idx);
1138 } else {
1139 sprintf(register_name, "%cC[%u]", prefix, register_idx);
1143 break;
1145 case WINED3DSPR_CONSTINT:
1146 if (pshader)
1147 sprintf(register_name, "PI[%u]", register_idx);
1148 else
1149 sprintf(register_name, "VI[%u]", register_idx);
1150 break;
1151 case WINED3DSPR_CONSTBOOL:
1152 if (pshader)
1153 sprintf(register_name, "PB[%u]", register_idx);
1154 else
1155 sprintf(register_name, "VB[%u]", register_idx);
1156 break;
1157 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1158 if (pshader) {
1159 sprintf(register_name, "T%u", register_idx);
1160 } else {
1161 sprintf(register_name, "A%u", register_idx);
1163 break;
1164 case WINED3DSPR_LOOP:
1165 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1166 break;
1167 case WINED3DSPR_SAMPLER:
1168 if (pshader)
1169 sprintf(register_name, "Psampler%u", register_idx);
1170 else
1171 sprintf(register_name, "Vsampler%u", register_idx);
1172 break;
1173 case WINED3DSPR_COLOROUT:
1174 if (register_idx >= GL_LIMITS(buffers))
1175 WARN("Write to render target %u, only %d supported\n", register_idx, 4);
1177 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1178 sprintf(register_name, "gl_FragData[%u]", register_idx);
1179 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1180 sprintf(register_name, "gl_FragColor");
1182 break;
1183 case WINED3DSPR_RASTOUT:
1184 sprintf(register_name, "%s", hwrastout_reg_names[register_idx]);
1185 break;
1186 case WINED3DSPR_DEPTHOUT:
1187 sprintf(register_name, "gl_FragDepth");
1188 break;
1189 case WINED3DSPR_ATTROUT:
1190 if (register_idx == 0)
1192 sprintf(register_name, "gl_FrontColor");
1193 } else {
1194 sprintf(register_name, "gl_FrontSecondaryColor");
1196 break;
1197 case WINED3DSPR_TEXCRDOUT:
1198 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1199 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", register_idx);
1200 else sprintf(register_name, "gl_TexCoord[%u]", register_idx);
1201 break;
1202 case WINED3DSPR_MISCTYPE:
1203 if (register_idx == 0)
1205 /* vPos */
1206 sprintf(register_name, "vpos");
1208 else if (register_idx == 1)
1210 /* Note that gl_FrontFacing is a bool, while vFace is
1211 * a float for which the sign determines front/back
1213 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1214 } else {
1215 FIXME("Unhandled misctype register %d\n", register_idx);
1216 sprintf(register_name, "unrecognized_register");
1218 break;
1219 default:
1220 FIXME("Unhandled register name Type(%d)\n", register_type);
1221 sprintf(register_name, "unrecognized_register");
1222 break;
1226 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1228 *str++ = '.';
1229 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1230 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1231 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1232 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1233 *str = '\0';
1236 /* Get the GLSL write mask for the destination register */
1237 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1239 DWORD mask = param->write_mask;
1241 if (shader_is_scalar(param->register_type, param->register_idx))
1243 mask = WINED3DSP_WRITEMASK_0;
1244 *write_mask = '\0';
1246 else
1248 shader_glsl_write_mask_to_str(mask, write_mask);
1251 return mask;
1254 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1255 unsigned int size = 0;
1257 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1258 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1259 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1260 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1262 return size;
1265 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1267 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1268 * but addressed as "rgba". To fix this we need to swap the register's x
1269 * and z components. */
1270 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1272 *str++ = '.';
1273 /* swizzle bits fields: wwzzyyxx */
1274 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1275 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1276 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1277 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1278 *str = '\0';
1281 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1282 BOOL fixup, DWORD mask, char *swizzle_str)
1284 if (shader_is_scalar(param->register_type, param->register_idx))
1285 *swizzle_str = '\0';
1286 else
1287 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1290 /* From a given parameter token, generate the corresponding GLSL string.
1291 * Also, return the actual register name and swizzle in case the
1292 * caller needs this information as well. */
1293 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1294 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1296 BOOL is_color = FALSE;
1297 char swizzle_str[6];
1299 glsl_src->reg_name[0] = '\0';
1300 glsl_src->param_str[0] = '\0';
1301 swizzle_str[0] = '\0';
1303 shader_glsl_get_register_name(wined3d_src->register_type, wined3d_src->register_idx,
1304 wined3d_src->rel_addr, glsl_src->reg_name, &is_color, ins);
1306 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1307 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1310 /* From a given parameter token, generate the corresponding GLSL string.
1311 * Also, return the actual register name and swizzle in case the
1312 * caller needs this information as well. */
1313 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1314 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1316 BOOL is_color = FALSE;
1318 glsl_dst->mask_str[0] = '\0';
1319 glsl_dst->reg_name[0] = '\0';
1321 shader_glsl_get_register_name(wined3d_dst->register_type, wined3d_dst->register_idx,
1322 wined3d_dst->rel_addr, glsl_dst->reg_name, &is_color, ins);
1323 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1326 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1327 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
1328 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1330 glsl_dst_param_t glsl_dst;
1331 DWORD mask;
1333 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1334 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1336 return mask;
1339 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1340 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins)
1342 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1345 /** Process GLSL instruction modifiers */
1346 void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1348 glsl_dst_param_t dst_param;
1349 DWORD modifiers;
1351 if (!ins->dst_count) return;
1353 modifiers = ins->dst[0].modifiers;
1354 if (!modifiers) return;
1356 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1358 if (modifiers & WINED3DSPDM_SATURATE)
1360 /* _SAT means to clamp the value of the register to between 0 and 1 */
1361 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1362 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1365 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1367 FIXME("_centroid modifier not handled\n");
1370 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1372 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1376 static inline const char *shader_get_comp_op(DWORD op)
1378 switch (op) {
1379 case COMPARISON_GT: return ">";
1380 case COMPARISON_EQ: return "==";
1381 case COMPARISON_GE: return ">=";
1382 case COMPARISON_LT: return "<";
1383 case COMPARISON_NE: return "!=";
1384 case COMPARISON_LE: return "<=";
1385 default:
1386 FIXME("Unrecognized comparison value: %u\n", op);
1387 return "(\?\?)";
1391 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1393 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1394 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1395 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1396 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1398 /* Note that there's no such thing as a projected cube texture. */
1399 switch(sampler_type) {
1400 case WINED3DSTT_1D:
1401 if(lod) {
1402 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1403 } else if(grad) {
1404 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1405 } else {
1406 sample_function->name = projected ? "texture1DProj" : "texture1D";
1408 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1409 break;
1410 case WINED3DSTT_2D:
1411 if(texrect) {
1412 if(lod) {
1413 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1414 } else if(grad) {
1415 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1416 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1418 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1419 } else {
1420 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1422 } else {
1423 if(lod) {
1424 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1425 } else if(grad) {
1426 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1427 } else {
1428 sample_function->name = projected ? "texture2DProj" : "texture2D";
1431 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1432 break;
1433 case WINED3DSTT_CUBE:
1434 if(lod) {
1435 sample_function->name = "textureCubeLod";
1436 } else if(grad) {
1437 sample_function->name = "textureCubeGradARB";
1438 } else {
1439 sample_function->name = "textureCube";
1441 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1442 break;
1443 case WINED3DSTT_VOLUME:
1444 if(lod) {
1445 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1446 } else if(grad) {
1447 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1448 } else {
1449 sample_function->name = projected ? "texture3DProj" : "texture3D";
1451 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1452 break;
1453 default:
1454 sample_function->name = "";
1455 sample_function->coord_mask = 0;
1456 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1457 break;
1461 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1462 BOOL sign_fixup, enum fixup_channel_source channel_source)
1464 switch(channel_source)
1466 case CHANNEL_SOURCE_ZERO:
1467 strcat(arguments, "0.0");
1468 break;
1470 case CHANNEL_SOURCE_ONE:
1471 strcat(arguments, "1.0");
1472 break;
1474 case CHANNEL_SOURCE_X:
1475 strcat(arguments, reg_name);
1476 strcat(arguments, ".x");
1477 break;
1479 case CHANNEL_SOURCE_Y:
1480 strcat(arguments, reg_name);
1481 strcat(arguments, ".y");
1482 break;
1484 case CHANNEL_SOURCE_Z:
1485 strcat(arguments, reg_name);
1486 strcat(arguments, ".z");
1487 break;
1489 case CHANNEL_SOURCE_W:
1490 strcat(arguments, reg_name);
1491 strcat(arguments, ".w");
1492 break;
1494 default:
1495 FIXME("Unhandled channel source %#x\n", channel_source);
1496 strcat(arguments, "undefined");
1497 break;
1500 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1503 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1505 struct wined3d_shader_dst_param dst;
1506 unsigned int mask_size, remaining;
1507 glsl_dst_param_t dst_param;
1508 char arguments[256];
1509 DWORD mask;
1511 mask = 0;
1512 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1513 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1514 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1515 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1516 mask &= ins->dst[0].write_mask;
1518 if (!mask) return; /* Nothing to do */
1520 if (is_yuv_fixup(fixup))
1522 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1523 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1524 return;
1527 mask_size = shader_glsl_get_write_mask_size(mask);
1529 dst = ins->dst[0];
1530 dst.write_mask = mask;
1531 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1533 arguments[0] = '\0';
1534 remaining = mask_size;
1535 if (mask & WINED3DSP_WRITEMASK_0)
1537 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1538 if (--remaining) strcat(arguments, ", ");
1540 if (mask & WINED3DSP_WRITEMASK_1)
1542 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1543 if (--remaining) strcat(arguments, ", ");
1545 if (mask & WINED3DSP_WRITEMASK_2)
1547 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1548 if (--remaining) strcat(arguments, ", ");
1550 if (mask & WINED3DSP_WRITEMASK_3)
1552 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1553 if (--remaining) strcat(arguments, ", ");
1556 if (mask_size > 1)
1558 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1559 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1561 else
1563 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1567 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1568 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1569 const char *dx, const char *dy,
1570 const char *bias, const char *coord_reg_fmt, ...)
1572 const char *sampler_base;
1573 char dst_swizzle[6];
1574 struct color_fixup_desc fixup;
1575 BOOL np2_fixup = FALSE;
1576 va_list args;
1578 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1580 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1582 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
1583 fixup = This->cur_args->color_fixup[sampler];
1584 sampler_base = "Psampler";
1586 if(This->cur_args->np2_fixup & (1 << sampler)) {
1587 if(bias) {
1588 FIXME("Biased sampling from NP2 textures is unsupported\n");
1589 } else {
1590 np2_fixup = TRUE;
1593 } else {
1594 sampler_base = "Vsampler";
1595 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1598 shader_glsl_append_dst(ins->ctx->buffer, ins);
1600 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1602 va_start(args, coord_reg_fmt);
1603 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1604 va_end(args);
1606 if(bias) {
1607 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1608 } else {
1609 if (np2_fixup) {
1610 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup%u)%s);\n", sampler, dst_swizzle);
1611 } else if(dx && dy) {
1612 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1613 } else {
1614 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1618 if(!is_identity_fixup(fixup)) {
1619 shader_glsl_color_correction(ins, fixup);
1623 /*****************************************************************************
1625 * Begin processing individual instruction opcodes
1627 ****************************************************************************/
1629 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1630 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1632 SHADER_BUFFER *buffer = ins->ctx->buffer;
1633 glsl_src_param_t src0_param;
1634 glsl_src_param_t src1_param;
1635 DWORD write_mask;
1636 char op;
1638 /* Determine the GLSL operator to use based on the opcode */
1639 switch (ins->handler_idx)
1641 case WINED3DSIH_MUL: op = '*'; break;
1642 case WINED3DSIH_ADD: op = '+'; break;
1643 case WINED3DSIH_SUB: op = '-'; break;
1644 default:
1645 op = ' ';
1646 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1647 break;
1650 write_mask = shader_glsl_append_dst(buffer, ins);
1651 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1652 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1653 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1656 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1657 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1659 SHADER_BUFFER *buffer = ins->ctx->buffer;
1660 glsl_src_param_t src0_param;
1661 DWORD write_mask;
1663 write_mask = shader_glsl_append_dst(buffer, ins);
1664 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1666 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1667 * shader versions WINED3DSIO_MOVA is used for this. */
1668 if (ins->ctx->reg_maps->shader_version.major == 1
1669 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1670 && ins->dst[0].register_type == WINED3DSPR_ADDR)
1672 /* This is a simple floor() */
1673 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1674 if (mask_size > 1) {
1675 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1676 } else {
1677 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1680 else if(ins->handler_idx == WINED3DSIH_MOVA)
1682 /* We need to *round* to the nearest int here. */
1683 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1684 if (mask_size > 1) {
1685 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);
1686 } else {
1687 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1689 } else {
1690 shader_addline(buffer, "%s);\n", src0_param.param_str);
1694 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1695 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1697 SHADER_BUFFER *buffer = ins->ctx->buffer;
1698 glsl_src_param_t src0_param;
1699 glsl_src_param_t src1_param;
1700 DWORD dst_write_mask, src_write_mask;
1701 unsigned int dst_size = 0;
1703 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1704 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1706 /* dp3 works on vec3, dp4 on vec4 */
1707 if (ins->handler_idx == WINED3DSIH_DP4)
1709 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1710 } else {
1711 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1714 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1715 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1717 if (dst_size > 1) {
1718 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1719 } else {
1720 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1724 /* Note that this instruction has some restrictions. The destination write mask
1725 * can't contain the w component, and the source swizzles have to be .xyzw */
1726 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1728 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1729 glsl_src_param_t src0_param;
1730 glsl_src_param_t src1_param;
1731 char dst_mask[6];
1733 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1734 shader_glsl_append_dst(ins->ctx->buffer, ins);
1735 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1736 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1737 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1740 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1741 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1742 * GLSL uses the value as-is. */
1743 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1745 SHADER_BUFFER *buffer = ins->ctx->buffer;
1746 glsl_src_param_t src0_param;
1747 glsl_src_param_t src1_param;
1748 DWORD dst_write_mask;
1749 unsigned int dst_size;
1751 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1752 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1754 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1755 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1757 if (dst_size > 1) {
1758 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1759 } else {
1760 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1764 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1765 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1766 * GLSL uses the value as-is. */
1767 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1769 SHADER_BUFFER *buffer = ins->ctx->buffer;
1770 glsl_src_param_t src0_param;
1771 DWORD dst_write_mask;
1772 unsigned int dst_size;
1774 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1775 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1777 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1779 if (dst_size > 1) {
1780 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1781 } else {
1782 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1786 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1787 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1789 SHADER_BUFFER *buffer = ins->ctx->buffer;
1790 glsl_src_param_t src_param;
1791 const char *instruction;
1792 DWORD write_mask;
1793 unsigned i;
1795 /* Determine the GLSL function to use based on the opcode */
1796 /* TODO: Possibly make this a table for faster lookups */
1797 switch (ins->handler_idx)
1799 case WINED3DSIH_MIN: instruction = "min"; break;
1800 case WINED3DSIH_MAX: instruction = "max"; break;
1801 case WINED3DSIH_ABS: instruction = "abs"; break;
1802 case WINED3DSIH_FRC: instruction = "fract"; break;
1803 case WINED3DSIH_NRM: instruction = "normalize"; break;
1804 case WINED3DSIH_EXP: instruction = "exp2"; break;
1805 case WINED3DSIH_SGN: instruction = "sign"; break;
1806 case WINED3DSIH_DSX: instruction = "dFdx"; break;
1807 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1808 default: instruction = "";
1809 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1810 break;
1813 write_mask = shader_glsl_append_dst(buffer, ins);
1815 shader_addline(buffer, "%s(", instruction);
1817 if (ins->src_count)
1819 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1820 shader_addline(buffer, "%s", src_param.param_str);
1821 for (i = 1; i < ins->src_count; ++i)
1823 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1824 shader_addline(buffer, ", %s", src_param.param_str);
1828 shader_addline(buffer, "));\n");
1831 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1832 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1833 * dst.x = 2^(floor(src))
1834 * dst.y = src - floor(src)
1835 * dst.z = 2^src (partial precision is allowed, but optional)
1836 * dst.w = 1.0;
1837 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1838 * dst = 2^src; (partial precision is allowed, but optional)
1840 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
1842 glsl_src_param_t src_param;
1844 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
1846 if (ins->ctx->reg_maps->shader_version.major < 2)
1848 char dst_mask[6];
1850 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1851 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1852 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1853 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
1855 shader_glsl_append_dst(ins->ctx->buffer, ins);
1856 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1857 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
1858 } else {
1859 DWORD write_mask;
1860 unsigned int mask_size;
1862 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1863 mask_size = shader_glsl_get_write_mask_size(write_mask);
1865 if (mask_size > 1) {
1866 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1867 } else {
1868 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
1873 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1874 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
1876 glsl_src_param_t src_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], WINED3DSP_WRITEMASK_3, &src_param);
1884 if (mask_size > 1) {
1885 shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1886 } else {
1887 shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
1891 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
1893 SHADER_BUFFER *buffer = ins->ctx->buffer;
1894 glsl_src_param_t src_param;
1895 DWORD write_mask;
1896 unsigned int mask_size;
1898 write_mask = shader_glsl_append_dst(buffer, ins);
1899 mask_size = shader_glsl_get_write_mask_size(write_mask);
1901 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
1903 if (mask_size > 1) {
1904 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1905 } else {
1906 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1910 /** Process signed comparison opcodes in GLSL. */
1911 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
1913 glsl_src_param_t src0_param;
1914 glsl_src_param_t src1_param;
1915 DWORD write_mask;
1916 unsigned int mask_size;
1918 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1919 mask_size = shader_glsl_get_write_mask_size(write_mask);
1920 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1921 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1923 if (mask_size > 1) {
1924 const char *compare;
1926 switch(ins->handler_idx)
1928 case WINED3DSIH_SLT: compare = "lessThan"; break;
1929 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
1930 default: compare = "";
1931 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
1934 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1935 src0_param.param_str, src1_param.param_str);
1936 } else {
1937 switch(ins->handler_idx)
1939 case WINED3DSIH_SLT:
1940 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1941 * to return 0.0 but step returns 1.0 because step is not < x
1942 * An alternative is a bvec compare padded with an unused second component.
1943 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1944 * issue. Playing with not() is not possible either because not() does not accept
1945 * a scalar.
1947 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
1948 src0_param.param_str, src1_param.param_str);
1949 break;
1950 case WINED3DSIH_SGE:
1951 /* Here we can use the step() function and safe a conditional */
1952 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1953 break;
1954 default:
1955 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
1961 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1962 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
1964 glsl_src_param_t src0_param;
1965 glsl_src_param_t src1_param;
1966 glsl_src_param_t src2_param;
1967 DWORD write_mask, cmp_channel = 0;
1968 unsigned int i, j;
1969 char mask_char[6];
1970 BOOL temp_destination = FALSE;
1972 if (shader_is_scalar(ins->src[0].register_type, ins->src[0].register_idx))
1974 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1976 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1977 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1978 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
1980 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
1981 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1982 } else {
1983 DWORD dst_mask = ins->dst[0].write_mask;
1984 struct wined3d_shader_dst_param dst = ins->dst[0];
1986 /* Cycle through all source0 channels */
1987 for (i=0; i<4; i++) {
1988 write_mask = 0;
1989 /* Find the destination channels which use the current source0 channel */
1990 for (j=0; j<4; j++) {
1991 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
1993 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1994 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1997 dst.write_mask = dst_mask & write_mask;
1999 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2000 * The first lines may overwrite source parameters of the following lines.
2001 * Deal with that by using a temporary destination register if needed
2003 if ((ins->src[0].register_idx == ins->dst[0].register_idx
2004 && ins->src[0].register_type == ins->dst[0].register_type)
2005 || (ins->src[1].register_idx == ins->dst[0].register_idx
2006 && ins->src[1].register_type == ins->dst[0].register_type)
2007 || (ins->src[2].register_idx == ins->dst[0].register_idx
2008 && ins->src[2].register_type == ins->dst[0].register_type))
2010 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2011 if (!write_mask) continue;
2012 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2013 temp_destination = TRUE;
2014 } else {
2015 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2016 if (!write_mask) continue;
2019 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2020 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2021 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2023 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2024 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2027 if(temp_destination) {
2028 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2029 shader_glsl_append_dst(ins->ctx->buffer, ins);
2030 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2036 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2037 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2038 * the compare is done per component of src0. */
2039 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2041 struct wined3d_shader_dst_param dst;
2042 glsl_src_param_t src0_param;
2043 glsl_src_param_t src1_param;
2044 glsl_src_param_t src2_param;
2045 DWORD write_mask, cmp_channel = 0;
2046 unsigned int i, j;
2047 DWORD dst_mask;
2048 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2049 ins->ctx->reg_maps->shader_version.minor);
2051 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2053 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2054 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2055 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2056 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2058 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2059 if (ins->coissue)
2061 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2062 } else {
2063 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2064 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2066 return;
2068 /* Cycle through all source0 channels */
2069 dst_mask = ins->dst[0].write_mask;
2070 dst = ins->dst[0];
2071 for (i=0; i<4; i++) {
2072 write_mask = 0;
2073 /* Find the destination channels which use the current source0 channel */
2074 for (j=0; j<4; j++) {
2075 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2077 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2078 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2082 dst.write_mask = dst_mask & write_mask;
2083 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2084 if (!write_mask) continue;
2086 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2087 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2088 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2090 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2091 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2095 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2096 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2098 glsl_src_param_t src0_param;
2099 glsl_src_param_t src1_param;
2100 glsl_src_param_t src2_param;
2101 DWORD write_mask;
2103 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2104 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2105 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2106 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2107 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2108 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2111 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2112 Vertex shaders to GLSL codes */
2113 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2115 int i;
2116 int nComponents = 0;
2117 struct wined3d_shader_dst_param tmp_dst = {0};
2118 struct wined3d_shader_src_param tmp_src[2] = {{0}};
2119 struct wined3d_shader_instruction tmp_ins;
2121 memset(&tmp_ins, 0, sizeof(tmp_ins));
2123 /* Set constants for the temporary argument */
2124 tmp_ins.ctx = ins->ctx;
2125 tmp_ins.dst_count = 1;
2126 tmp_ins.dst = &tmp_dst;
2127 tmp_ins.src_count = 2;
2128 tmp_ins.src = tmp_src;
2130 switch(ins->handler_idx)
2132 case WINED3DSIH_M4x4:
2133 nComponents = 4;
2134 tmp_ins.handler_idx = WINED3DSIH_DP4;
2135 break;
2136 case WINED3DSIH_M4x3:
2137 nComponents = 3;
2138 tmp_ins.handler_idx = WINED3DSIH_DP4;
2139 break;
2140 case WINED3DSIH_M3x4:
2141 nComponents = 4;
2142 tmp_ins.handler_idx = WINED3DSIH_DP3;
2143 break;
2144 case WINED3DSIH_M3x3:
2145 nComponents = 3;
2146 tmp_ins.handler_idx = WINED3DSIH_DP3;
2147 break;
2148 case WINED3DSIH_M3x2:
2149 nComponents = 2;
2150 tmp_ins.handler_idx = WINED3DSIH_DP3;
2151 break;
2152 default:
2153 break;
2156 tmp_dst = ins->dst[0];
2157 tmp_src[0] = ins->src[0];
2158 tmp_src[1] = ins->src[1];
2159 for (i = 0; i < nComponents; ++i)
2161 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2162 shader_glsl_dot(&tmp_ins);
2163 ++tmp_src[1].register_idx;
2168 The LRP instruction performs a component-wise linear interpolation
2169 between the second and third operands using the first operand as the
2170 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2171 This is equivalent to mix(src2, src1, src0);
2173 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2175 glsl_src_param_t src0_param;
2176 glsl_src_param_t src1_param;
2177 glsl_src_param_t src2_param;
2178 DWORD write_mask;
2180 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2182 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2183 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2184 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2186 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2187 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2190 /** Process the WINED3DSIO_LIT instruction in GLSL:
2191 * dst.x = dst.w = 1.0
2192 * dst.y = (src0.x > 0) ? src0.x
2193 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2194 * where src.w is clamped at +- 128
2196 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2198 glsl_src_param_t src0_param;
2199 glsl_src_param_t src1_param;
2200 glsl_src_param_t src3_param;
2201 char dst_mask[6];
2203 shader_glsl_append_dst(ins->ctx->buffer, ins);
2204 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2206 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2207 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2208 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2210 /* The sdk specifies the instruction like this
2211 * dst.x = 1.0;
2212 * if(src.x > 0.0) dst.y = src.x
2213 * else dst.y = 0.0.
2214 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2215 * else dst.z = 0.0;
2216 * dst.w = 1.0;
2218 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2219 * dst.x = 1.0 ... No further explanation needed
2220 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2221 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2222 * dst.w = 1.0. ... Nothing fancy.
2224 * So we still have one conditional in there. So do this:
2225 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2227 * 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),
2228 * 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.
2229 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2231 shader_addline(ins->ctx->buffer,
2232 "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",
2233 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2236 /** Process the WINED3DSIO_DST instruction in GLSL:
2237 * dst.x = 1.0
2238 * dst.y = src0.x * src0.y
2239 * dst.z = src0.z
2240 * dst.w = src1.w
2242 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2244 glsl_src_param_t src0y_param;
2245 glsl_src_param_t src0z_param;
2246 glsl_src_param_t src1y_param;
2247 glsl_src_param_t src1w_param;
2248 char dst_mask[6];
2250 shader_glsl_append_dst(ins->ctx->buffer, ins);
2251 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2253 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2254 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2255 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2256 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2258 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2259 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2262 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2263 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2264 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2266 * dst.x = cos(src0.?)
2267 * dst.y = sin(src0.?)
2268 * dst.z = dst.z
2269 * dst.w = dst.w
2271 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2273 glsl_src_param_t src0_param;
2274 DWORD write_mask;
2276 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2277 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2279 switch (write_mask) {
2280 case WINED3DSP_WRITEMASK_0:
2281 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2282 break;
2284 case WINED3DSP_WRITEMASK_1:
2285 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2286 break;
2288 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2289 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2290 break;
2292 default:
2293 ERR("Write mask should be .x, .y or .xy\n");
2294 break;
2298 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2299 * Start a for() loop where src1.y is the initial value of aL,
2300 * increment aL by src1.z for a total of src1.x iterations.
2301 * Need to use a temporary variable for this operation.
2303 /* FIXME: I don't think nested loops will work correctly this way. */
2304 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2306 glsl_src_param_t src1_param;
2307 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2308 const DWORD *control_values = NULL;
2309 const local_constant *constant;
2311 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2313 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2314 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2315 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2316 * addressing.
2318 if (ins->src[1].register_type == WINED3DSPR_CONSTINT)
2320 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2321 if (constant->idx == ins->src[1].register_idx)
2323 control_values = constant->value;
2324 break;
2329 if(control_values) {
2330 if(control_values[2] > 0) {
2331 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2332 shader->baseShader.cur_loop_depth, control_values[1],
2333 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2334 shader->baseShader.cur_loop_depth, control_values[2]);
2335 } else if(control_values[2] == 0) {
2336 shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2337 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2338 shader->baseShader.cur_loop_depth, control_values[0],
2339 shader->baseShader.cur_loop_depth);
2340 } else {
2341 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2342 shader->baseShader.cur_loop_depth, control_values[1],
2343 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2344 shader->baseShader.cur_loop_depth, control_values[2]);
2346 } else {
2347 shader_addline(ins->ctx->buffer,
2348 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2349 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2350 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2351 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2354 shader->baseShader.cur_loop_depth++;
2355 shader->baseShader.cur_loop_regno++;
2358 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2360 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2362 shader_addline(ins->ctx->buffer, "}\n");
2364 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2366 shader->baseShader.cur_loop_depth--;
2367 shader->baseShader.cur_loop_regno--;
2370 if (ins->handler_idx == WINED3DSIH_ENDREP)
2372 shader->baseShader.cur_loop_depth--;
2376 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2378 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2379 glsl_src_param_t src0_param;
2380 const DWORD *control_values = NULL;
2381 const local_constant *constant;
2383 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2384 if(ins->src[0].register_type == WINED3DSPR_CONSTINT) {
2385 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2386 if(constant->idx == ins->src[0].register_idx) {
2387 control_values = constant->value;
2388 break;
2393 if(control_values) {
2394 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2395 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2396 control_values[0], shader->baseShader.cur_loop_depth);
2397 } else {
2398 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2399 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2400 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2401 src0_param.param_str, shader->baseShader.cur_loop_depth);
2403 shader->baseShader.cur_loop_depth++;
2406 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2408 glsl_src_param_t src0_param;
2410 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2411 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2414 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2416 glsl_src_param_t src0_param;
2417 glsl_src_param_t src1_param;
2419 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2420 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2422 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2423 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2426 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2428 shader_addline(ins->ctx->buffer, "} else {\n");
2431 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2433 shader_addline(ins->ctx->buffer, "break;\n");
2436 /* FIXME: According to MSDN the compare is done per component. */
2437 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2439 glsl_src_param_t src0_param;
2440 glsl_src_param_t src1_param;
2442 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2443 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2445 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2446 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2449 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2451 shader_addline(ins->ctx->buffer, "}\n");
2452 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].register_idx);
2455 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2457 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].register_idx);
2460 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2462 glsl_src_param_t src1_param;
2464 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2465 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].register_idx);
2468 /*********************************************
2469 * Pixel Shader Specific Code begins here
2470 ********************************************/
2471 static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
2473 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2474 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2475 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2476 ins->ctx->reg_maps->shader_version.minor);
2477 glsl_sample_function_t sample_function;
2478 DWORD sample_flags = 0;
2479 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2480 DWORD sampler_idx;
2481 DWORD mask = 0, swizzle;
2483 /* 1.0-1.4: Use destination register as sampler source.
2484 * 2.0+: Use provided sampler source. */
2485 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].register_idx;
2486 else sampler_idx = ins->src[1].register_idx;
2487 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2489 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2491 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2493 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2494 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2495 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2496 switch (flags & ~WINED3DTTFF_PROJECTED) {
2497 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2498 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2499 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2500 case WINED3DTTFF_COUNT4:
2501 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2505 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2507 DWORD src_mod = ins->src[0].modifiers;
2509 if (src_mod == WINED3DSPSM_DZ) {
2510 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2511 mask = WINED3DSP_WRITEMASK_2;
2512 } else if (src_mod == WINED3DSPSM_DW) {
2513 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2514 mask = WINED3DSP_WRITEMASK_3;
2516 } else {
2517 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2519 /* ps 2.0 texldp instruction always divides by the fourth component. */
2520 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2521 mask = WINED3DSP_WRITEMASK_3;
2525 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2526 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2527 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2530 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2531 mask |= sample_function.coord_mask;
2533 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2534 else swizzle = ins->src[1].swizzle;
2536 /* 1.0-1.3: Use destination register as coordinate source.
2537 1.4+: Use provided coordinate source register. */
2538 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2540 char coord_mask[6];
2541 shader_glsl_write_mask_to_str(mask, coord_mask);
2542 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2543 "T%u%s", sampler_idx, coord_mask);
2544 } else {
2545 glsl_src_param_t coord_param;
2546 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2547 if (ins->flags & WINED3DSI_TEXLD_BIAS)
2549 glsl_src_param_t bias;
2550 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2551 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2552 "%s", coord_param.param_str);
2553 } else {
2554 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2555 "%s", coord_param.param_str);
2560 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2562 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2563 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2564 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
2565 glsl_sample_function_t sample_function;
2566 glsl_src_param_t coord_param, dx_param, dy_param;
2567 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2568 DWORD sampler_type;
2569 DWORD sampler_idx;
2570 DWORD swizzle = ins->src[1].swizzle;
2572 if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
2573 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2574 return pshader_glsl_tex(ins);
2577 sampler_idx = ins->src[1].register_idx;
2578 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2579 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2580 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2581 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2584 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2585 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2586 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2587 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2589 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2590 "%s", coord_param.param_str);
2593 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2595 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2596 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2597 glsl_sample_function_t sample_function;
2598 glsl_src_param_t coord_param, lod_param;
2599 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2600 DWORD sampler_type;
2601 DWORD sampler_idx;
2602 DWORD swizzle = ins->src[1].swizzle;
2604 sampler_idx = ins->src[1].register_idx;
2605 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2606 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2607 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2608 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2610 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2611 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2613 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2615 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2617 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2618 * However, they seem to work just fine in fragment shaders as well. */
2619 WARN("Using %s in fragment shader.\n", sample_function.name);
2621 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2622 "%s", coord_param.param_str);
2625 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2627 /* FIXME: Make this work for more than just 2D textures */
2628 SHADER_BUFFER *buffer = ins->ctx->buffer;
2629 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2631 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2633 char dst_mask[6];
2635 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2636 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2637 ins->dst[0].register_idx, dst_mask);
2638 } else {
2639 DWORD reg = ins->src[0].register_idx;
2640 DWORD src_mod = ins->src[0].modifiers;
2641 char dst_swizzle[6];
2643 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2645 if (src_mod == WINED3DSPSM_DZ) {
2646 glsl_src_param_t div_param;
2647 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2648 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2650 if (mask_size > 1) {
2651 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2652 } else {
2653 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2655 } else if (src_mod == WINED3DSPSM_DW) {
2656 glsl_src_param_t div_param;
2657 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2658 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2660 if (mask_size > 1) {
2661 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2662 } else {
2663 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2665 } else {
2666 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2671 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2672 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2673 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2674 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2676 glsl_src_param_t src0_param;
2677 glsl_sample_function_t sample_function;
2678 DWORD sampler_idx = ins->dst[0].register_idx;
2679 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2680 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2681 UINT mask_size;
2683 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2685 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2686 * scalar, and projected sampling would require 4.
2688 * It is a dependent read - not valid with conditional NP2 textures
2690 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2691 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2693 switch(mask_size)
2695 case 1:
2696 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2697 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2698 break;
2700 case 2:
2701 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2702 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2703 break;
2705 case 3:
2706 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2707 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2708 break;
2710 default:
2711 FIXME("Unexpected mask size %u\n", mask_size);
2712 break;
2716 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2717 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2718 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2720 glsl_src_param_t src0_param;
2721 DWORD dstreg = ins->dst[0].register_idx;
2722 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2723 DWORD dst_mask;
2724 unsigned int mask_size;
2726 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2727 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2728 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2730 if (mask_size > 1) {
2731 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2732 } else {
2733 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2737 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2738 * Calculate the depth as dst.x / dst.y */
2739 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2741 glsl_dst_param_t dst_param;
2743 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2745 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2746 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2747 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2748 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2749 * >= 1.0 or < 0.0
2751 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2752 dst_param.reg_name, dst_param.reg_name);
2755 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2756 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2757 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2758 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2760 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2762 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2763 DWORD dstreg = ins->dst[0].register_idx;
2764 glsl_src_param_t src0_param;
2766 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2768 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2769 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2772 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2773 * Calculate the 1st of a 2-row matrix multiplication. */
2774 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2776 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2777 DWORD reg = ins->dst[0].register_idx;
2778 SHADER_BUFFER *buffer = ins->ctx->buffer;
2779 glsl_src_param_t src0_param;
2781 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2782 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2785 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2786 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2787 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2789 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2790 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2791 DWORD reg = ins->dst[0].register_idx;
2792 SHADER_BUFFER *buffer = ins->ctx->buffer;
2793 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2794 glsl_src_param_t src0_param;
2796 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2797 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2798 current_state->texcoord_w[current_state->current_row++] = reg;
2801 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2803 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2804 DWORD reg = ins->dst[0].register_idx;
2805 SHADER_BUFFER *buffer = ins->ctx->buffer;
2806 glsl_src_param_t src0_param;
2807 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2808 glsl_sample_function_t sample_function;
2810 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2811 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2813 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2815 /* Sample the texture using the calculated coordinates */
2816 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
2819 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2820 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2821 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
2823 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2824 glsl_src_param_t src0_param;
2825 DWORD reg = ins->dst[0].register_idx;
2826 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2827 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2828 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2829 glsl_sample_function_t sample_function;
2831 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2832 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2834 /* Dependent read, not valid with conditional NP2 */
2835 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2837 /* Sample the texture using the calculated coordinates */
2838 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
2840 current_state->current_row = 0;
2843 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2844 * Perform the 3rd row of a 3x3 matrix multiply */
2845 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
2847 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2848 glsl_src_param_t src0_param;
2849 char dst_mask[6];
2850 DWORD reg = ins->dst[0].register_idx;
2851 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2852 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2854 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2856 shader_glsl_append_dst(ins->ctx->buffer, ins);
2857 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2858 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2860 current_state->current_row = 0;
2863 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2864 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2865 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
2867 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2868 DWORD reg = ins->dst[0].register_idx;
2869 glsl_src_param_t src0_param;
2870 glsl_src_param_t src1_param;
2871 SHADER_BUFFER *buffer = ins->ctx->buffer;
2872 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2873 WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
2874 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2875 glsl_sample_function_t sample_function;
2877 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2878 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2880 /* Perform the last matrix multiply operation */
2881 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2882 /* Reflection calculation */
2883 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2885 /* Dependent read, not valid with conditional NP2 */
2886 shader_glsl_get_sample_function(stype, 0, &sample_function);
2888 /* Sample the texture */
2889 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
2891 current_state->current_row = 0;
2894 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2895 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2896 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
2898 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2899 DWORD reg = ins->dst[0].register_idx;
2900 SHADER_BUFFER *buffer = ins->ctx->buffer;
2901 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2902 glsl_src_param_t src0_param;
2903 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2904 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2905 glsl_sample_function_t sample_function;
2907 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2909 /* Perform the last matrix multiply operation */
2910 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2912 /* Construct the eye-ray vector from w coordinates */
2913 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2914 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2915 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2917 /* Dependent read, not valid with conditional NP2 */
2918 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2920 /* Sample the texture using the calculated coordinates */
2921 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
2923 current_state->current_row = 0;
2926 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2927 * Apply a fake bump map transform.
2928 * texbem is pshader <= 1.3 only, this saves a few version checks
2930 static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
2932 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2933 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2934 glsl_sample_function_t sample_function;
2935 glsl_src_param_t coord_param;
2936 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2937 DWORD sampler_idx;
2938 DWORD mask;
2939 DWORD flags;
2940 char coord_mask[6];
2942 sampler_idx = ins->dst[0].register_idx;
2943 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2945 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2946 /* Dependent read, not valid with conditional NP2 */
2947 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2948 mask = sample_function.coord_mask;
2950 shader_glsl_write_mask_to_str(mask, coord_mask);
2952 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2953 * so we can't let the GL handle this.
2955 if (flags & WINED3DTTFF_PROJECTED) {
2956 DWORD div_mask=0;
2957 char coord_div_mask[3];
2958 switch (flags & ~WINED3DTTFF_PROJECTED) {
2959 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2960 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2961 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2962 case WINED3DTTFF_COUNT4:
2963 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2965 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
2966 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2969 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
2971 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2972 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
2973 coord_param.param_str, coord_mask);
2975 if (ins->handler_idx == WINED3DSIH_TEXBEML)
2977 glsl_src_param_t luminance_param;
2978 glsl_dst_param_t dst_param;
2980 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2981 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2983 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
2984 dst_param.reg_name, dst_param.mask_str,
2985 luminance_param.param_str, sampler_idx, sampler_idx);
2989 static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
2991 glsl_src_param_t src0_param, src1_param;
2992 DWORD sampler_idx = ins->dst[0].register_idx;
2994 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2995 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2997 shader_glsl_append_dst(ins->ctx->buffer, ins);
2998 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
2999 src0_param.param_str, sampler_idx, src1_param.param_str);
3002 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3003 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3004 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3006 glsl_src_param_t src0_param;
3007 DWORD sampler_idx = ins->dst[0].register_idx;
3008 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3009 glsl_sample_function_t sample_function;
3011 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3013 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3014 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3015 "%s.wx", src0_param.reg_name);
3018 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3019 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3020 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3022 glsl_src_param_t src0_param;
3023 DWORD sampler_idx = ins->dst[0].register_idx;
3024 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3025 glsl_sample_function_t sample_function;
3027 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3029 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3030 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3031 "%s.yz", src0_param.reg_name);
3034 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3035 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3036 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3038 glsl_src_param_t src0_param;
3039 DWORD sampler_idx = ins->dst[0].register_idx;
3040 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3041 glsl_sample_function_t sample_function;
3043 /* Dependent read, not valid with conditional NP2 */
3044 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3045 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3047 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3048 "%s", src0_param.param_str);
3051 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3052 * If any of the first 3 components are < 0, discard this pixel */
3053 static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3055 glsl_dst_param_t dst_param;
3057 /* The argument is a destination parameter, and no writemasks are allowed */
3058 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3059 if (ins->ctx->reg_maps->shader_version.major >= 2)
3061 /* 2.0 shaders compare all 4 components in texkill */
3062 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3063 } else {
3064 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3065 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3066 * 4 components are defined, only the first 3 are used
3068 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3072 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3073 * dst = dot2(src0, src1) + src2 */
3074 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3076 glsl_src_param_t src0_param;
3077 glsl_src_param_t src1_param;
3078 glsl_src_param_t src2_param;
3079 DWORD write_mask;
3080 unsigned int mask_size;
3082 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3083 mask_size = shader_glsl_get_write_mask_size(write_mask);
3085 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3086 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3087 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3089 if (mask_size > 1) {
3090 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3091 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3092 } else {
3093 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3094 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3098 static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer,
3099 const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps,
3100 enum vertexprocessing_mode vertexprocessing)
3102 unsigned int i;
3103 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3105 for (i = 0; i < MAX_REG_INPUT; ++i)
3107 DWORD usage, usage_idx;
3108 char reg_mask[6];
3110 /* Unused */
3111 if (!reg_maps->packed_input[i]) continue;
3113 usage = semantics_in[i].usage;
3114 usage_idx = semantics_in[i].usage_idx;
3115 shader_glsl_get_write_mask(&semantics_in[i].reg, reg_mask);
3117 switch (usage)
3119 case WINED3DDECLUSAGE_TEXCOORD:
3120 if (usage_idx < 8 && vertexprocessing == pretransformed)
3121 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3122 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
3123 else
3124 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3125 This->input_reg_map[i], reg_mask, reg_mask);
3126 break;
3128 case WINED3DDECLUSAGE_COLOR:
3129 if (usage_idx == 0)
3130 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3131 This->input_reg_map[i], reg_mask, reg_mask);
3132 else if (usage_idx == 1)
3133 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3134 This->input_reg_map[i], reg_mask, reg_mask);
3135 else
3136 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3137 This->input_reg_map[i], reg_mask, reg_mask);
3138 break;
3140 default:
3141 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3142 This->input_reg_map[i], reg_mask, reg_mask);
3143 break;
3148 /*********************************************
3149 * Vertex Shader Specific Code begins here
3150 ********************************************/
3152 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3153 glsl_program_key_t *key;
3155 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3156 key->vshader = entry->vshader;
3157 key->pshader = entry->pshader;
3158 key->vs_args = entry->vs_args;
3159 key->ps_args = entry->ps_args;
3161 hash_table_put(priv->glsl_program_lookup, key, entry);
3164 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3165 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3166 struct ps_compile_args *ps_args) {
3167 glsl_program_key_t key;
3169 key.vshader = vshader;
3170 key.pshader = pshader;
3171 key.vs_args = *vs_args;
3172 key.ps_args = *ps_args;
3174 return hash_table_get(priv->glsl_program_lookup, &key);
3177 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
3178 struct glsl_shader_prog_link *entry)
3180 glsl_program_key_t *key;
3182 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3183 key->vshader = entry->vshader;
3184 key->pshader = entry->pshader;
3185 key->vs_args = entry->vs_args;
3186 key->ps_args = entry->ps_args;
3187 hash_table_remove(priv->glsl_program_lookup, key);
3189 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3190 if (entry->vshader) list_remove(&entry->vshader_entry);
3191 if (entry->pshader) list_remove(&entry->pshader_entry);
3192 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3193 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3194 HeapFree(GetProcessHeap(), 0, entry);
3197 static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
3198 const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps_in,
3199 const struct wined3d_shader_semantic *semantics_out, const struct shader_reg_maps *reg_maps_out)
3201 unsigned int i, j;
3202 DWORD usage, usage_idx, usage_out, usage_idx_out;
3203 DWORD *set;
3204 DWORD in_idx;
3205 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
3206 char reg_mask[6], reg_mask_out[6];
3207 char destination[50];
3209 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3211 if (!semantics_out) {
3212 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3213 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3214 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3217 for(i = 0; i < MAX_REG_INPUT; i++) {
3218 if (!reg_maps_in->packed_input[i]) continue;
3220 in_idx = map[i];
3221 if (in_idx >= (in_count + 2)) {
3222 FIXME("More input varyings declared than supported, expect issues\n");
3223 continue;
3225 else if (map[i] == ~0U)
3227 /* Declared, but not read register */
3228 continue;
3231 if (in_idx == in_count) {
3232 sprintf(destination, "gl_FrontColor");
3233 } else if (in_idx == in_count + 1) {
3234 sprintf(destination, "gl_FrontSecondaryColor");
3235 } else {
3236 sprintf(destination, "IN[%u]", in_idx);
3239 usage = semantics_in[i].usage;
3240 usage_idx = semantics_in[i].usage_idx;
3241 set[map[i]] = shader_glsl_get_write_mask(&semantics_in[i].reg, reg_mask);
3243 if(!semantics_out) {
3244 switch(usage) {
3245 case WINED3DDECLUSAGE_COLOR:
3246 if (usage_idx == 0)
3247 shader_addline(buffer, "%s%s = front_color%s;\n",
3248 destination, reg_mask, reg_mask);
3249 else if (usage_idx == 1)
3250 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3251 destination, reg_mask, reg_mask);
3252 else
3253 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3254 destination, reg_mask, reg_mask);
3255 break;
3257 case WINED3DDECLUSAGE_TEXCOORD:
3258 if (usage_idx < 8) {
3259 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3260 destination, reg_mask, usage_idx, reg_mask);
3261 } else {
3262 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3263 destination, reg_mask, reg_mask);
3265 break;
3267 case WINED3DDECLUSAGE_FOG:
3268 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3269 destination, reg_mask, reg_mask);
3270 break;
3272 default:
3273 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3274 destination, reg_mask, reg_mask);
3276 } else {
3277 BOOL found = FALSE;
3278 for(j = 0; j < MAX_REG_OUTPUT; j++) {
3279 if (!reg_maps_out->packed_output[j]) continue;
3281 usage_out = semantics_out[j].usage;
3282 usage_idx_out = semantics_out[j].usage_idx;
3283 shader_glsl_get_write_mask(&semantics_out[j].reg, reg_mask_out);
3285 if(usage == usage_out &&
3286 usage_idx == usage_idx_out) {
3287 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3288 destination, reg_mask, j, reg_mask);
3289 found = TRUE;
3292 if(!found) {
3293 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3294 destination, reg_mask, reg_mask);
3299 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3300 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3301 * input varyings are assigned above, if the optimizer works properly.
3303 for(i = 0; i < in_count + 2; i++) {
3304 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3305 unsigned int size = 0;
3306 memset(reg_mask, 0, sizeof(reg_mask));
3307 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3308 reg_mask[size] = 'x';
3309 size++;
3311 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3312 reg_mask[size] = 'y';
3313 size++;
3315 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3316 reg_mask[size] = 'z';
3317 size++;
3319 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3320 reg_mask[size] = 'w';
3321 size++;
3324 if (i == in_count) {
3325 sprintf(destination, "gl_FrontColor");
3326 } else if (i == in_count + 1) {
3327 sprintf(destination, "gl_FrontSecondaryColor");
3328 } else {
3329 sprintf(destination, "IN[%u]", i);
3332 if (size == 1) {
3333 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3334 } else {
3335 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3340 HeapFree(GetProcessHeap(), 0, set);
3343 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3344 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3346 GLhandleARB ret = 0;
3347 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3348 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3349 IWineD3DDeviceImpl *device;
3350 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3351 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3352 unsigned int i;
3353 SHADER_BUFFER buffer;
3354 DWORD usage, usage_idx, writemask;
3355 char reg_mask[6];
3356 const struct wined3d_shader_semantic *semantics_out;
3358 shader_buffer_init(&buffer);
3360 shader_addline(&buffer, "#version 120\n");
3362 if(vs_major < 3 && ps_major < 3) {
3363 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3364 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3366 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3367 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3368 !device->frag_pipe->ffp_proj_control) {
3369 shader_addline(&buffer, "void order_ps_input() {\n");
3370 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3371 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3372 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3373 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3376 shader_addline(&buffer, "}\n");
3377 } else {
3378 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3380 } else if(ps_major < 3 && vs_major >= 3) {
3381 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3382 semantics_out = vs->semantics_out;
3384 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3385 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3386 if (!vs->baseShader.reg_maps.packed_output[i]) continue;
3388 usage = semantics_out[i].usage;
3389 usage_idx = semantics_out[i].usage_idx;
3390 writemask = shader_glsl_get_write_mask(&semantics_out[i].reg, reg_mask);
3392 switch(usage) {
3393 case WINED3DDECLUSAGE_COLOR:
3394 if (usage_idx == 0)
3395 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3396 else if (usage_idx == 1)
3397 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3398 break;
3400 case WINED3DDECLUSAGE_POSITION:
3401 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3402 break;
3404 case WINED3DDECLUSAGE_TEXCOORD:
3405 if (usage_idx < 8) {
3406 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3408 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3409 usage_idx, reg_mask, i, reg_mask);
3410 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3411 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3414 break;
3416 case WINED3DDECLUSAGE_PSIZE:
3417 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3418 break;
3420 case WINED3DDECLUSAGE_FOG:
3421 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3422 break;
3424 default:
3425 break;
3428 shader_addline(&buffer, "}\n");
3430 } else if(ps_major >= 3 && vs_major >= 3) {
3431 semantics_out = vs->semantics_out;
3433 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3434 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3435 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3437 /* First, sort out position and point size. Those are not passed to the pixel shader */
3438 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3439 if (!vs->baseShader.reg_maps.packed_output[i]) continue;
3441 usage = semantics_out[i].usage;
3442 usage_idx = semantics_out[i].usage_idx;
3443 shader_glsl_get_write_mask(&semantics_out[i].reg, reg_mask);
3445 switch(usage) {
3446 case WINED3DDECLUSAGE_POSITION:
3447 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3448 break;
3450 case WINED3DDECLUSAGE_PSIZE:
3451 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3452 break;
3454 default:
3455 break;
3459 /* Then, fix the pixel shader input */
3460 handle_ps3_input(&buffer, gl_info, ps->input_reg_map,
3461 ps->semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps);
3463 shader_addline(&buffer, "}\n");
3464 } else if(ps_major >= 3 && vs_major < 3) {
3465 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3466 shader_addline(&buffer, "void order_ps_input() {\n");
3467 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3468 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3469 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3471 handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->semantics_in, &ps->baseShader.reg_maps, NULL, NULL);
3472 shader_addline(&buffer, "}\n");
3473 } else {
3474 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3477 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3478 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3479 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3480 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3481 GL_EXTCALL(glCompileShaderARB(ret));
3482 checkGLcall("glCompileShaderARB(ret)");
3484 shader_buffer_free(&buffer);
3485 return ret;
3488 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3489 GLhandleARB programId, char prefix)
3491 const local_constant *lconst;
3492 GLint tmp_loc;
3493 const float *value;
3494 char glsl_name[8];
3496 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3497 value = (const float *)lconst->value;
3498 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3499 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3500 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3502 checkGLcall("Hardcoding local constants\n");
3505 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3506 * It sets the programId on the current StateBlock (because it should be called
3507 * inside of the DrawPrimitive() part of the render loop).
3509 * If a program for the given combination does not exist, create one, and store
3510 * the program in the hash table. If it creates a program, it will link the
3511 * given objects, too.
3513 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3514 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3515 struct shader_glsl_priv *priv = This->shader_priv;
3516 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3517 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3518 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3519 struct glsl_shader_prog_link *entry = NULL;
3520 GLhandleARB programId = 0;
3521 GLhandleARB reorder_shader_id = 0;
3522 unsigned int i;
3523 char glsl_name[8];
3524 GLhandleARB vshader_id, pshader_id;
3525 struct ps_compile_args ps_compile_args;
3526 struct vs_compile_args vs_compile_args;
3528 if(use_vs) {
3529 find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
3530 } else {
3531 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3532 memset(&vs_compile_args, 0, sizeof(vs_compile_args));
3534 if(use_ps) {
3535 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
3536 } else {
3537 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3538 memset(&ps_compile_args, 0, sizeof(ps_compile_args));
3540 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3541 if (entry) {
3542 priv->glsl_program = entry;
3543 return;
3546 /* If we get to this point, then no matching program exists, so we create one */
3547 programId = GL_EXTCALL(glCreateProgramObjectARB());
3548 TRACE("Created new GLSL shader program %u\n", programId);
3550 /* Create the entry */
3551 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3552 entry->programId = programId;
3553 entry->vshader = vshader;
3554 entry->pshader = pshader;
3555 entry->vs_args = vs_compile_args;
3556 entry->ps_args = ps_compile_args;
3557 entry->constant_version = 0;
3558 /* Add the hash table entry */
3559 add_glsl_program_entry(priv, entry);
3561 /* Set the current program */
3562 priv->glsl_program = entry;
3564 if(use_vs) {
3565 vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
3566 } else {
3567 vshader_id = 0;
3570 /* Attach GLSL vshader */
3571 if (vshader_id) {
3572 const unsigned int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3573 char tmp_name[10];
3575 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3576 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3577 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3578 checkGLcall("glAttachObjectARB");
3579 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3580 * is destroyed
3582 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3584 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3585 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3586 checkGLcall("glAttachObjectARB");
3588 /* Bind vertex attributes to a corresponding index number to match
3589 * the same index numbers as ARB_vertex_programs (makes loading
3590 * vertex attributes simpler). With this method, we can use the
3591 * exact same code to load the attributes later for both ARB and
3592 * GLSL shaders.
3594 * We have to do this here because we need to know the Program ID
3595 * in order to make the bindings work, and it has to be done prior
3596 * to linking the GLSL program. */
3597 for (i = 0; i < max_attribs; ++i) {
3598 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3599 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3600 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3603 checkGLcall("glBindAttribLocationARB");
3605 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3608 if(use_ps) {
3609 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
3610 } else {
3611 pshader_id = 0;
3614 /* Attach GLSL pshader */
3615 if (pshader_id) {
3616 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3617 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3618 checkGLcall("glAttachObjectARB");
3620 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3623 /* Link the program */
3624 TRACE("Linking GLSL shader program %u\n", programId);
3625 GL_EXTCALL(glLinkProgramARB(programId));
3626 print_glsl_info_log(&GLINFO_LOCATION, programId);
3628 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3629 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3630 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3631 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3633 for (i = 0; i < MAX_CONST_I; ++i) {
3634 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3635 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3637 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3638 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3639 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3640 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3642 for (i = 0; i < MAX_CONST_I; ++i) {
3643 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3644 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3647 if(pshader) {
3648 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3649 char name[32];
3650 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3651 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3652 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3653 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3654 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3655 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3659 if (use_ps && ps_compile_args.np2_fixup) {
3660 char name[32];
3661 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3662 if (ps_compile_args.np2_fixup & (1 << i)) {
3663 sprintf(name, "PsamplerNP2Fixup%u", i);
3664 entry->np2Fixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3665 } else {
3666 entry->np2Fixup_location[i] = -1;
3671 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3672 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3673 checkGLcall("Find glsl program uniform locations");
3675 if (pshader
3676 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
3677 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3679 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3680 entry->vertex_color_clamp = GL_FALSE;
3681 } else {
3682 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3685 /* Set the shader to allow uniform loading on it */
3686 GL_EXTCALL(glUseProgramObjectARB(programId));
3687 checkGLcall("glUseProgramObjectARB(programId)");
3689 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3690 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3691 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3692 * vertex shader with fixed function pixel processing is used we make sure that the card
3693 * supports enough samplers to allow the max number of vertex samplers with all possible
3694 * fixed function fragment processing setups. So once the program is linked these samplers
3695 * won't change.
3697 if(vshader_id) {
3698 /* Load vertex shader samplers */
3699 shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
3701 if(pshader_id) {
3702 /* Load pixel shader samplers */
3703 shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
3706 /* If the local constants do not have to be loaded with the environment constants,
3707 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3708 * later
3710 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3711 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3713 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3714 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3718 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3720 GLhandleARB program_id;
3721 GLhandleARB vshader_id, pshader_id;
3722 static const char *blt_vshader[] =
3724 "#version 120\n"
3725 "void main(void)\n"
3726 "{\n"
3727 " gl_Position = gl_Vertex;\n"
3728 " gl_FrontColor = vec4(1.0);\n"
3729 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3730 "}\n"
3733 static const char *blt_pshaders[tex_type_count] =
3735 /* tex_1d */
3736 NULL,
3737 /* tex_2d */
3738 "#version 120\n"
3739 "uniform sampler2D sampler;\n"
3740 "void main(void)\n"
3741 "{\n"
3742 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3743 "}\n",
3744 /* tex_3d */
3745 NULL,
3746 /* tex_cube */
3747 "#version 120\n"
3748 "uniform samplerCube sampler;\n"
3749 "void main(void)\n"
3750 "{\n"
3751 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3752 "}\n",
3753 /* tex_rect */
3754 "#version 120\n"
3755 "#extension GL_ARB_texture_rectangle : enable\n"
3756 "uniform sampler2DRect sampler;\n"
3757 "void main(void)\n"
3758 "{\n"
3759 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3760 "}\n",
3763 if (!blt_pshaders[tex_type])
3765 FIXME("tex_type %#x not supported\n", tex_type);
3766 tex_type = tex_2d;
3769 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3770 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3771 GL_EXTCALL(glCompileShaderARB(vshader_id));
3773 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3774 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3775 GL_EXTCALL(glCompileShaderARB(pshader_id));
3777 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3778 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3779 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3780 GL_EXTCALL(glLinkProgramARB(program_id));
3782 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3784 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3785 * is destroyed
3787 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3788 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3789 return program_id;
3792 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3793 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3794 struct shader_glsl_priv *priv = This->shader_priv;
3795 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3796 GLhandleARB program_id = 0;
3797 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3799 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3801 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3802 else priv->glsl_program = NULL;
3804 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3806 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3807 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3808 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3809 checkGLcall("glClampColorARB");
3810 } else {
3811 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3815 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3816 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3817 GL_EXTCALL(glUseProgramObjectARB(program_id));
3818 checkGLcall("glUseProgramObjectARB");
3821 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3822 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3823 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3824 struct shader_glsl_priv *priv = This->shader_priv;
3825 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3827 if (!*blt_program) {
3828 GLint loc;
3829 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3830 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3831 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3832 GL_EXTCALL(glUniform1iARB(loc, 0));
3833 } else {
3834 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3838 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3839 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3840 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3841 struct shader_glsl_priv *priv = This->shader_priv;
3842 GLhandleARB program_id;
3844 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3845 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3847 GL_EXTCALL(glUseProgramObjectARB(program_id));
3848 checkGLcall("glUseProgramObjectARB");
3851 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3852 const struct list *linked_programs;
3853 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3854 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3855 struct shader_glsl_priv *priv = device->shader_priv;
3856 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3857 IWineD3DPixelShaderImpl *ps = NULL;
3858 IWineD3DVertexShaderImpl *vs = NULL;
3860 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3861 * can be called from IWineD3DBaseShader::Release
3863 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
3865 if(pshader) {
3866 ps = (IWineD3DPixelShaderImpl *) This;
3867 if(ps->num_gl_shaders == 0) return;
3868 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
3869 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
3870 } else {
3871 vs = (IWineD3DVertexShaderImpl *) This;
3872 if(vs->num_gl_shaders == 0) return;
3873 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
3874 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
3877 linked_programs = &This->baseShader.linked_programs;
3879 TRACE("Deleting linked programs\n");
3880 if (linked_programs->next) {
3881 struct glsl_shader_prog_link *entry, *entry2;
3883 if(pshader) {
3884 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3885 delete_glsl_program_entry(priv, gl_info, entry);
3887 } else {
3888 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3889 delete_glsl_program_entry(priv, gl_info, entry);
3894 if(pshader) {
3895 UINT i;
3897 ENTER_GL();
3898 for(i = 0; i < ps->num_gl_shaders; i++) {
3899 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3900 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3901 checkGLcall("glDeleteObjectARB");
3903 LEAVE_GL();
3904 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3905 ps->gl_shaders = NULL;
3906 ps->num_gl_shaders = 0;
3907 ps->shader_array_size = 0;
3908 } else {
3909 UINT i;
3911 ENTER_GL();
3912 for(i = 0; i < vs->num_gl_shaders; i++) {
3913 TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId);
3914 GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId));
3915 checkGLcall("glDeleteObjectARB");
3917 LEAVE_GL();
3918 HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
3919 vs->gl_shaders = NULL;
3920 vs->num_gl_shaders = 0;
3921 vs->shader_array_size = 0;
3925 static unsigned int glsl_program_key_hash(const void *key)
3927 const glsl_program_key_t *k = key;
3929 unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16;
3930 hash += ~(hash << 15);
3931 hash ^= (hash >> 10);
3932 hash += (hash << 3);
3933 hash ^= (hash >> 6);
3934 hash += ~(hash << 11);
3935 hash ^= (hash >> 16);
3937 return hash;
3940 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3942 const glsl_program_key_t *ka = keya;
3943 const glsl_program_key_t *kb = keyb;
3945 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3946 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) &&
3947 (memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0);
3950 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3952 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3953 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3955 if (!mem)
3957 ERR("Failed to allocate memory\n");
3958 return FALSE;
3961 heap->entries = mem;
3962 heap->entries[1].version = 0;
3963 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3964 heap->size = 1;
3966 return TRUE;
3969 static void constant_heap_free(struct constant_heap *heap)
3971 HeapFree(GetProcessHeap(), 0, heap->entries);
3974 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3975 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3976 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3977 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3978 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
3980 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3981 if (!priv->stack)
3983 ERR("Failed to allocate memory.\n");
3984 HeapFree(GetProcessHeap(), 0, priv);
3985 return E_OUTOFMEMORY;
3988 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3990 ERR("Failed to initialize vertex shader constant heap\n");
3991 HeapFree(GetProcessHeap(), 0, priv->stack);
3992 HeapFree(GetProcessHeap(), 0, priv);
3993 return E_OUTOFMEMORY;
3996 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3998 ERR("Failed to initialize pixel shader constant heap\n");
3999 constant_heap_free(&priv->vconst_heap);
4000 HeapFree(GetProcessHeap(), 0, priv->stack);
4001 HeapFree(GetProcessHeap(), 0, priv);
4002 return E_OUTOFMEMORY;
4005 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
4006 priv->next_constant_version = 1;
4008 This->shader_priv = priv;
4009 return WINED3D_OK;
4012 static void shader_glsl_free(IWineD3DDevice *iface) {
4013 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4014 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4015 struct shader_glsl_priv *priv = This->shader_priv;
4016 int i;
4018 for (i = 0; i < tex_type_count; ++i)
4020 if (priv->depth_blt_program[i])
4022 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4026 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
4027 constant_heap_free(&priv->pconst_heap);
4028 constant_heap_free(&priv->vconst_heap);
4030 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4031 This->shader_priv = NULL;
4034 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4035 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4036 return FALSE;
4039 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface,
4040 SHADER_BUFFER *buffer, const struct ps_compile_args *args)
4042 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
4043 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4044 CONST DWORD *function = This->baseShader.function;
4045 const char *fragcolor;
4046 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
4048 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4049 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4051 shader_addline(buffer, "#version 120\n");
4053 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
4054 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
4056 if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
4057 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4059 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
4060 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4061 * drivers write a warning if we don't do so
4063 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4066 /* Base Declarations */
4067 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
4069 /* Pack 3.0 inputs */
4070 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4072 pshader_glsl_input_pack(iface, buffer, This->semantics_in, reg_maps, args->vp_mode);
4075 /* Base Shader Body */
4076 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function);
4078 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4079 if (reg_maps->shader_version.major < 2)
4081 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4082 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
4083 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4084 else
4085 shader_addline(buffer, "gl_FragColor = R0;\n");
4088 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
4089 fragcolor = "gl_FragData[0]";
4090 } else {
4091 fragcolor = "gl_FragColor";
4093 if(args->srgb_correction) {
4094 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
4095 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
4096 srgb_sub_high, srgb_sub_high, srgb_sub_high);
4097 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
4098 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
4099 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
4100 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
4101 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
4103 /* Pixel shader < 3.0 do not replace the fog stage.
4104 * This implements linear fog computation and blending.
4105 * TODO: non linear fog
4106 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4107 * -1/(e-s) and e/(e-s) respectively.
4109 if (reg_maps->shader_version.major < 3)
4111 switch(args->fog) {
4112 case FOG_OFF: break;
4113 case FOG_LINEAR:
4114 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4115 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4116 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4117 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4118 break;
4119 case FOG_EXP:
4120 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4121 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4122 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4123 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4124 break;
4125 case FOG_EXP2:
4126 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4127 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4128 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4129 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
4130 break;
4134 shader_addline(buffer, "}\n");
4136 TRACE("Compiling shader object %u\n", shader_obj);
4137 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4138 GL_EXTCALL(glCompileShaderARB(shader_obj));
4139 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4141 /* Store the shader object */
4142 return shader_obj;
4145 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface,
4146 SHADER_BUFFER *buffer, const struct vs_compile_args *args)
4148 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
4149 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4150 CONST DWORD *function = This->baseShader.function;
4151 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
4153 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4154 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4156 shader_addline(buffer, "#version 120\n");
4158 /* Base Declarations */
4159 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
4161 /* Base Shader Body */
4162 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function);
4164 /* Unpack 3.0 outputs */
4165 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
4166 else shader_addline(buffer, "order_ps_input();\n");
4168 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4169 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4170 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4171 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4173 if(args->fog_src == VS_FOG_Z) {
4174 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4175 } else if (!reg_maps->fog) {
4176 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4179 /* Write the final position.
4181 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4182 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4183 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4184 * contains 1.0 to allow a mad.
4186 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4187 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4189 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4191 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4192 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4193 * which is the same as z = z * 2 - w.
4195 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4197 shader_addline(buffer, "}\n");
4199 TRACE("Compiling shader object %u\n", shader_obj);
4200 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4201 GL_EXTCALL(glCompileShaderARB(shader_obj));
4202 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4204 return shader_obj;
4207 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4209 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4210 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4211 * vs_nv_version which is based on NV_vertex_program.
4212 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4213 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4214 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4215 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4217 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4218 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4219 else
4220 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4221 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4222 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4224 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4225 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4226 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4227 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4228 * in max native instructions. Intel and others also offer the info in this extension but they
4229 * don't support GLSL (at least on Windows).
4231 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4232 * of instructions is 512 or less we have to do with ps2.0 hardware.
4233 * 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.
4235 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4236 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4237 else
4238 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4240 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4242 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4243 * Direct3D minimum requirement.
4245 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4246 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4248 * The problem is that the refrast clamps temporary results in the shader to
4249 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4250 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4251 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4252 * offer a way to query this.
4254 pCaps->PixelShader1xMaxValue = 8.0;
4255 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4258 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4260 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4262 TRACE("Checking support for fixup:\n");
4263 dump_color_fixup_desc(fixup);
4266 /* We support everything except YUV conversions. */
4267 if (!is_yuv_fixup(fixup))
4269 TRACE("[OK]\n");
4270 return TRUE;
4273 TRACE("[FAILED]\n");
4274 return FALSE;
4277 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4279 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4280 /* WINED3DSIH_ADD */ shader_glsl_arith,
4281 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4282 /* WINED3DSIH_BREAK */ shader_glsl_break,
4283 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4284 /* WINED3DSIH_BREAKP */ NULL,
4285 /* WINED3DSIH_CALL */ shader_glsl_call,
4286 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4287 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4288 /* WINED3DSIH_CND */ shader_glsl_cnd,
4289 /* WINED3DSIH_CRS */ shader_glsl_cross,
4290 /* WINED3DSIH_DCL */ NULL,
4291 /* WINED3DSIH_DEF */ NULL,
4292 /* WINED3DSIH_DEFB */ NULL,
4293 /* WINED3DSIH_DEFI */ NULL,
4294 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4295 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4296 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4297 /* WINED3DSIH_DST */ shader_glsl_dst,
4298 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4299 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4300 /* WINED3DSIH_ELSE */ shader_glsl_else,
4301 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4302 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4303 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4304 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4305 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4306 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4307 /* WINED3DSIH_IF */ shader_glsl_if,
4308 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4309 /* WINED3DSIH_LABEL */ shader_glsl_label,
4310 /* WINED3DSIH_LIT */ shader_glsl_lit,
4311 /* WINED3DSIH_LOG */ shader_glsl_log,
4312 /* WINED3DSIH_LOGP */ shader_glsl_log,
4313 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4314 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4315 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4316 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4317 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4318 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4319 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4320 /* WINED3DSIH_MAD */ shader_glsl_mad,
4321 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4322 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4323 /* WINED3DSIH_MOV */ shader_glsl_mov,
4324 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4325 /* WINED3DSIH_MUL */ shader_glsl_arith,
4326 /* WINED3DSIH_NOP */ NULL,
4327 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4328 /* WINED3DSIH_PHASE */ NULL,
4329 /* WINED3DSIH_POW */ shader_glsl_pow,
4330 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4331 /* WINED3DSIH_REP */ shader_glsl_rep,
4332 /* WINED3DSIH_RET */ NULL,
4333 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4334 /* WINED3DSIH_SETP */ NULL,
4335 /* WINED3DSIH_SGE */ shader_glsl_compare,
4336 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4337 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4338 /* WINED3DSIH_SLT */ shader_glsl_compare,
4339 /* WINED3DSIH_SUB */ shader_glsl_arith,
4340 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4341 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4342 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4343 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4344 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4345 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4346 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4347 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4348 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
4349 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4350 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4351 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4352 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4353 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4354 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4355 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4356 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4357 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4358 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4359 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4360 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4361 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4364 const shader_backend_t glsl_shader_backend = {
4365 shader_glsl_instruction_handler_table,
4366 shader_glsl_select,
4367 shader_glsl_select_depth_blt,
4368 shader_glsl_deselect_depth_blt,
4369 shader_glsl_update_float_vertex_constants,
4370 shader_glsl_update_float_pixel_constants,
4371 shader_glsl_load_constants,
4372 shader_glsl_load_np2fixup_constants,
4373 shader_glsl_destroy,
4374 shader_glsl_alloc,
4375 shader_glsl_free,
4376 shader_glsl_dirty_const,
4377 shader_glsl_generate_pshader,
4378 shader_glsl_generate_vshader,
4379 shader_glsl_get_caps,
4380 shader_glsl_color_fixup_supported,