wined3d: Use flags for shader_glsl_get_sample_function().
[wine/multimedia.git] / dlls / wined3d / glsl_shader.c
blob3a89f7420d3a8145be89715d5c702875a81286b4
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
31 #include "config.h"
32 #include <limits.h>
33 #include <stdio.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 #define GLINFO_LOCATION (*gl_info)
43 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
44 #define WINED3D_GLSL_SAMPLE_RECT 0x2
45 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 typedef struct {
48 char reg_name[150];
49 char mask_str[6];
50 } glsl_dst_param_t;
52 typedef struct {
53 char reg_name[150];
54 char param_str[100];
55 } glsl_src_param_t;
57 typedef struct {
58 const char *name;
59 DWORD coord_mask;
60 } glsl_sample_function_t;
62 enum heap_node_op
64 HEAP_NODE_TRAVERSE_LEFT,
65 HEAP_NODE_TRAVERSE_RIGHT,
66 HEAP_NODE_POP,
69 struct constant_entry
71 unsigned int idx;
72 unsigned int version;
75 struct constant_heap
77 struct constant_entry *entries;
78 unsigned int *positions;
79 unsigned int size;
82 /* GLSL shader private data */
83 struct shader_glsl_priv {
84 struct hash_table_t *glsl_program_lookup;
85 struct glsl_shader_prog_link *glsl_program;
86 struct constant_heap vconst_heap;
87 struct constant_heap pconst_heap;
88 unsigned char *stack;
89 GLhandleARB depth_blt_program[tex_type_count];
90 UINT next_constant_version;
93 /* Struct to maintain data about a linked GLSL program */
94 struct glsl_shader_prog_link {
95 struct list vshader_entry;
96 struct list pshader_entry;
97 GLhandleARB programId;
98 GLhandleARB *vuniformF_locations;
99 GLhandleARB *puniformF_locations;
100 GLhandleARB vuniformI_locations[MAX_CONST_I];
101 GLhandleARB puniformI_locations[MAX_CONST_I];
102 GLhandleARB posFixup_location;
103 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
104 GLhandleARB luminancescale_location[MAX_TEXTURES];
105 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
106 GLhandleARB ycorrection_location;
107 GLenum vertex_color_clamp;
108 IWineD3DVertexShader *vshader;
109 IWineD3DPixelShader *pshader;
110 struct vs_compile_args vs_args;
111 struct ps_compile_args ps_args;
112 UINT constant_version;
115 typedef struct {
116 IWineD3DVertexShader *vshader;
117 IWineD3DPixelShader *pshader;
118 struct ps_compile_args ps_args;
119 struct vs_compile_args vs_args;
120 } glsl_program_key_t;
123 /** Prints the GLSL info log which will contain error messages if they exist */
124 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
126 int infologLength = 0;
127 char *infoLog;
128 unsigned int i;
129 BOOL is_spam;
131 static const char * const spam[] =
133 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
134 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
135 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
136 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
137 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
138 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
139 "Fragment shader was successfully compiled to run on hardware.\n"
140 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
141 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
142 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
143 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
146 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
148 GL_EXTCALL(glGetObjectParameterivARB(obj,
149 GL_OBJECT_INFO_LOG_LENGTH_ARB,
150 &infologLength));
152 /* A size of 1 is just a null-terminated string, so the log should be bigger than
153 * that if there are errors. */
154 if (infologLength > 1)
156 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
157 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
159 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
160 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
161 is_spam = FALSE;
163 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
164 if(strcmp(infoLog, spam[i]) == 0) {
165 is_spam = TRUE;
166 break;
169 if(is_spam) {
170 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
171 } else {
172 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
174 HeapFree(GetProcessHeap(), 0, infoLog);
179 * Loads (pixel shader) samplers
181 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
183 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
184 GLhandleARB name_loc;
185 int i;
186 char sampler_name[20];
188 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
189 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
190 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
191 if (name_loc != -1) {
192 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
193 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
194 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
195 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
196 checkGLcall("glUniform1iARB");
197 } else {
198 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
204 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
206 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
207 GLhandleARB name_loc;
208 char sampler_name[20];
209 int i;
211 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
212 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
213 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
214 if (name_loc != -1) {
215 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
216 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
217 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
218 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
219 checkGLcall("glUniform1iARB");
220 } else {
221 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
227 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
228 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
230 int stack_idx = 0;
231 unsigned int heap_idx = 1;
232 unsigned int idx;
234 if (heap->entries[heap_idx].version <= version) return;
236 idx = heap->entries[heap_idx].idx;
237 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
238 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
240 while (stack_idx >= 0)
242 /* Note that we fall through to the next case statement. */
243 switch(stack[stack_idx])
245 case HEAP_NODE_TRAVERSE_LEFT:
247 unsigned int left_idx = heap_idx << 1;
248 if (left_idx < heap->size && heap->entries[left_idx].version > version)
250 heap_idx = left_idx;
251 idx = heap->entries[heap_idx].idx;
252 if (constant_locations[idx] != -1)
253 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
255 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
256 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
257 break;
261 case HEAP_NODE_TRAVERSE_RIGHT:
263 unsigned int right_idx = (heap_idx << 1) + 1;
264 if (right_idx < heap->size && heap->entries[right_idx].version > version)
266 heap_idx = right_idx;
267 idx = heap->entries[heap_idx].idx;
268 if (constant_locations[idx] != -1)
269 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
271 stack[stack_idx++] = HEAP_NODE_POP;
272 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
273 break;
277 case HEAP_NODE_POP:
279 heap_idx >>= 1;
280 --stack_idx;
281 break;
285 checkGLcall("walk_constant_heap()");
288 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
290 GLfloat clamped_constant[4];
292 if (location == -1) return;
294 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
295 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
296 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
297 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
299 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
302 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
303 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
305 int stack_idx = 0;
306 unsigned int heap_idx = 1;
307 unsigned int idx;
309 if (heap->entries[heap_idx].version <= version) return;
311 idx = heap->entries[heap_idx].idx;
312 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
313 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
315 while (stack_idx >= 0)
317 /* Note that we fall through to the next case statement. */
318 switch(stack[stack_idx])
320 case HEAP_NODE_TRAVERSE_LEFT:
322 unsigned int left_idx = heap_idx << 1;
323 if (left_idx < heap->size && heap->entries[left_idx].version > version)
325 heap_idx = left_idx;
326 idx = heap->entries[heap_idx].idx;
327 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
329 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
330 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
331 break;
335 case HEAP_NODE_TRAVERSE_RIGHT:
337 unsigned int right_idx = (heap_idx << 1) + 1;
338 if (right_idx < heap->size && heap->entries[right_idx].version > version)
340 heap_idx = right_idx;
341 idx = heap->entries[heap_idx].idx;
342 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
344 stack[stack_idx++] = HEAP_NODE_POP;
345 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
346 break;
350 case HEAP_NODE_POP:
352 heap_idx >>= 1;
353 --stack_idx;
354 break;
358 checkGLcall("walk_constant_heap_clamped()");
361 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
362 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
363 const float *constants, const GLhandleARB *constant_locations, const struct constant_heap *heap,
364 unsigned char *stack, UINT version)
366 const local_constant *lconst;
368 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
369 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1
370 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version))
371 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
372 else
373 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
375 if (!This->baseShader.load_local_constsF)
377 TRACE("No need to load local float constants for this shader\n");
378 return;
381 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
382 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
384 GLhandleARB location = constant_locations[lconst->idx];
385 /* We found this uniform name in the program - go ahead and send the data */
386 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
388 checkGLcall("glUniform4fvARB()");
391 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
392 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
393 const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
395 unsigned int i;
396 struct list* ptr;
398 for (i = 0; constants_set; constants_set >>= 1, ++i)
400 if (!(constants_set & 1)) continue;
402 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
403 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
405 /* We found this uniform name in the program - go ahead and send the data */
406 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
407 checkGLcall("glUniform4ivARB");
410 /* Load immediate constants */
411 ptr = list_head(&This->baseShader.constantsI);
412 while (ptr) {
413 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
414 unsigned int idx = lconst->idx;
415 const GLint *values = (const GLint *)lconst->value;
417 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
418 values[0], values[1], values[2], values[3]);
420 /* We found this uniform name in the program - go ahead and send the data */
421 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
422 checkGLcall("glUniform4ivARB");
423 ptr = list_next(&This->baseShader.constantsI, ptr);
427 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
428 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
429 GLhandleARB programId, const BOOL *constants, WORD constants_set)
431 GLhandleARB tmp_loc;
432 unsigned int i;
433 char tmp_name[8];
434 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
435 const char* prefix = is_pshader? "PB":"VB";
436 struct list* ptr;
438 /* TODO: Benchmark and see if it would be beneficial to store the
439 * locations of the constants to avoid looking up each time */
440 for (i = 0; constants_set; constants_set >>= 1, ++i)
442 if (!(constants_set & 1)) continue;
444 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
446 /* TODO: Benchmark and see if it would be beneficial to store the
447 * locations of the constants to avoid looking up each time */
448 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
449 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
450 if (tmp_loc != -1)
452 /* We found this uniform name in the program - go ahead and send the data */
453 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
454 checkGLcall("glUniform1ivARB");
458 /* Load immediate constants */
459 ptr = list_head(&This->baseShader.constantsB);
460 while (ptr) {
461 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
462 unsigned int idx = lconst->idx;
463 const GLint *values = (const GLint *)lconst->value;
465 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
467 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
468 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
469 if (tmp_loc != -1) {
470 /* We found this uniform name in the program - go ahead and send the data */
471 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
472 checkGLcall("glUniform1ivARB");
474 ptr = list_next(&This->baseShader.constantsB, ptr);
478 static void reset_program_constant_version(void *value, void *context)
480 struct glsl_shader_prog_link *entry = value;
481 entry->constant_version = 0;
485 * Loads the app-supplied constants into the currently set GLSL program.
487 static void shader_glsl_load_constants(
488 IWineD3DDevice* device,
489 char usePixelShader,
490 char useVertexShader) {
492 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
493 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
494 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
495 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
497 GLhandleARB programId;
498 struct glsl_shader_prog_link *prog = priv->glsl_program;
499 UINT constant_version;
500 int i;
502 if (!prog) {
503 /* No GLSL program set - nothing to do. */
504 return;
506 programId = prog->programId;
507 constant_version = prog->constant_version;
509 if (useVertexShader) {
510 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
512 /* Load DirectX 9 float constants/uniforms for vertex shader */
513 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
514 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
516 /* Load DirectX 9 integer constants/uniforms for vertex shader */
517 if(vshader->baseShader.uses_int_consts) {
518 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
519 stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
522 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
523 if(vshader->baseShader.uses_bool_consts) {
524 shader_glsl_load_constantsB(vshader, gl_info, programId,
525 stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
528 /* Upload the position fixup params */
529 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
530 checkGLcall("glUniform4fvARB");
533 if (usePixelShader) {
535 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
537 /* Load DirectX 9 float constants/uniforms for pixel shader */
538 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
539 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
541 /* Load DirectX 9 integer constants/uniforms for pixel shader */
542 if(pshader->baseShader.uses_int_consts) {
543 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
544 stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
547 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
548 if(pshader->baseShader.uses_bool_consts) {
549 shader_glsl_load_constantsB(pshader, gl_info, programId,
550 stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
553 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
554 * It can't be 0 for a valid texbem instruction.
556 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
557 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
558 int stage = ps->luminanceconst[i].texunit;
560 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
561 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
562 checkGLcall("glUniformMatrix2fvARB");
564 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
565 * is set too, so we can check that in the needsbumpmat check
567 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
568 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
569 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
571 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
572 checkGLcall("glUniform1fvARB");
573 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
574 checkGLcall("glUniform1fvARB");
578 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
579 float correction_params[4];
580 if(deviceImpl->render_offscreen) {
581 correction_params[0] = 0.0;
582 correction_params[1] = 1.0;
583 } else {
584 /* position is window relative, not viewport relative */
585 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
586 correction_params[1] = -1.0;
588 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
592 if (priv->next_constant_version == UINT_MAX)
594 TRACE("Max constant version reached, resetting to 0.\n");
595 hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
596 priv->next_constant_version = 1;
598 else
600 prog->constant_version = priv->next_constant_version++;
604 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
605 unsigned int heap_idx, DWORD new_version)
607 struct constant_entry *entries = heap->entries;
608 unsigned int *positions = heap->positions;
609 unsigned int parent_idx;
611 while (heap_idx > 1)
613 parent_idx = heap_idx >> 1;
615 if (new_version <= entries[parent_idx].version) break;
617 entries[heap_idx] = entries[parent_idx];
618 positions[entries[parent_idx].idx] = heap_idx;
619 heap_idx = parent_idx;
622 entries[heap_idx].version = new_version;
623 entries[heap_idx].idx = idx;
624 positions[idx] = heap_idx;
627 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
629 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
630 struct shader_glsl_priv *priv = This->shader_priv;
631 struct constant_heap *heap = &priv->vconst_heap;
632 UINT i;
634 for (i = start; i < count + start; ++i)
636 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
637 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
638 else
639 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
643 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
645 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
646 struct shader_glsl_priv *priv = This->shader_priv;
647 struct constant_heap *heap = &priv->pconst_heap;
648 UINT i;
650 for (i = start; i < count + start; ++i)
652 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
653 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
654 else
655 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
659 /** Generate the variable & register declarations for the GLSL output target */
660 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
661 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
662 const struct ps_compile_args *ps_args)
664 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
665 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
666 DWORD shader_version = reg_maps->shader_version;
667 unsigned int i, extra_constants_needed = 0;
668 const local_constant *lconst;
670 /* There are some minor differences between pixel and vertex shaders */
671 char pshader = shader_is_pshader_version(shader_version);
672 char prefix = pshader ? 'P' : 'V';
674 /* Prototype the subroutines */
675 for (i = 0; i < This->baseShader.limits.label; i++) {
676 if (reg_maps->labels[i])
677 shader_addline(buffer, "void subroutine%u();\n", i);
680 /* Declare the constants (aka uniforms) */
681 if (This->baseShader.limits.constant_float > 0) {
682 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
683 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
684 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
687 if (This->baseShader.limits.constant_int > 0)
688 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
690 if (This->baseShader.limits.constant_bool > 0)
691 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
693 if(!pshader) {
694 shader_addline(buffer, "uniform vec4 posFixup;\n");
695 /* Predeclaration; This function is added at link time based on the pixel shader.
696 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
697 * that. We know the input to the reorder function at vertex shader compile time, so
698 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
699 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
700 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
701 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
702 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
703 * inout.
705 if (shader_version >= WINED3DVS_VERSION(3, 0))
707 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
708 } else {
709 shader_addline(buffer, "void order_ps_input();\n");
711 } else {
712 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
714 ps_impl->numbumpenvmatconsts = 0;
715 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
716 if(!reg_maps->bumpmat[i]) {
717 continue;
720 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
721 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
723 if(reg_maps->luminanceparams) {
724 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
725 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
726 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
727 extra_constants_needed++;
728 } else {
729 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
732 extra_constants_needed++;
733 ps_impl->numbumpenvmatconsts++;
736 if(ps_args->srgb_correction) {
737 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
738 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
739 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
740 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
742 if(reg_maps->vpos || reg_maps->usesdsy) {
743 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
744 shader_addline(buffer, "uniform vec4 ycorrection;\n");
745 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
746 extra_constants_needed++;
747 } else {
748 /* This happens because we do not have proper tracking of the constant registers that are
749 * actually used, only the max limit of the shader version
751 FIXME("Cannot find a free uniform for vpos correction params\n");
752 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
753 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
754 device->render_offscreen ? 1.0 : -1.0);
756 shader_addline(buffer, "vec4 vpos;\n");
760 /* Declare texture samplers */
761 for (i = 0; i < This->baseShader.limits.sampler; i++) {
762 if (reg_maps->samplers[i]) {
764 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
765 switch (stype) {
767 case WINED3DSTT_1D:
768 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
769 break;
770 case WINED3DSTT_2D:
771 if(device->stateBlock->textures[i] &&
772 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
773 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
774 } else {
775 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
777 break;
778 case WINED3DSTT_CUBE:
779 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
780 break;
781 case WINED3DSTT_VOLUME:
782 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
783 break;
784 default:
785 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
786 FIXME("Unrecognized sampler type: %#x\n", stype);
787 break;
792 /* Declare address variables */
793 for (i = 0; i < This->baseShader.limits.address; i++) {
794 if (reg_maps->address[i])
795 shader_addline(buffer, "ivec4 A%d;\n", i);
798 /* Declare texture coordinate temporaries and initialize them */
799 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
800 if (reg_maps->texcoord[i])
801 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
804 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
805 * helper function shader that is linked in at link time
807 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
809 if (use_vs(device->stateBlock))
811 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
812 } else {
813 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
814 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
815 * pixel shader that reads the fixed function color into the packed input registers.
817 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
821 /* Declare output register temporaries */
822 if(This->baseShader.limits.packed_output) {
823 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
826 /* Declare temporary variables */
827 for(i = 0; i < This->baseShader.limits.temporary; i++) {
828 if (reg_maps->temporary[i])
829 shader_addline(buffer, "vec4 R%u;\n", i);
832 /* Declare attributes */
833 for (i = 0; i < This->baseShader.limits.attributes; i++) {
834 if (reg_maps->attributes[i])
835 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
838 /* Declare loop registers aLx */
839 for (i = 0; i < reg_maps->loop_depth; i++) {
840 shader_addline(buffer, "int aL%u;\n", i);
841 shader_addline(buffer, "int tmpInt%u;\n", i);
844 /* Temporary variables for matrix operations */
845 shader_addline(buffer, "vec4 tmp0;\n");
846 shader_addline(buffer, "vec4 tmp1;\n");
848 /* Local constants use a different name so they can be loaded once at shader link time
849 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
850 * float -> string conversion can cause precision loss.
852 if(!This->baseShader.load_local_constsF) {
853 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
854 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
858 /* Start the main program */
859 shader_addline(buffer, "void main() {\n");
860 if(pshader && reg_maps->vpos) {
861 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
862 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
863 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
864 * precision troubles when we just substract 0.5.
866 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
868 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
870 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
871 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
872 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
873 * correctly on drivers that returns integer values.
875 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
879 /*****************************************************************************
880 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
882 * For more information, see http://wiki.winehq.org/DirectX-Shaders
883 ****************************************************************************/
885 /* Prototypes */
886 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
887 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
889 /** Used for opcode modifiers - They multiply the result by the specified amount */
890 static const char * const shift_glsl_tab[] = {
891 "", /* 0 (none) */
892 "2.0 * ", /* 1 (x2) */
893 "4.0 * ", /* 2 (x4) */
894 "8.0 * ", /* 3 (x8) */
895 "16.0 * ", /* 4 (x16) */
896 "32.0 * ", /* 5 (x32) */
897 "", /* 6 (x64) */
898 "", /* 7 (x128) */
899 "", /* 8 (d256) */
900 "", /* 9 (d128) */
901 "", /* 10 (d64) */
902 "", /* 11 (d32) */
903 "0.0625 * ", /* 12 (d16) */
904 "0.125 * ", /* 13 (d8) */
905 "0.25 * ", /* 14 (d4) */
906 "0.5 * " /* 15 (d2) */
909 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
910 static void shader_glsl_gen_modifier (
911 const DWORD instr,
912 const char *in_reg,
913 const char *in_regswizzle,
914 char *out_str) {
916 out_str[0] = 0;
918 if (instr == WINED3DSIO_TEXKILL)
919 return;
921 switch (instr & WINED3DSP_SRCMOD_MASK) {
922 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
923 case WINED3DSPSM_DW:
924 case WINED3DSPSM_NONE:
925 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
926 break;
927 case WINED3DSPSM_NEG:
928 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
929 break;
930 case WINED3DSPSM_NOT:
931 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
932 break;
933 case WINED3DSPSM_BIAS:
934 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
935 break;
936 case WINED3DSPSM_BIASNEG:
937 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
938 break;
939 case WINED3DSPSM_SIGN:
940 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
941 break;
942 case WINED3DSPSM_SIGNNEG:
943 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
944 break;
945 case WINED3DSPSM_COMP:
946 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
947 break;
948 case WINED3DSPSM_X2:
949 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
950 break;
951 case WINED3DSPSM_X2NEG:
952 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
953 break;
954 case WINED3DSPSM_ABS:
955 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
956 break;
957 case WINED3DSPSM_ABSNEG:
958 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
959 break;
960 default:
961 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
962 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
966 /** Writes the GLSL variable name that corresponds to the register that the
967 * DX opcode parameter is trying to access */
968 static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
969 char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
971 /* oPos, oFog and oPts in D3D */
972 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
974 DWORD reg = param & WINED3DSP_REGNUM_MASK;
975 DWORD regtype = shader_get_regtype(param);
976 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
977 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
978 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
979 DWORD shader_version = This->baseShader.reg_maps.shader_version;
980 char pshader = shader_is_pshader_version(shader_version);
981 char tmpStr[150];
983 *is_color = FALSE;
985 switch (regtype) {
986 case WINED3DSPR_TEMP:
987 sprintf(tmpStr, "R%u", reg);
988 break;
989 case WINED3DSPR_INPUT:
990 if (pshader) {
991 /* Pixel shaders >= 3.0 */
992 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
994 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
996 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
997 glsl_src_param_t rel_param;
998 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1000 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1001 * operation there
1003 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
1004 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1005 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1006 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
1007 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
1008 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1009 } else {
1010 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1012 } else {
1013 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1014 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1015 rel_param.param_str, in_count - 1,
1016 rel_param.param_str, in_count,
1017 rel_param.param_str);
1018 } else {
1019 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
1022 } else {
1023 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
1024 if (idx == in_count) {
1025 sprintf(tmpStr, "gl_Color");
1026 } else if (idx == in_count + 1) {
1027 sprintf(tmpStr, "gl_SecondaryColor");
1028 } else {
1029 sprintf(tmpStr, "IN[%u]", idx);
1032 } else {
1033 if (reg==0)
1034 strcpy(tmpStr, "gl_Color");
1035 else
1036 strcpy(tmpStr, "gl_SecondaryColor");
1038 } else {
1039 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg)) *is_color = TRUE;
1040 sprintf(tmpStr, "attrib%u", reg);
1042 break;
1043 case WINED3DSPR_CONST:
1045 const char prefix = pshader? 'P':'V';
1047 /* Relative addressing */
1048 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
1050 /* Relative addressing on shaders 2.0+ have a relative address token,
1051 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
1052 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
1054 glsl_src_param_t rel_param;
1055 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1056 if(reg) {
1057 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
1058 } else {
1059 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
1061 } else {
1062 if(reg) {
1063 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
1064 } else {
1065 sprintf(tmpStr, "%cC[A0.x]", prefix);
1069 } else {
1070 if(shader_constant_is_local(This, reg)) {
1071 sprintf(tmpStr, "%cLC%u", prefix, reg);
1072 } else {
1073 sprintf(tmpStr, "%cC[%u]", prefix, reg);
1077 break;
1079 case WINED3DSPR_CONSTINT:
1080 if (pshader)
1081 sprintf(tmpStr, "PI[%u]", reg);
1082 else
1083 sprintf(tmpStr, "VI[%u]", reg);
1084 break;
1085 case WINED3DSPR_CONSTBOOL:
1086 if (pshader)
1087 sprintf(tmpStr, "PB[%u]", reg);
1088 else
1089 sprintf(tmpStr, "VB[%u]", reg);
1090 break;
1091 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1092 if (pshader) {
1093 sprintf(tmpStr, "T%u", reg);
1094 } else {
1095 sprintf(tmpStr, "A%u", reg);
1097 break;
1098 case WINED3DSPR_LOOP:
1099 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
1100 break;
1101 case WINED3DSPR_SAMPLER:
1102 if (pshader)
1103 sprintf(tmpStr, "Psampler%u", reg);
1104 else
1105 sprintf(tmpStr, "Vsampler%u", reg);
1106 break;
1107 case WINED3DSPR_COLOROUT:
1108 if (reg >= GL_LIMITS(buffers)) {
1109 WARN("Write to render target %u, only %d supported\n", reg, 4);
1111 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1112 sprintf(tmpStr, "gl_FragData[%u]", reg);
1113 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1114 sprintf(tmpStr, "gl_FragColor");
1116 break;
1117 case WINED3DSPR_RASTOUT:
1118 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
1119 break;
1120 case WINED3DSPR_DEPTHOUT:
1121 sprintf(tmpStr, "gl_FragDepth");
1122 break;
1123 case WINED3DSPR_ATTROUT:
1124 if (reg == 0) {
1125 sprintf(tmpStr, "gl_FrontColor");
1126 } else {
1127 sprintf(tmpStr, "gl_FrontSecondaryColor");
1129 break;
1130 case WINED3DSPR_TEXCRDOUT:
1131 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1132 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(tmpStr, "OUT[%u]", reg);
1133 else sprintf(tmpStr, "gl_TexCoord[%u]", reg);
1134 break;
1135 case WINED3DSPR_MISCTYPE:
1136 if (reg == 0) {
1137 /* vPos */
1138 sprintf(tmpStr, "vpos");
1139 } else if (reg == 1){
1140 /* Note that gl_FrontFacing is a bool, while vFace is
1141 * a float for which the sign determines front/back
1143 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
1144 } else {
1145 FIXME("Unhandled misctype register %d\n", reg);
1146 sprintf(tmpStr, "unrecognized_register");
1148 break;
1149 default:
1150 FIXME("Unhandled register name Type(%d)\n", regtype);
1151 sprintf(tmpStr, "unrecognized_register");
1152 break;
1155 strcat(regstr, tmpStr);
1158 /* Get the GLSL write mask for the destination register */
1159 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
1160 char *ptr = write_mask;
1161 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1163 if (shader_is_scalar(param)) {
1164 mask = WINED3DSP_WRITEMASK_0;
1165 } else {
1166 *ptr++ = '.';
1167 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1168 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1169 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1170 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1173 *ptr = '\0';
1175 return mask;
1178 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1179 unsigned int size = 0;
1181 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1182 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1183 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1184 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1186 return size;
1189 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1190 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1191 * but addressed as "rgba". To fix this we need to swap the register's x
1192 * and z components. */
1193 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1194 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1195 char *ptr = swizzle_str;
1197 if (!shader_is_scalar(param)) {
1198 *ptr++ = '.';
1199 /* swizzle bits fields: wwzzyyxx */
1200 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1201 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1202 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1203 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1206 *ptr = '\0';
1209 /* From a given parameter token, generate the corresponding GLSL string.
1210 * Also, return the actual register name and swizzle in case the
1211 * caller needs this information as well. */
1212 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
1213 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
1215 BOOL is_color = FALSE;
1216 char swizzle_str[6];
1218 src_param->reg_name[0] = '\0';
1219 src_param->param_str[0] = '\0';
1220 swizzle_str[0] = '\0';
1222 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1224 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1225 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1228 /* From a given parameter token, generate the corresponding GLSL string.
1229 * Also, return the actual register name and swizzle in case the
1230 * caller needs this information as well. */
1231 static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
1232 const DWORD addr_token, glsl_dst_param_t *dst_param)
1234 BOOL is_color = FALSE;
1236 dst_param->mask_str[0] = '\0';
1237 dst_param->reg_name[0] = '\0';
1239 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1240 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1243 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1244 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
1246 glsl_dst_param_t dst_param;
1247 DWORD mask;
1248 int shift;
1250 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1252 if(mask) {
1253 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1254 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1257 return mask;
1260 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1261 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
1263 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1266 /** Process GLSL instruction modifiers */
1267 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
1269 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1271 if (arg->opcode->dst_token && mask != 0) {
1272 glsl_dst_param_t dst_param;
1274 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1276 if (mask & WINED3DSPDM_SATURATE) {
1277 /* _SAT means to clamp the value of the register to between 0 and 1 */
1278 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1279 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1281 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1282 FIXME("_centroid modifier not handled\n");
1284 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1285 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1290 static inline const char* shader_get_comp_op(
1291 const DWORD opcode) {
1293 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1294 switch (op) {
1295 case COMPARISON_GT: return ">";
1296 case COMPARISON_EQ: return "==";
1297 case COMPARISON_GE: return ">=";
1298 case COMPARISON_LT: return "<";
1299 case COMPARISON_NE: return "!=";
1300 case COMPARISON_LE: return "<=";
1301 default:
1302 FIXME("Unrecognized comparison value: %u\n", op);
1303 return "(\?\?)";
1307 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1309 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1310 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1311 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1313 /* Note that there's no such thing as a projected cube texture. */
1314 switch(sampler_type) {
1315 case WINED3DSTT_1D:
1316 if(lod) {
1317 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1318 } else {
1319 sample_function->name = projected ? "texture1DProj" : "texture1D";
1321 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1322 break;
1323 case WINED3DSTT_2D:
1324 if(texrect) {
1325 if(lod) {
1326 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1327 } else {
1328 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1330 } else {
1331 if(lod) {
1332 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1333 } else {
1334 sample_function->name = projected ? "texture2DProj" : "texture2D";
1337 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1338 break;
1339 case WINED3DSTT_CUBE:
1340 if(lod) {
1341 sample_function->name = "textureCubeLod";
1342 } else {
1343 sample_function->name = "textureCube";
1345 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1346 break;
1347 case WINED3DSTT_VOLUME:
1348 if(lod) {
1349 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1350 } else {
1351 sample_function->name = projected ? "texture3DProj" : "texture3D";
1353 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1354 break;
1355 default:
1356 sample_function->name = "";
1357 sample_function->coord_mask = 0;
1358 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1359 break;
1363 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1364 BOOL sign_fixup, enum fixup_channel_source channel_source)
1366 switch(channel_source)
1368 case CHANNEL_SOURCE_ZERO:
1369 strcat(arguments, "0.0");
1370 break;
1372 case CHANNEL_SOURCE_ONE:
1373 strcat(arguments, "1.0");
1374 break;
1376 case CHANNEL_SOURCE_X:
1377 strcat(arguments, reg_name);
1378 strcat(arguments, ".x");
1379 break;
1381 case CHANNEL_SOURCE_Y:
1382 strcat(arguments, reg_name);
1383 strcat(arguments, ".y");
1384 break;
1386 case CHANNEL_SOURCE_Z:
1387 strcat(arguments, reg_name);
1388 strcat(arguments, ".z");
1389 break;
1391 case CHANNEL_SOURCE_W:
1392 strcat(arguments, reg_name);
1393 strcat(arguments, ".w");
1394 break;
1396 default:
1397 FIXME("Unhandled channel source %#x\n", channel_source);
1398 strcat(arguments, "undefined");
1399 break;
1402 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1405 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
1407 unsigned int mask_size, remaining;
1408 glsl_dst_param_t dst_param;
1409 char arguments[256];
1410 DWORD mask;
1411 BOOL dummy;
1413 mask = 0;
1414 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1415 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1416 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1417 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1418 mask &= arg->dst;
1420 if (!mask) return; /* Nothing to do */
1422 if (is_yuv_fixup(fixup))
1424 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1425 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1426 return;
1429 mask_size = shader_glsl_get_write_mask_size(mask);
1431 dst_param.mask_str[0] = '\0';
1432 shader_glsl_get_write_mask(mask, dst_param.mask_str);
1434 dst_param.reg_name[0] = '\0';
1435 shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
1437 arguments[0] = '\0';
1438 remaining = mask_size;
1439 if (mask & WINED3DSP_WRITEMASK_0)
1441 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1442 if (--remaining) strcat(arguments, ", ");
1444 if (mask & WINED3DSP_WRITEMASK_1)
1446 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1447 if (--remaining) strcat(arguments, ", ");
1449 if (mask & WINED3DSP_WRITEMASK_2)
1451 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1452 if (--remaining) strcat(arguments, ", ");
1454 if (mask & WINED3DSP_WRITEMASK_3)
1456 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1457 if (--remaining) strcat(arguments, ", ");
1460 if (mask_size > 1)
1462 shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
1463 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1465 else
1467 shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1471 static void shader_glsl_gen_sample_code(const SHADER_OPCODE_ARG *arg, DWORD sampler, const char *coord_reg,
1472 const glsl_sample_function_t *sample_function, DWORD swizzle,
1473 const char *bias) {
1474 const char *sampler_base;
1475 char dst_swizzle[6];
1476 struct color_fixup_desc fixup;
1478 shader_glsl_get_swizzle(swizzle, FALSE, arg->dst, dst_swizzle);
1480 if(shader_is_pshader_version(arg->reg_maps->shader_version)) {
1481 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) arg->shader;
1482 fixup = This->cur_args->color_fixup[sampler];
1483 sampler_base = "Psampler";
1484 } else {
1485 sampler_base = "Vsampler";
1486 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1489 shader_glsl_append_dst(arg->buffer, arg);
1491 if(bias) {
1492 shader_addline(arg->buffer, "%s(%s%u, %s, %s)%s);\n",
1493 sample_function->name, sampler_base, sampler, coord_reg, bias, dst_swizzle);
1494 } else {
1495 shader_addline(arg->buffer, "%s(%s%u, %s)%s);\n",
1496 sample_function->name, sampler_base, sampler, coord_reg, dst_swizzle);
1499 if(!is_identity_fixup(fixup)) {
1500 shader_glsl_color_correction(arg, fixup);
1504 /*****************************************************************************
1506 * Begin processing individual instruction opcodes
1508 ****************************************************************************/
1510 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1511 static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
1513 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1514 SHADER_BUFFER* buffer = arg->buffer;
1515 glsl_src_param_t src0_param;
1516 glsl_src_param_t src1_param;
1517 DWORD write_mask;
1518 char op;
1520 /* Determine the GLSL operator to use based on the opcode */
1521 switch (curOpcode->opcode) {
1522 case WINED3DSIO_MUL: op = '*'; break;
1523 case WINED3DSIO_ADD: op = '+'; break;
1524 case WINED3DSIO_SUB: op = '-'; break;
1525 default:
1526 op = ' ';
1527 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1528 break;
1531 write_mask = shader_glsl_append_dst(buffer, arg);
1532 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1533 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1534 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1537 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1538 static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
1540 SHADER_BUFFER* buffer = arg->buffer;
1541 glsl_src_param_t src0_param;
1542 DWORD write_mask;
1544 write_mask = shader_glsl_append_dst(buffer, arg);
1545 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1547 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1548 * shader versions WINED3DSIO_MOVA is used for this. */
1549 if ((WINED3DSHADER_VERSION_MAJOR(arg->reg_maps->shader_version) == 1
1550 && !shader_is_pshader_version(arg->reg_maps->shader_version)
1551 && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR))
1553 /* This is a simple floor() */
1554 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1555 if (mask_size > 1) {
1556 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1557 } else {
1558 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1560 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1561 /* We need to *round* to the nearest int here. */
1562 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1563 if (mask_size > 1) {
1564 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);
1565 } else {
1566 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1568 } else {
1569 shader_addline(buffer, "%s);\n", src0_param.param_str);
1573 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1574 static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
1576 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1577 SHADER_BUFFER* buffer = arg->buffer;
1578 glsl_src_param_t src0_param;
1579 glsl_src_param_t src1_param;
1580 DWORD dst_write_mask, src_write_mask;
1581 unsigned int dst_size = 0;
1583 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1584 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1586 /* dp3 works on vec3, dp4 on vec4 */
1587 if (curOpcode->opcode == WINED3DSIO_DP4) {
1588 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1589 } else {
1590 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1593 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1594 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1596 if (dst_size > 1) {
1597 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1598 } else {
1599 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1603 /* Note that this instruction has some restrictions. The destination write mask
1604 * can't contain the w component, and the source swizzles have to be .xyzw */
1605 static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
1607 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1608 glsl_src_param_t src0_param;
1609 glsl_src_param_t src1_param;
1610 char dst_mask[6];
1612 shader_glsl_get_write_mask(arg->dst, dst_mask);
1613 shader_glsl_append_dst(arg->buffer, arg);
1614 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1615 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1616 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1619 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1620 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1621 * GLSL uses the value as-is. */
1622 static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
1624 SHADER_BUFFER *buffer = arg->buffer;
1625 glsl_src_param_t src0_param;
1626 glsl_src_param_t src1_param;
1627 DWORD dst_write_mask;
1628 unsigned int dst_size;
1630 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1631 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1633 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1634 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1636 if (dst_size > 1) {
1637 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1638 } else {
1639 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1643 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1644 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1645 * GLSL uses the value as-is. */
1646 static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
1648 SHADER_BUFFER *buffer = arg->buffer;
1649 glsl_src_param_t src0_param;
1650 DWORD dst_write_mask;
1651 unsigned int dst_size;
1653 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1654 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1656 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1658 if (dst_size > 1) {
1659 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1660 } else {
1661 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1665 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1666 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
1668 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1669 SHADER_BUFFER* buffer = arg->buffer;
1670 glsl_src_param_t src_param;
1671 const char *instruction;
1672 char arguments[256];
1673 DWORD write_mask;
1674 unsigned i;
1676 /* Determine the GLSL function to use based on the opcode */
1677 /* TODO: Possibly make this a table for faster lookups */
1678 switch (curOpcode->opcode) {
1679 case WINED3DSIO_MIN: instruction = "min"; break;
1680 case WINED3DSIO_MAX: instruction = "max"; break;
1681 case WINED3DSIO_ABS: instruction = "abs"; break;
1682 case WINED3DSIO_FRC: instruction = "fract"; break;
1683 case WINED3DSIO_NRM: instruction = "normalize"; break;
1684 case WINED3DSIO_EXP: instruction = "exp2"; break;
1685 case WINED3DSIO_SGN: instruction = "sign"; break;
1686 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1687 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1688 default: instruction = "";
1689 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1690 break;
1693 write_mask = shader_glsl_append_dst(buffer, arg);
1695 arguments[0] = '\0';
1696 if (curOpcode->num_params > 0) {
1697 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1698 strcat(arguments, src_param.param_str);
1699 for (i = 2; i < curOpcode->num_params; ++i) {
1700 strcat(arguments, ", ");
1701 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1702 strcat(arguments, src_param.param_str);
1706 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1709 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1710 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1711 * dst.x = 2^(floor(src))
1712 * dst.y = src - floor(src)
1713 * dst.z = 2^src (partial precision is allowed, but optional)
1714 * dst.w = 1.0;
1715 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1716 * dst = 2^src; (partial precision is allowed, but optional)
1718 static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
1720 glsl_src_param_t src_param;
1722 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1724 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1726 char dst_mask[6];
1728 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1729 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1730 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1731 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1733 shader_glsl_append_dst(arg->buffer, arg);
1734 shader_glsl_get_write_mask(arg->dst, dst_mask);
1735 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1736 } else {
1737 DWORD write_mask;
1738 unsigned int mask_size;
1740 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1741 mask_size = shader_glsl_get_write_mask_size(write_mask);
1743 if (mask_size > 1) {
1744 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1745 } else {
1746 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1751 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1752 static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
1754 glsl_src_param_t src_param;
1755 DWORD write_mask;
1756 unsigned int mask_size;
1758 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1759 mask_size = shader_glsl_get_write_mask_size(write_mask);
1760 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1762 if (mask_size > 1) {
1763 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1764 } else {
1765 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1769 static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
1771 SHADER_BUFFER* buffer = arg->buffer;
1772 glsl_src_param_t src_param;
1773 DWORD write_mask;
1774 unsigned int mask_size;
1776 write_mask = shader_glsl_append_dst(buffer, arg);
1777 mask_size = shader_glsl_get_write_mask_size(write_mask);
1779 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1781 if (mask_size > 1) {
1782 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1783 } else {
1784 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1788 /** Process signed comparison opcodes in GLSL. */
1789 static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
1791 glsl_src_param_t src0_param;
1792 glsl_src_param_t src1_param;
1793 DWORD write_mask;
1794 unsigned int mask_size;
1796 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1797 mask_size = shader_glsl_get_write_mask_size(write_mask);
1798 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1799 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1801 if (mask_size > 1) {
1802 const char *compare;
1804 switch(arg->opcode->opcode) {
1805 case WINED3DSIO_SLT: compare = "lessThan"; break;
1806 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1807 default: compare = "";
1808 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1811 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1812 src0_param.param_str, src1_param.param_str);
1813 } else {
1814 switch(arg->opcode->opcode) {
1815 case WINED3DSIO_SLT:
1816 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1817 * to return 0.0 but step returns 1.0 because step is not < x
1818 * An alternative is a bvec compare padded with an unused second component.
1819 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1820 * issue. Playing with not() is not possible either because not() does not accept
1821 * a scalar.
1823 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1824 break;
1825 case WINED3DSIO_SGE:
1826 /* Here we can use the step() function and safe a conditional */
1827 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1828 break;
1829 default:
1830 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1836 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1837 static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
1839 glsl_src_param_t src0_param;
1840 glsl_src_param_t src1_param;
1841 glsl_src_param_t src2_param;
1842 DWORD write_mask, cmp_channel = 0;
1843 unsigned int i, j;
1844 char mask_char[6];
1845 BOOL temp_destination = FALSE;
1847 if(shader_is_scalar(arg->src[0])) {
1848 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1850 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1851 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1852 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1854 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1855 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1856 } else {
1857 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1858 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1859 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1860 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1861 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1862 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1863 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1864 DWORD dstregtype = shader_get_regtype(arg->dst);
1866 /* Cycle through all source0 channels */
1867 for (i=0; i<4; i++) {
1868 write_mask = 0;
1869 /* Find the destination channels which use the current source0 channel */
1870 for (j=0; j<4; j++) {
1871 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1872 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1873 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1877 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1878 * The first lines may overwrite source parameters of the following lines.
1879 * Deal with that by using a temporary destination register if needed
1881 if((src0reg == dstreg && src0regtype == dstregtype) ||
1882 (src1reg == dstreg && src1regtype == dstregtype) ||
1883 (src2reg == dstreg && src2regtype == dstregtype)) {
1885 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1886 if (!write_mask) continue;
1887 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1888 temp_destination = TRUE;
1889 } else {
1890 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1891 if (!write_mask) continue;
1894 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1895 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1896 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1898 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1899 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1902 if(temp_destination) {
1903 shader_glsl_get_write_mask(arg->dst, mask_char);
1904 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1905 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1911 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1912 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1913 * the compare is done per component of src0. */
1914 static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
1916 glsl_src_param_t src0_param;
1917 glsl_src_param_t src1_param;
1918 glsl_src_param_t src2_param;
1919 DWORD write_mask, cmp_channel = 0;
1920 unsigned int i, j;
1922 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
1924 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1925 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1926 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1927 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1929 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1930 if(arg->opcode_token & WINED3DSI_COISSUE) {
1931 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1932 } else {
1933 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1934 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1936 return;
1938 /* Cycle through all source0 channels */
1939 for (i=0; i<4; i++) {
1940 write_mask = 0;
1941 /* Find the destination channels which use the current source0 channel */
1942 for (j=0; j<4; j++) {
1943 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1944 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1945 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1948 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1949 if (!write_mask) continue;
1951 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1952 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1953 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1955 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1956 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1960 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1961 static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
1963 glsl_src_param_t src0_param;
1964 glsl_src_param_t src1_param;
1965 glsl_src_param_t src2_param;
1966 DWORD write_mask;
1968 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1969 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1970 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1971 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1972 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1973 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1976 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1977 Vertex shaders to GLSL codes */
1978 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
1980 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1981 const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
1982 DWORD shader_version = arg->reg_maps->shader_version;
1983 int i;
1984 int nComponents = 0;
1985 SHADER_OPCODE_ARG tmpArg;
1987 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1989 /* Set constants for the temporary argument */
1990 tmpArg.shader = arg->shader;
1991 tmpArg.buffer = arg->buffer;
1992 tmpArg.src[0] = arg->src[0];
1993 tmpArg.src_addr[0] = arg->src_addr[0];
1994 tmpArg.src_addr[1] = arg->src_addr[1];
1995 tmpArg.reg_maps = arg->reg_maps;
1997 switch(arg->opcode->opcode) {
1998 case WINED3DSIO_M4x4:
1999 nComponents = 4;
2000 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
2001 break;
2002 case WINED3DSIO_M4x3:
2003 nComponents = 3;
2004 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
2005 break;
2006 case WINED3DSIO_M3x4:
2007 nComponents = 4;
2008 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2009 break;
2010 case WINED3DSIO_M3x3:
2011 nComponents = 3;
2012 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2013 break;
2014 case WINED3DSIO_M3x2:
2015 nComponents = 2;
2016 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2017 break;
2018 default:
2019 break;
2022 for (i = 0; i < nComponents; i++) {
2023 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
2024 tmpArg.src[1] = arg->src[1]+i;
2025 shader_glsl_dot(&tmpArg);
2030 The LRP instruction performs a component-wise linear interpolation
2031 between the second and third operands using the first operand as the
2032 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2033 This is equivalent to mix(src2, src1, src0);
2035 static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
2037 glsl_src_param_t src0_param;
2038 glsl_src_param_t src1_param;
2039 glsl_src_param_t src2_param;
2040 DWORD write_mask;
2042 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2044 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
2045 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
2046 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
2048 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
2049 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2052 /** Process the WINED3DSIO_LIT instruction in GLSL:
2053 * dst.x = dst.w = 1.0
2054 * dst.y = (src0.x > 0) ? src0.x
2055 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2056 * where src.w is clamped at +- 128
2058 static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
2060 glsl_src_param_t src0_param;
2061 glsl_src_param_t src1_param;
2062 glsl_src_param_t src3_param;
2063 char dst_mask[6];
2065 shader_glsl_append_dst(arg->buffer, arg);
2066 shader_glsl_get_write_mask(arg->dst, dst_mask);
2068 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2069 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
2070 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
2072 /* The sdk specifies the instruction like this
2073 * dst.x = 1.0;
2074 * if(src.x > 0.0) dst.y = src.x
2075 * else dst.y = 0.0.
2076 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2077 * else dst.z = 0.0;
2078 * dst.w = 1.0;
2080 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2081 * dst.x = 1.0 ... No further explanation needed
2082 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2083 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2084 * dst.w = 1.0. ... Nothing fancy.
2086 * So we still have one conditional in there. So do this:
2087 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2089 * 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),
2090 * 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.
2091 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2093 shader_addline(arg->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2094 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2097 /** Process the WINED3DSIO_DST instruction in GLSL:
2098 * dst.x = 1.0
2099 * dst.y = src0.x * src0.y
2100 * dst.z = src0.z
2101 * dst.w = src1.w
2103 static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
2105 glsl_src_param_t src0y_param;
2106 glsl_src_param_t src0z_param;
2107 glsl_src_param_t src1y_param;
2108 glsl_src_param_t src1w_param;
2109 char dst_mask[6];
2111 shader_glsl_append_dst(arg->buffer, arg);
2112 shader_glsl_get_write_mask(arg->dst, dst_mask);
2114 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2115 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2116 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2117 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2119 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2120 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2123 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2124 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2125 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2127 * dst.x = cos(src0.?)
2128 * dst.y = sin(src0.?)
2129 * dst.z = dst.z
2130 * dst.w = dst.w
2132 static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
2134 glsl_src_param_t src0_param;
2135 DWORD write_mask;
2137 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2138 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2140 switch (write_mask) {
2141 case WINED3DSP_WRITEMASK_0:
2142 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
2143 break;
2145 case WINED3DSP_WRITEMASK_1:
2146 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
2147 break;
2149 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2150 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2151 break;
2153 default:
2154 ERR("Write mask should be .x, .y or .xy\n");
2155 break;
2159 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2160 * Start a for() loop where src1.y is the initial value of aL,
2161 * increment aL by src1.z for a total of src1.x iterations.
2162 * Need to use a temporary variable for this operation.
2164 /* FIXME: I don't think nested loops will work correctly this way. */
2165 static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
2167 glsl_src_param_t src1_param;
2168 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2169 DWORD regtype = shader_get_regtype(arg->src[1]);
2170 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
2171 const DWORD *control_values = NULL;
2172 const local_constant *constant;
2174 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2176 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2177 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2178 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2179 * addressing.
2181 if(regtype == WINED3DSPR_CONSTINT) {
2182 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2183 if(constant->idx == reg) {
2184 control_values = constant->value;
2185 break;
2190 if(control_values) {
2191 if(control_values[2] > 0) {
2192 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2193 shader->baseShader.cur_loop_depth, control_values[1],
2194 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2195 shader->baseShader.cur_loop_depth, control_values[2]);
2196 } else if(control_values[2] == 0) {
2197 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2198 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2199 shader->baseShader.cur_loop_depth, control_values[0],
2200 shader->baseShader.cur_loop_depth);
2201 } else {
2202 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2203 shader->baseShader.cur_loop_depth, control_values[1],
2204 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2205 shader->baseShader.cur_loop_depth, control_values[2]);
2207 } else {
2208 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2209 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2210 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2211 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2214 shader->baseShader.cur_loop_depth++;
2215 shader->baseShader.cur_loop_regno++;
2218 static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
2220 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2222 shader_addline(arg->buffer, "}\n");
2224 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2225 shader->baseShader.cur_loop_depth--;
2226 shader->baseShader.cur_loop_regno--;
2228 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2229 shader->baseShader.cur_loop_depth--;
2233 static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
2235 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2236 glsl_src_param_t src0_param;
2238 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2239 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2240 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2241 src0_param.param_str, shader->baseShader.cur_loop_depth);
2242 shader->baseShader.cur_loop_depth++;
2245 static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
2247 glsl_src_param_t src0_param;
2249 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2250 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2253 static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
2255 glsl_src_param_t src0_param;
2256 glsl_src_param_t src1_param;
2258 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2259 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2261 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2262 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2265 static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
2267 shader_addline(arg->buffer, "} else {\n");
2270 static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
2272 shader_addline(arg->buffer, "break;\n");
2275 /* FIXME: According to MSDN the compare is done per component. */
2276 static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
2278 glsl_src_param_t src0_param;
2279 glsl_src_param_t src1_param;
2281 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2282 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2284 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2285 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2288 static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
2291 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2292 shader_addline(arg->buffer, "}\n");
2293 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2296 static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
2298 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2299 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2302 static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
2304 glsl_src_param_t src1_param;
2306 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2307 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2308 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2311 /*********************************************
2312 * Pixel Shader Specific Code begins here
2313 ********************************************/
2314 static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
2316 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2317 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2318 DWORD shader_version = arg->reg_maps->shader_version;
2319 glsl_sample_function_t sample_function;
2320 DWORD sample_flags = 0;
2321 DWORD sampler_type;
2322 DWORD sampler_idx;
2323 DWORD mask = 0, swizzle;
2325 /* 1.0-1.4: Use destination register as sampler source.
2326 * 2.0+: Use provided sampler source. */
2327 if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2328 else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2329 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2331 if (shader_version < WINED3DPS_VERSION(1,4))
2333 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2335 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2336 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2337 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2338 switch (flags & ~WINED3DTTFF_PROJECTED) {
2339 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2340 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2341 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2342 case WINED3DTTFF_COUNT4:
2343 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2347 else if (shader_version < WINED3DPS_VERSION(2,0))
2349 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2351 if (src_mod == WINED3DSPSM_DZ) {
2352 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2353 mask = WINED3DSP_WRITEMASK_2;
2354 } else if (src_mod == WINED3DSPSM_DW) {
2355 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2356 mask = WINED3DSP_WRITEMASK_3;
2358 } else {
2359 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2360 /* ps 2.0 texldp instruction always divides by the fourth component. */
2361 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2362 mask = WINED3DSP_WRITEMASK_3;
2366 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2367 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2368 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2371 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2372 mask |= sample_function.coord_mask;
2374 if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE;
2375 else swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
2377 /* 1.0-1.3: Use destination register as coordinate source.
2378 1.4+: Use provided coordinate source register. */
2379 if (shader_version < WINED3DPS_VERSION(1,4))
2381 char coord_mask[6], srcreg[12];
2382 shader_glsl_get_write_mask(mask, coord_mask);
2383 sprintf(srcreg, "T%u%s", sampler_idx, coord_mask);
2384 shader_glsl_gen_sample_code(arg, sampler_idx, srcreg, &sample_function, swizzle, NULL);
2385 } else {
2386 glsl_src_param_t coord_param;
2387 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2388 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2389 glsl_src_param_t bias;
2390 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2391 shader_glsl_gen_sample_code(arg, sampler_idx, coord_param.param_str, &sample_function,
2392 swizzle, bias.param_str);
2393 } else {
2394 shader_glsl_gen_sample_code(arg, sampler_idx, coord_param.param_str, &sample_function,
2395 swizzle, NULL);
2400 static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
2402 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2403 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2404 glsl_sample_function_t sample_function;
2405 glsl_src_param_t coord_param, lod_param;
2406 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2407 DWORD sampler_type;
2408 DWORD sampler_idx;
2409 DWORD swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
2411 shader_glsl_append_dst(arg->buffer, arg);
2413 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2414 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2415 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2416 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2417 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2419 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2420 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
2422 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2424 if (shader_is_pshader_version(arg->reg_maps->shader_version))
2426 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2427 * However, they seem to work just fine in fragment shaders as well. */
2428 WARN("Using %s in fragment shader.\n", sample_function.name);
2430 shader_glsl_gen_sample_code(arg, sampler_idx, coord_param.param_str,
2431 &sample_function, swizzle,
2432 lod_param.param_str);
2435 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
2437 /* FIXME: Make this work for more than just 2D textures */
2438 SHADER_BUFFER* buffer = arg->buffer;
2439 DWORD write_mask;
2440 char dst_mask[6];
2442 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2443 shader_glsl_get_write_mask(write_mask, dst_mask);
2445 if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2447 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2448 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2449 } else {
2450 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2451 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2452 char dst_swizzle[6];
2454 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2456 if (src_mod == WINED3DSPSM_DZ) {
2457 glsl_src_param_t div_param;
2458 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2459 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2461 if (mask_size > 1) {
2462 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2463 } else {
2464 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2466 } else if (src_mod == WINED3DSPSM_DW) {
2467 glsl_src_param_t div_param;
2468 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2469 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2471 if (mask_size > 1) {
2472 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2473 } else {
2474 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2476 } else {
2477 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2482 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2483 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2484 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2485 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
2487 glsl_src_param_t src0_param;
2488 char coord_param[64];
2489 glsl_sample_function_t sample_function;
2490 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2491 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2492 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2494 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2496 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2497 * scalar, and projected sampling would require 4.
2499 * It is a dependent read - not valid with conditional NP2 textures
2501 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2503 switch(count_bits(sample_function.coord_mask)) {
2504 case 1:
2505 sprintf(coord_param, "dot(gl_TexCoord[%u].xyz, %s)",
2506 sampler_idx, src0_param.param_str);
2507 break;
2509 case 2:
2510 sprintf(coord_param, "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)",
2511 sampler_idx, src0_param.param_str);
2512 break;
2514 case 3:
2515 sprintf(coord_param, "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)",
2516 sampler_idx, src0_param.param_str);
2517 break;
2518 default:
2519 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2521 shader_glsl_gen_sample_code(arg, sampler_idx, coord_param,
2522 &sample_function, WINED3DVS_NOSWIZZLE,
2523 NULL);
2526 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2527 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2528 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
2530 glsl_src_param_t src0_param;
2531 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2532 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2533 DWORD dst_mask;
2534 unsigned int mask_size;
2536 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2537 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2538 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2540 if (mask_size > 1) {
2541 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2542 } else {
2543 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2547 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2548 * Calculate the depth as dst.x / dst.y */
2549 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
2551 glsl_dst_param_t dst_param;
2553 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2555 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2556 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2557 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2558 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2559 * >= 1.0 or < 0.0
2561 shader_addline(arg->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name);
2564 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2565 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2566 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2567 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2569 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
2571 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2572 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2573 glsl_src_param_t src0_param;
2575 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2577 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2578 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2581 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2582 * Calculate the 1st of a 2-row matrix multiplication. */
2583 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
2585 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2586 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2587 SHADER_BUFFER* buffer = arg->buffer;
2588 glsl_src_param_t src0_param;
2590 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2591 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2594 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2595 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2596 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
2598 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2599 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2600 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2601 SHADER_BUFFER* buffer = arg->buffer;
2602 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2603 glsl_src_param_t src0_param;
2605 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2606 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2607 current_state->texcoord_w[current_state->current_row++] = reg;
2610 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
2612 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2613 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2614 SHADER_BUFFER* buffer = arg->buffer;
2615 glsl_src_param_t src0_param;
2616 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2617 glsl_sample_function_t sample_function;
2619 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2620 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2622 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2624 /* Sample the texture using the calculated coordinates */
2625 shader_glsl_gen_sample_code(arg, reg, "tmp0.xy",
2626 &sample_function, WINED3DVS_NOSWIZZLE,
2627 NULL);
2630 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2631 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2632 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
2634 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2635 glsl_src_param_t src0_param;
2636 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2637 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2638 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2639 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2640 glsl_sample_function_t sample_function;
2642 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2643 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2645 /* Dependent read, not valid with conditional NP2 */
2646 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2648 /* Sample the texture using the calculated coordinates */
2649 shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz",
2650 &sample_function, WINED3DVS_NOSWIZZLE,
2651 NULL);
2653 current_state->current_row = 0;
2656 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2657 * Perform the 3rd row of a 3x3 matrix multiply */
2658 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
2660 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2661 glsl_src_param_t src0_param;
2662 char dst_mask[6];
2663 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2664 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2665 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2667 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2669 shader_glsl_append_dst(arg->buffer, arg);
2670 shader_glsl_get_write_mask(arg->dst, dst_mask);
2671 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2673 current_state->current_row = 0;
2676 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2677 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2678 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
2680 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2681 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2682 glsl_src_param_t src0_param;
2683 glsl_src_param_t src1_param;
2684 SHADER_BUFFER* buffer = arg->buffer;
2685 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2686 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2687 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2688 glsl_sample_function_t sample_function;
2690 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2691 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2693 /* Perform the last matrix multiply operation */
2694 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2695 /* Reflection calculation */
2696 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2698 /* Dependent read, not valid with conditional NP2 */
2699 shader_glsl_get_sample_function(stype, 0, &sample_function);
2701 /* Sample the texture */
2702 shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz",
2703 &sample_function, WINED3DVS_NOSWIZZLE,
2704 NULL);
2706 current_state->current_row = 0;
2709 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2710 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2711 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
2713 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2714 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2715 SHADER_BUFFER* buffer = arg->buffer;
2716 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2717 glsl_src_param_t src0_param;
2718 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2719 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2720 glsl_sample_function_t sample_function;
2722 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2724 /* Perform the last matrix multiply operation */
2725 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2727 /* Construct the eye-ray vector from w coordinates */
2728 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2729 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2730 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2732 /* Dependent read, not valid with conditional NP2 */
2733 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2735 /* Sample the texture using the calculated coordinates */
2736 shader_glsl_gen_sample_code(arg, reg, "tmp0.xyz",
2737 &sample_function, WINED3DVS_NOSWIZZLE,
2738 NULL);
2740 current_state->current_row = 0;
2743 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2744 * Apply a fake bump map transform.
2745 * texbem is pshader <= 1.3 only, this saves a few version checks
2747 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
2749 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2750 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2751 char coord[128];
2752 glsl_sample_function_t sample_function;
2753 glsl_src_param_t coord_param;
2754 DWORD sampler_type;
2755 DWORD sampler_idx;
2756 DWORD mask;
2757 DWORD flags;
2758 char coord_mask[6];
2760 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2761 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2763 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2764 /* Dependent read, not valid with conditional NP2 */
2765 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2766 mask = sample_function.coord_mask;
2768 shader_glsl_get_write_mask(mask, coord_mask);
2770 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2771 * so we can't let the GL handle this.
2773 if (flags & WINED3DTTFF_PROJECTED) {
2774 DWORD div_mask=0;
2775 char coord_div_mask[3];
2776 switch (flags & ~WINED3DTTFF_PROJECTED) {
2777 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2778 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2779 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2780 case WINED3DTTFF_COUNT4:
2781 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2783 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2784 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2787 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2789 sprintf(coord, "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s",
2790 sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask);
2791 shader_glsl_gen_sample_code(arg, sampler_idx, coord,
2792 &sample_function, WINED3DVS_NOSWIZZLE,
2793 NULL);
2795 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2796 glsl_src_param_t luminance_param;
2797 glsl_dst_param_t dst_param;
2799 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2800 shader_glsl_add_dst_param(arg, arg->dst, arg->dst_addr, &dst_param);
2802 shader_addline(arg->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
2803 dst_param.reg_name, dst_param.mask_str,
2804 luminance_param.param_str, sampler_idx, sampler_idx);
2808 static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
2810 glsl_src_param_t src0_param, src1_param;
2811 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2813 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2814 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2816 shader_glsl_append_dst(arg->buffer, arg);
2817 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2818 src0_param.param_str, sampler_idx, src1_param.param_str);
2821 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2822 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2823 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
2825 glsl_src_param_t src0_param;
2826 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2827 char src[16];
2828 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2829 glsl_sample_function_t sample_function;
2831 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2833 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2834 sprintf(src, "%s.wx", src0_param.reg_name);
2835 shader_glsl_gen_sample_code(arg, sampler_idx, src,
2836 &sample_function, WINED3DVS_NOSWIZZLE,
2837 NULL);
2840 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2841 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2842 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
2844 glsl_src_param_t src0_param;
2845 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2846 char src[16];
2847 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2848 glsl_sample_function_t sample_function;
2850 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2852 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2853 sprintf(src, "%s.yz", src0_param.reg_name);
2854 shader_glsl_gen_sample_code(arg, sampler_idx, src,
2855 &sample_function, WINED3DVS_NOSWIZZLE,
2856 NULL);
2859 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2860 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2861 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
2863 glsl_src_param_t src0_param;
2864 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2865 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2866 glsl_sample_function_t sample_function;
2868 /* Dependent read, not valid with conditional NP2 */
2869 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2870 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2872 shader_glsl_gen_sample_code(arg, sampler_idx, src0_param.param_str,
2873 &sample_function, WINED3DVS_NOSWIZZLE,
2874 NULL);
2877 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2878 * If any of the first 3 components are < 0, discard this pixel */
2879 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
2881 glsl_dst_param_t dst_param;
2883 /* The argument is a destination parameter, and no writemasks are allowed */
2884 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2885 if ((arg->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
2887 /* 2.0 shaders compare all 4 components in texkill */
2888 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2889 } else {
2890 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2891 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2892 * 4 components are defined, only the first 3 are used
2894 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2898 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2899 * dst = dot2(src0, src1) + src2 */
2900 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
2902 glsl_src_param_t src0_param;
2903 glsl_src_param_t src1_param;
2904 glsl_src_param_t src2_param;
2905 DWORD write_mask;
2906 unsigned int mask_size;
2908 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2909 mask_size = shader_glsl_get_write_mask_size(write_mask);
2911 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2912 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2913 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2915 if (mask_size > 1) {
2916 shader_addline(arg->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
2917 } else {
2918 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2922 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2923 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2925 unsigned int i;
2926 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2928 for (i = 0; i < MAX_REG_INPUT; i++) {
2930 DWORD usage_token = semantics_in[i].usage;
2931 DWORD register_token = semantics_in[i].reg;
2932 DWORD usage, usage_idx;
2933 char reg_mask[6];
2935 /* Uninitialized */
2936 if (!usage_token) continue;
2937 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2938 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2939 shader_glsl_get_write_mask(register_token, reg_mask);
2941 switch(usage) {
2943 case WINED3DDECLUSAGE_TEXCOORD:
2944 if(usage_idx < 8 && vertexprocessing == pretransformed) {
2945 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2946 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2947 } else {
2948 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2949 This->input_reg_map[i], reg_mask, reg_mask);
2951 break;
2953 case WINED3DDECLUSAGE_COLOR:
2954 if (usage_idx == 0)
2955 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2956 This->input_reg_map[i], reg_mask, reg_mask);
2957 else if (usage_idx == 1)
2958 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2959 This->input_reg_map[i], reg_mask, reg_mask);
2960 else
2961 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2962 This->input_reg_map[i], reg_mask, reg_mask);
2963 break;
2965 default:
2966 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2967 This->input_reg_map[i], reg_mask, reg_mask);
2972 /*********************************************
2973 * Vertex Shader Specific Code begins here
2974 ********************************************/
2976 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
2977 glsl_program_key_t *key;
2979 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2980 key->vshader = entry->vshader;
2981 key->pshader = entry->pshader;
2982 key->vs_args = entry->vs_args;
2983 key->ps_args = entry->ps_args;
2985 hash_table_put(priv->glsl_program_lookup, key, entry);
2988 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
2989 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
2990 struct ps_compile_args *ps_args) {
2991 glsl_program_key_t key;
2993 key.vshader = vshader;
2994 key.pshader = pshader;
2995 key.vs_args = *vs_args;
2996 key.ps_args = *ps_args;
2998 return hash_table_get(priv->glsl_program_lookup, &key);
3001 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
3002 struct glsl_shader_prog_link *entry)
3004 glsl_program_key_t *key;
3006 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
3007 key->vshader = entry->vshader;
3008 key->pshader = entry->pshader;
3009 key->vs_args = entry->vs_args;
3010 key->ps_args = entry->ps_args;
3011 hash_table_remove(priv->glsl_program_lookup, key);
3013 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3014 if (entry->vshader) list_remove(&entry->vshader_entry);
3015 if (entry->pshader) list_remove(&entry->pshader_entry);
3016 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3017 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3018 HeapFree(GetProcessHeap(), 0, entry);
3021 static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
3022 const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
3024 unsigned int i, j;
3025 DWORD usage_token, usage_token_out;
3026 DWORD register_token, register_token_out;
3027 DWORD usage, usage_idx, usage_out, usage_idx_out;
3028 DWORD *set;
3029 DWORD in_idx;
3030 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
3031 char reg_mask[6], reg_mask_out[6];
3032 char destination[50];
3034 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3036 if (!semantics_out) {
3037 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3038 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3039 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3042 for(i = 0; i < MAX_REG_INPUT; i++) {
3043 usage_token = semantics_in[i].usage;
3044 if (!usage_token) continue;
3046 in_idx = map[i];
3047 if (in_idx >= (in_count + 2)) {
3048 FIXME("More input varyings declared than supported, expect issues\n");
3049 continue;
3050 } else if(map[i] == -1) {
3051 /* Declared, but not read register */
3052 continue;
3055 if (in_idx == in_count) {
3056 sprintf(destination, "gl_FrontColor");
3057 } else if (in_idx == in_count + 1) {
3058 sprintf(destination, "gl_FrontSecondaryColor");
3059 } else {
3060 sprintf(destination, "IN[%u]", in_idx);
3063 register_token = semantics_in[i].reg;
3065 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3066 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3067 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
3069 if(!semantics_out) {
3070 switch(usage) {
3071 case WINED3DDECLUSAGE_COLOR:
3072 if (usage_idx == 0)
3073 shader_addline(buffer, "%s%s = front_color%s;\n",
3074 destination, reg_mask, reg_mask);
3075 else if (usage_idx == 1)
3076 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3077 destination, reg_mask, reg_mask);
3078 else
3079 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3080 destination, reg_mask, reg_mask);
3081 break;
3083 case WINED3DDECLUSAGE_TEXCOORD:
3084 if (usage_idx < 8) {
3085 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3086 destination, reg_mask, usage_idx, reg_mask);
3087 } else {
3088 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3089 destination, reg_mask, reg_mask);
3091 break;
3093 case WINED3DDECLUSAGE_FOG:
3094 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3095 destination, reg_mask, reg_mask);
3096 break;
3098 default:
3099 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3100 destination, reg_mask, reg_mask);
3102 } else {
3103 BOOL found = FALSE;
3104 for(j = 0; j < MAX_REG_OUTPUT; j++) {
3105 usage_token_out = semantics_out[j].usage;
3106 if (!usage_token_out) continue;
3107 register_token_out = semantics_out[j].reg;
3109 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3110 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3111 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
3113 if(usage == usage_out &&
3114 usage_idx == usage_idx_out) {
3115 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3116 destination, reg_mask, j, reg_mask);
3117 found = TRUE;
3120 if(!found) {
3121 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3122 destination, reg_mask, reg_mask);
3127 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3128 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3129 * input varyings are assigned above, if the optimizer works properly.
3131 for(i = 0; i < in_count + 2; i++) {
3132 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3133 unsigned int size = 0;
3134 memset(reg_mask, 0, sizeof(reg_mask));
3135 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3136 reg_mask[size] = 'x';
3137 size++;
3139 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3140 reg_mask[size] = 'y';
3141 size++;
3143 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3144 reg_mask[size] = 'z';
3145 size++;
3147 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3148 reg_mask[size] = 'w';
3149 size++;
3152 if (i == in_count) {
3153 sprintf(destination, "gl_FrontColor");
3154 } else if (i == in_count + 1) {
3155 sprintf(destination, "gl_FrontSecondaryColor");
3156 } else {
3157 sprintf(destination, "IN[%u]", i);
3160 if (size == 1) {
3161 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3162 } else {
3163 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3168 HeapFree(GetProcessHeap(), 0, set);
3171 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3172 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3174 GLhandleARB ret = 0;
3175 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3176 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3177 IWineD3DDeviceImpl *device;
3178 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version);
3179 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
3180 unsigned int i;
3181 SHADER_BUFFER buffer;
3182 DWORD usage_token;
3183 DWORD register_token;
3184 DWORD usage, usage_idx, writemask;
3185 char reg_mask[6];
3186 const struct semantic *semantics_out, *semantics_in;
3188 shader_buffer_init(&buffer);
3190 shader_addline(&buffer, "#version 120\n");
3192 if(vs_major < 3 && ps_major < 3) {
3193 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3194 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3196 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3197 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3198 !device->frag_pipe->ffp_proj_control) {
3199 shader_addline(&buffer, "void order_ps_input() {\n");
3200 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3201 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3202 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3203 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3206 shader_addline(&buffer, "}\n");
3207 } else {
3208 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3210 } else if(ps_major < 3 && vs_major >= 3) {
3211 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3212 semantics_out = vs->semantics_out;
3214 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3215 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3216 usage_token = semantics_out[i].usage;
3217 if (!usage_token) continue;
3218 register_token = semantics_out[i].reg;
3220 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3221 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3222 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3224 switch(usage) {
3225 case WINED3DDECLUSAGE_COLOR:
3226 if (usage_idx == 0)
3227 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3228 else if (usage_idx == 1)
3229 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3230 break;
3232 case WINED3DDECLUSAGE_POSITION:
3233 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3234 break;
3236 case WINED3DDECLUSAGE_TEXCOORD:
3237 if (usage_idx < 8) {
3238 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3240 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3241 usage_idx, reg_mask, i, reg_mask);
3242 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3243 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3246 break;
3248 case WINED3DDECLUSAGE_PSIZE:
3249 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3250 break;
3252 case WINED3DDECLUSAGE_FOG:
3253 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3254 break;
3256 default:
3257 break;
3260 shader_addline(&buffer, "}\n");
3262 } else if(ps_major >= 3 && vs_major >= 3) {
3263 semantics_out = vs->semantics_out;
3264 semantics_in = ps->semantics_in;
3266 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3267 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3268 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3270 /* First, sort out position and point size. Those are not passed to the pixel shader */
3271 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3272 usage_token = semantics_out[i].usage;
3273 if (!usage_token) continue;
3274 register_token = semantics_out[i].reg;
3276 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3277 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3278 shader_glsl_get_write_mask(register_token, reg_mask);
3280 switch(usage) {
3281 case WINED3DDECLUSAGE_POSITION:
3282 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3283 break;
3285 case WINED3DDECLUSAGE_PSIZE:
3286 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3287 break;
3289 default:
3290 break;
3294 /* Then, fix the pixel shader input */
3295 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3297 shader_addline(&buffer, "}\n");
3298 } else if(ps_major >= 3 && vs_major < 3) {
3299 semantics_in = ps->semantics_in;
3301 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3302 shader_addline(&buffer, "void order_ps_input() {\n");
3303 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3304 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3305 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3307 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3308 shader_addline(&buffer, "}\n");
3309 } else {
3310 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3313 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3314 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3315 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3316 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3317 GL_EXTCALL(glCompileShaderARB(ret));
3318 checkGLcall("glCompileShaderARB(ret)");
3320 shader_buffer_free(&buffer);
3321 return ret;
3324 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3325 GLhandleARB programId, char prefix)
3327 const local_constant *lconst;
3328 GLuint tmp_loc;
3329 const float *value;
3330 char glsl_name[8];
3332 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3333 value = (const float *)lconst->value;
3334 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3335 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3336 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3338 checkGLcall("Hardcoding local constants\n");
3341 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3342 * It sets the programId on the current StateBlock (because it should be called
3343 * inside of the DrawPrimitive() part of the render loop).
3345 * If a program for the given combination does not exist, create one, and store
3346 * the program in the hash table. If it creates a program, it will link the
3347 * given objects, too.
3349 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3351 struct shader_glsl_priv *priv = This->shader_priv;
3352 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3353 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3354 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3355 struct glsl_shader_prog_link *entry = NULL;
3356 GLhandleARB programId = 0;
3357 GLhandleARB reorder_shader_id = 0;
3358 int i;
3359 char glsl_name[8];
3360 GLhandleARB vshader_id, pshader_id;
3361 struct ps_compile_args ps_compile_args;
3362 struct vs_compile_args vs_compile_args;
3364 if(use_vs) {
3365 find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
3366 } else {
3367 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3368 memset(&vs_compile_args, 0, sizeof(vs_compile_args));
3370 if(use_ps) {
3371 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
3372 } else {
3373 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3374 memset(&ps_compile_args, 0, sizeof(ps_compile_args));
3376 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3377 if (entry) {
3378 priv->glsl_program = entry;
3379 return;
3382 /* If we get to this point, then no matching program exists, so we create one */
3383 programId = GL_EXTCALL(glCreateProgramObjectARB());
3384 TRACE("Created new GLSL shader program %u\n", programId);
3386 /* Create the entry */
3387 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3388 entry->programId = programId;
3389 entry->vshader = vshader;
3390 entry->pshader = pshader;
3391 entry->vs_args = vs_compile_args;
3392 entry->ps_args = ps_compile_args;
3393 entry->constant_version = 0;
3394 /* Add the hash table entry */
3395 add_glsl_program_entry(priv, entry);
3397 /* Set the current program */
3398 priv->glsl_program = entry;
3400 if(use_vs) {
3401 vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
3402 } else {
3403 vshader_id = 0;
3406 /* Attach GLSL vshader */
3407 if (vshader_id) {
3408 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3409 char tmp_name[10];
3411 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3412 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3413 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3414 checkGLcall("glAttachObjectARB");
3415 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3416 * is destroyed
3418 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3420 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3421 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3422 checkGLcall("glAttachObjectARB");
3424 /* Bind vertex attributes to a corresponding index number to match
3425 * the same index numbers as ARB_vertex_programs (makes loading
3426 * vertex attributes simpler). With this method, we can use the
3427 * exact same code to load the attributes later for both ARB and
3428 * GLSL shaders.
3430 * We have to do this here because we need to know the Program ID
3431 * in order to make the bindings work, and it has to be done prior
3432 * to linking the GLSL program. */
3433 for (i = 0; i < max_attribs; ++i) {
3434 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3435 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3436 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3439 checkGLcall("glBindAttribLocationARB");
3441 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3444 if(use_ps) {
3445 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
3446 } else {
3447 pshader_id = 0;
3450 /* Attach GLSL pshader */
3451 if (pshader_id) {
3452 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3453 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3454 checkGLcall("glAttachObjectARB");
3456 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3459 /* Link the program */
3460 TRACE("Linking GLSL shader program %u\n", programId);
3461 GL_EXTCALL(glLinkProgramARB(programId));
3462 print_glsl_info_log(&GLINFO_LOCATION, programId);
3464 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3465 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3466 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3467 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3469 for (i = 0; i < MAX_CONST_I; ++i) {
3470 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3471 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3473 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3474 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3475 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3476 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3478 for (i = 0; i < MAX_CONST_I; ++i) {
3479 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3480 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3483 if(pshader) {
3484 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3485 char name[32];
3486 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3487 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3488 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3489 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3490 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3491 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3496 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3497 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3498 checkGLcall("Find glsl program uniform locations");
3500 if (pshader
3501 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3502 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3504 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3505 entry->vertex_color_clamp = GL_FALSE;
3506 } else {
3507 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3510 /* Set the shader to allow uniform loading on it */
3511 GL_EXTCALL(glUseProgramObjectARB(programId));
3512 checkGLcall("glUseProgramObjectARB(programId)");
3514 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3515 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3516 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3517 * vertex shader with fixed function pixel processing is used we make sure that the card
3518 * supports enough samplers to allow the max number of vertex samplers with all possible
3519 * fixed function fragment processing setups. So once the program is linked these samplers
3520 * won't change.
3522 if(vshader_id) {
3523 /* Load vertex shader samplers */
3524 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3526 if(pshader_id) {
3527 /* Load pixel shader samplers */
3528 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3531 /* If the local constants do not have to be loaded with the environment constants,
3532 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3533 * later
3535 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3536 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3538 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3539 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3543 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3545 GLhandleARB program_id;
3546 GLhandleARB vshader_id, pshader_id;
3547 static const char *blt_vshader[] =
3549 "#version 120\n"
3550 "void main(void)\n"
3551 "{\n"
3552 " gl_Position = gl_Vertex;\n"
3553 " gl_FrontColor = vec4(1.0);\n"
3554 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3555 "}\n"
3558 static const char *blt_pshaders[tex_type_count] =
3560 /* tex_1d */
3561 NULL,
3562 /* tex_2d */
3563 "#version 120\n"
3564 "uniform sampler2D sampler;\n"
3565 "void main(void)\n"
3566 "{\n"
3567 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3568 "}\n",
3569 /* tex_3d */
3570 NULL,
3571 /* tex_cube */
3572 "#version 120\n"
3573 "uniform samplerCube sampler;\n"
3574 "void main(void)\n"
3575 "{\n"
3576 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3577 "}\n",
3578 /* tex_rect */
3579 "#version 120\n"
3580 "#extension GL_ARB_texture_rectangle : enable\n"
3581 "uniform sampler2DRect sampler;\n"
3582 "void main(void)\n"
3583 "{\n"
3584 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3585 "}\n",
3588 if (!blt_pshaders[tex_type])
3590 FIXME("tex_type %#x not supported\n", tex_type);
3591 tex_type = tex_2d;
3594 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3595 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3596 GL_EXTCALL(glCompileShaderARB(vshader_id));
3598 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3599 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3600 GL_EXTCALL(glCompileShaderARB(pshader_id));
3602 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3603 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3604 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3605 GL_EXTCALL(glLinkProgramARB(program_id));
3607 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3609 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3610 * is destroyed
3612 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3613 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3614 return program_id;
3617 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3618 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3619 struct shader_glsl_priv *priv = This->shader_priv;
3620 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3621 GLhandleARB program_id = 0;
3622 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3624 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3626 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3627 else priv->glsl_program = NULL;
3629 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3631 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3632 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3633 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3634 checkGLcall("glClampColorARB");
3635 } else {
3636 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3640 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3641 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3642 GL_EXTCALL(glUseProgramObjectARB(program_id));
3643 checkGLcall("glUseProgramObjectARB");
3646 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3647 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3648 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3649 struct shader_glsl_priv *priv = This->shader_priv;
3650 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3652 if (!*blt_program) {
3653 GLhandleARB loc;
3654 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3655 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3656 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3657 GL_EXTCALL(glUniform1iARB(loc, 0));
3658 } else {
3659 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3663 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3664 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3665 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3666 struct shader_glsl_priv *priv = This->shader_priv;
3667 GLhandleARB program_id;
3669 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3670 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3672 GL_EXTCALL(glUseProgramObjectARB(program_id));
3673 checkGLcall("glUseProgramObjectARB");
3676 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3677 const struct list *linked_programs;
3678 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3679 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3680 struct shader_glsl_priv *priv = device->shader_priv;
3681 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3682 IWineD3DPixelShaderImpl *ps = NULL;
3683 IWineD3DVertexShaderImpl *vs = NULL;
3685 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3686 * can be called from IWineD3DBaseShader::Release
3688 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3690 if(pshader) {
3691 ps = (IWineD3DPixelShaderImpl *) This;
3692 if(ps->num_gl_shaders == 0) return;
3693 } else {
3694 vs = (IWineD3DVertexShaderImpl *) This;
3695 if(vs->num_gl_shaders == 0) return;
3698 linked_programs = &This->baseShader.linked_programs;
3700 TRACE("Deleting linked programs\n");
3701 if (linked_programs->next) {
3702 struct glsl_shader_prog_link *entry, *entry2;
3704 if(pshader) {
3705 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3706 delete_glsl_program_entry(priv, gl_info, entry);
3708 } else {
3709 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3710 delete_glsl_program_entry(priv, gl_info, entry);
3715 if(pshader) {
3716 UINT i;
3718 ENTER_GL();
3719 for(i = 0; i < ps->num_gl_shaders; i++) {
3720 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3721 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3722 checkGLcall("glDeleteObjectARB");
3724 LEAVE_GL();
3725 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3726 ps->gl_shaders = NULL;
3727 ps->num_gl_shaders = 0;
3728 ps->shader_array_size = 0;
3729 } else {
3730 UINT i;
3732 ENTER_GL();
3733 for(i = 0; i < vs->num_gl_shaders; i++) {
3734 TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId);
3735 GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId));
3736 checkGLcall("glDeleteObjectARB");
3738 LEAVE_GL();
3739 HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
3740 vs->gl_shaders = NULL;
3741 vs->num_gl_shaders = 0;
3742 vs->shader_array_size = 0;
3746 static unsigned int glsl_program_key_hash(const void *key)
3748 const glsl_program_key_t *k = key;
3750 unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16;
3751 hash += ~(hash << 15);
3752 hash ^= (hash >> 10);
3753 hash += (hash << 3);
3754 hash ^= (hash >> 6);
3755 hash += ~(hash << 11);
3756 hash ^= (hash >> 16);
3758 return hash;
3761 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3763 const glsl_program_key_t *ka = keya;
3764 const glsl_program_key_t *kb = keyb;
3766 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3767 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) &&
3768 (memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0);
3771 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3773 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3774 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3776 if (!mem)
3778 ERR("Failed to allocate memory\n");
3779 return FALSE;
3782 heap->entries = mem;
3783 heap->entries[1].version = 0;
3784 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3785 heap->size = 1;
3787 return TRUE;
3790 static void constant_heap_free(struct constant_heap *heap)
3792 HeapFree(GetProcessHeap(), 0, heap->entries);
3795 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3796 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3797 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3798 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3799 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
3801 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3802 if (!priv->stack)
3804 ERR("Failed to allocate memory.\n");
3805 HeapFree(GetProcessHeap(), 0, priv);
3806 return E_OUTOFMEMORY;
3809 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3811 ERR("Failed to initialize vertex shader constant heap\n");
3812 HeapFree(GetProcessHeap(), 0, priv->stack);
3813 HeapFree(GetProcessHeap(), 0, priv);
3814 return E_OUTOFMEMORY;
3817 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3819 ERR("Failed to initialize pixel shader constant heap\n");
3820 constant_heap_free(&priv->vconst_heap);
3821 HeapFree(GetProcessHeap(), 0, priv->stack);
3822 HeapFree(GetProcessHeap(), 0, priv);
3823 return E_OUTOFMEMORY;
3826 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3827 priv->next_constant_version = 1;
3829 This->shader_priv = priv;
3830 return WINED3D_OK;
3833 static void shader_glsl_free(IWineD3DDevice *iface) {
3834 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3835 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3836 struct shader_glsl_priv *priv = This->shader_priv;
3837 int i;
3839 for (i = 0; i < tex_type_count; ++i)
3841 if (priv->depth_blt_program[i])
3843 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3847 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3848 constant_heap_free(&priv->pconst_heap);
3849 constant_heap_free(&priv->vconst_heap);
3851 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3852 This->shader_priv = NULL;
3855 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3856 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3857 return FALSE;
3860 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
3861 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3862 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3863 CONST DWORD *function = This->baseShader.function;
3864 const char *fragcolor;
3865 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3867 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3868 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3870 shader_addline(buffer, "#version 120\n");
3872 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3873 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3875 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3876 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3877 * drivers write a warning if we don't do so
3879 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3882 /* Base Declarations */
3883 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3885 /* Pack 3.0 inputs */
3886 if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
3887 pshader_glsl_input_pack(buffer, This->semantics_in, iface, args->vp_mode);
3890 /* Base Shader Body */
3891 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3893 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3894 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3896 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3897 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3898 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3899 else
3900 shader_addline(buffer, "gl_FragColor = R0;\n");
3903 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3904 fragcolor = "gl_FragData[0]";
3905 } else {
3906 fragcolor = "gl_FragColor";
3908 if(args->srgb_correction) {
3909 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3910 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3911 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3912 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3913 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3914 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3915 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3916 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3918 /* Pixel shader < 3.0 do not replace the fog stage.
3919 * This implements linear fog computation and blending.
3920 * TODO: non linear fog
3921 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3922 * -1/(e-s) and e/(e-s) respectively.
3924 if(reg_maps->shader_version < WINED3DPS_VERSION(3,0)) {
3925 switch(args->fog) {
3926 case FOG_OFF: break;
3927 case FOG_LINEAR:
3928 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3929 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3930 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3931 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3932 break;
3933 case FOG_EXP:
3934 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3935 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3936 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3937 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3938 break;
3939 case FOG_EXP2:
3940 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3941 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3942 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3943 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3944 break;
3948 shader_addline(buffer, "}\n");
3950 TRACE("Compiling shader object %u\n", shader_obj);
3951 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3952 GL_EXTCALL(glCompileShaderARB(shader_obj));
3953 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3955 /* Store the shader object */
3956 return shader_obj;
3959 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
3960 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3961 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3962 CONST DWORD *function = This->baseShader.function;
3963 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3965 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3966 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3968 shader_addline(buffer, "#version 120\n");
3970 /* Base Declarations */
3971 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
3973 /* Base Shader Body */
3974 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3976 /* Unpack 3.0 outputs */
3977 if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
3978 else shader_addline(buffer, "order_ps_input();\n");
3980 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3981 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3982 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3983 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3985 if(args->fog_src == VS_FOG_Z) {
3986 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3987 } else if (!reg_maps->fog) {
3988 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3991 /* Write the final position.
3993 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3994 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3995 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3996 * contains 1.0 to allow a mad.
3998 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3999 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4001 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4003 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4004 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4005 * which is the same as z = z * 2 - w.
4007 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4009 shader_addline(buffer, "}\n");
4011 TRACE("Compiling shader object %u\n", shader_obj);
4012 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4013 GL_EXTCALL(glCompileShaderARB(shader_obj));
4014 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4016 return shader_obj;
4019 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4021 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4022 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4023 * vs_nv_version which is based on NV_vertex_program.
4024 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4025 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4026 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4027 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4029 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4030 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4031 else
4032 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4033 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4034 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4036 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4037 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4038 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4039 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4040 * in max native instructions. Intel and others also offer the info in this extension but they
4041 * don't support GLSL (at least on Windows).
4043 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4044 * of instructions is 512 or less we have to do with ps2.0 hardware.
4045 * 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.
4047 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4048 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4049 else
4050 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4052 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4053 * Direct3D minimum requirement.
4055 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4056 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4058 * The problem is that the refrast clamps temporary results in the shader to
4059 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4060 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4061 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4062 * offer a way to query this.
4064 pCaps->PixelShader1xMaxValue = 8.0;
4065 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4068 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4070 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4072 TRACE("Checking support for fixup:\n");
4073 dump_color_fixup_desc(fixup);
4076 /* We support everything except YUV conversions. */
4077 if (!is_yuv_fixup(fixup))
4079 TRACE("[OK]\n");
4080 return TRUE;
4083 TRACE("[FAILED]\n");
4084 return FALSE;
4087 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4089 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4090 /* WINED3DSIH_ADD */ shader_glsl_arith,
4091 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4092 /* WINED3DSIH_BREAK */ shader_glsl_break,
4093 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4094 /* WINED3DSIH_BREAKP */ NULL,
4095 /* WINED3DSIH_CALL */ shader_glsl_call,
4096 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4097 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4098 /* WINED3DSIH_CND */ shader_glsl_cnd,
4099 /* WINED3DSIH_CRS */ shader_glsl_cross,
4100 /* WINED3DSIH_DCL */ NULL,
4101 /* WINED3DSIH_DEF */ NULL,
4102 /* WINED3DSIH_DEFB */ NULL,
4103 /* WINED3DSIH_DEFI */ NULL,
4104 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4105 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4106 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4107 /* WINED3DSIH_DST */ shader_glsl_dst,
4108 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4109 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4110 /* WINED3DSIH_ELSE */ shader_glsl_else,
4111 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4112 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4113 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4114 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4115 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4116 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4117 /* WINED3DSIH_IF */ shader_glsl_if,
4118 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4119 /* WINED3DSIH_LABEL */ shader_glsl_label,
4120 /* WINED3DSIH_LIT */ shader_glsl_lit,
4121 /* WINED3DSIH_LOG */ shader_glsl_log,
4122 /* WINED3DSIH_LOGP */ shader_glsl_log,
4123 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4124 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4125 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4126 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4127 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4128 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4129 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4130 /* WINED3DSIH_MAD */ shader_glsl_mad,
4131 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4132 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4133 /* WINED3DSIH_MOV */ shader_glsl_mov,
4134 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4135 /* WINED3DSIH_MUL */ shader_glsl_arith,
4136 /* WINED3DSIH_NOP */ NULL,
4137 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4138 /* WINED3DSIH_PHASE */ NULL,
4139 /* WINED3DSIH_POW */ shader_glsl_pow,
4140 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4141 /* WINED3DSIH_REP */ shader_glsl_rep,
4142 /* WINED3DSIH_RET */ NULL,
4143 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4144 /* WINED3DSIH_SETP */ NULL,
4145 /* WINED3DSIH_SGE */ shader_glsl_compare,
4146 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4147 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4148 /* WINED3DSIH_SLT */ shader_glsl_compare,
4149 /* WINED3DSIH_SUB */ shader_glsl_arith,
4150 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4151 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4152 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4153 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4154 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4155 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4156 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4157 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4158 /* WINED3DSIH_TEXLDD */ NULL,
4159 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4160 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4161 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4162 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4163 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4164 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4165 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4166 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4167 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4168 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4169 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4170 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4171 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4174 const shader_backend_t glsl_shader_backend = {
4175 shader_glsl_instruction_handler_table,
4176 shader_glsl_select,
4177 shader_glsl_select_depth_blt,
4178 shader_glsl_deselect_depth_blt,
4179 shader_glsl_update_float_vertex_constants,
4180 shader_glsl_update_float_pixel_constants,
4181 shader_glsl_load_constants,
4182 shader_glsl_destroy,
4183 shader_glsl_alloc,
4184 shader_glsl_free,
4185 shader_glsl_dirty_const,
4186 shader_glsl_generate_pshader,
4187 shader_glsl_generate_vshader,
4188 shader_glsl_get_caps,
4189 shader_glsl_color_fixup_supported,