2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 * D3D shader asm has swizzles on source parameters, and write masks for
24 * destination parameters. GLSL uses swizzles for both. The result of this is
25 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
26 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
27 * mask for the destination parameter into account.
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 #define GLINFO_LOCATION (*gl_info)
41 } glsl_sample_function_t
;
43 /** Prints the GLSL info log which will contain error messages if they exist */
44 void print_glsl_info_log(WineD3D_GL_Info
*gl_info
, GLhandleARB obj
) {
46 int infologLength
= 0;
49 GL_EXTCALL(glGetObjectParameterivARB(obj
,
50 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
53 /* A size of 1 is just a null-terminated string, so the log should be bigger than
54 * that if there are errors. */
55 if (infologLength
> 1)
57 infoLog
= (char *)HeapAlloc(GetProcessHeap(), 0, infologLength
);
58 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
59 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
60 HeapFree(GetProcessHeap(), 0, infoLog
);
65 * Loads (pixel shader) samplers
67 void shader_glsl_load_psamplers(
68 WineD3D_GL_Info
*gl_info
,
69 IWineD3DStateBlock
* iface
) {
71 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
72 GLhandleARB programId
= stateBlock
->glsl_program
->programId
;
75 char sampler_name
[20];
77 for (i
=0; i
< GL_LIMITS(samplers
); ++i
) {
78 if (stateBlock
->textures
[i
] != NULL
) {
79 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
80 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
82 TRACE("Loading %s for texture %d\n", sampler_name
, i
);
83 GL_EXTCALL(glUniform1iARB(name_loc
, i
));
84 checkGLcall("glUniform1iARB");
91 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
92 * When constant_list == NULL, it will load all the constants.
94 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
,
95 unsigned int max_constants
, float* constants
, GLhandleARB
*constant_locations
,
96 struct list
*constant_list
) {
97 local_constant
* lconst
;
101 if (!constant_list
) {
102 if (TRACE_ON(d3d_shader
)) {
103 for (i
= 0; i
< max_constants
; ++i
) {
104 tmp_loc
= constant_locations
[i
];
106 TRACE("Loading constants %i: %f, %f, %f, %f\n", i
,
107 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
108 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
112 for (i
= 0; i
< max_constants
; ++i
) {
113 tmp_loc
= constant_locations
[i
];
115 /* We found this uniform name in the program - go ahead and send the data */
116 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
119 checkGLcall("glUniform4fvARB()");
121 constant_entry
*constant
;
122 if (TRACE_ON(d3d_shader
)) {
123 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constant_entry
, entry
) {
125 tmp_loc
= constant_locations
[i
];
127 TRACE("Loading constants %i: %f, %f, %f, %f\n", i
,
128 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
129 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
133 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constant_entry
, entry
) {
135 tmp_loc
= constant_locations
[i
];
137 /* We found this uniform name in the program - go ahead and send the data */
138 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
141 checkGLcall("glUniform4fvARB()");
144 /* Load immediate constants */
145 if (TRACE_ON(d3d_shader
)) {
146 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
147 tmp_loc
= constant_locations
[lconst
->idx
];
149 GLfloat
* values
= (GLfloat
*)lconst
->value
;
150 TRACE("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
151 values
[0], values
[1], values
[2], values
[3]);
155 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
156 tmp_loc
= constant_locations
[lconst
->idx
];
158 /* We found this uniform name in the program - go ahead and send the data */
159 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (GLfloat
*)lconst
->value
));
162 checkGLcall("glUniform4fvARB()");
166 * Loads integer constants (aka uniforms) into the currently set GLSL program.
167 * When @constants_set == NULL, it will load all the constants.
169 void shader_glsl_load_constantsI(
170 IWineD3DBaseShaderImpl
* This
,
171 WineD3D_GL_Info
*gl_info
,
172 GLhandleARB programId
,
173 unsigned max_constants
,
175 BOOL
* constants_set
) {
180 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
181 const char* prefix
= is_pshader
? "PI":"VI";
184 for (i
=0; i
<max_constants
; ++i
) {
185 if (NULL
== constants_set
|| constants_set
[i
]) {
187 TRACE("Loading constants %i: %i, %i, %i, %i\n",
188 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
190 /* TODO: Benchmark and see if it would be beneficial to store the
191 * locations of the constants to avoid looking up each time */
192 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
193 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
195 /* We found this uniform name in the program - go ahead and send the data */
196 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, &constants
[i
*4]));
197 checkGLcall("glUniform4ivARB");
202 /* Load immediate constants */
203 ptr
= list_head(&This
->baseShader
.constantsI
);
205 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
206 unsigned int idx
= lconst
->idx
;
207 GLint
* values
= (GLint
*) lconst
->value
;
209 TRACE("Loading local constants %i: %i, %i, %i, %i\n", idx
,
210 values
[0], values
[1], values
[2], values
[3]);
212 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
213 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
215 /* We found this uniform name in the program - go ahead and send the data */
216 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, values
));
217 checkGLcall("glUniform4ivARB");
219 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
224 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
225 * When @constants_set == NULL, it will load all the constants.
227 void shader_glsl_load_constantsB(
228 IWineD3DBaseShaderImpl
* This
,
229 WineD3D_GL_Info
*gl_info
,
230 GLhandleARB programId
,
231 unsigned max_constants
,
233 BOOL
* constants_set
) {
238 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
239 const char* prefix
= is_pshader
? "PB":"VB";
242 for (i
=0; i
<max_constants
; ++i
) {
243 if (NULL
== constants_set
|| constants_set
[i
]) {
245 TRACE("Loading constants %i: %i;\n", i
, constants
[i
*4]);
247 /* TODO: Benchmark and see if it would be beneficial to store the
248 * locations of the constants to avoid looking up each time */
249 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
250 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
252 /* We found this uniform name in the program - go ahead and send the data */
253 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
*4]));
254 checkGLcall("glUniform1ivARB");
259 /* Load immediate constants */
260 ptr
= list_head(&This
->baseShader
.constantsB
);
262 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
263 unsigned int idx
= lconst
->idx
;
264 GLint
* values
= (GLint
*) lconst
->value
;
266 TRACE("Loading local constants %i: %i\n", idx
, values
[0]);
268 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
269 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
271 /* We found this uniform name in the program - go ahead and send the data */
272 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
273 checkGLcall("glUniform1ivARB");
275 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
282 * Loads the app-supplied constants into the currently set GLSL program.
284 void shader_glsl_load_constants(
285 IWineD3DDevice
* device
,
287 char useVertexShader
) {
289 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
290 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
291 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*) deviceImpl
->wineD3D
)->gl_info
;
293 GLhandleARB
*constant_locations
;
294 struct list
*constant_list
;
295 GLhandleARB programId
;
297 if (!stateBlock
->glsl_program
) {
298 /* No GLSL program set - nothing to do. */
301 programId
= stateBlock
->glsl_program
->programId
;
303 if (useVertexShader
) {
304 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
305 IWineD3DVertexShaderImpl
* vshader_impl
= (IWineD3DVertexShaderImpl
*) vshader
;
308 IWineD3DVertexDeclarationImpl
* vertexDeclaration
=
309 (IWineD3DVertexDeclarationImpl
*) vshader_impl
->vertexDeclaration
;
311 constant_locations
= stateBlock
->glsl_program
->vuniformF_locations
;
312 constant_list
= &stateBlock
->set_vconstantsF
;
314 if (NULL
!= vertexDeclaration
&& NULL
!= vertexDeclaration
->constants
) {
315 /* Load DirectX 8 float constants/uniforms for vertex shader */
316 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
317 vertexDeclaration
->constants
, constant_locations
, NULL
);
320 /* Load DirectX 9 float constants/uniforms for vertex shader */
321 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
322 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
324 /* Load DirectX 9 integer constants/uniforms for vertex shader */
325 shader_glsl_load_constantsI(vshader
, gl_info
, programId
, MAX_CONST_I
,
326 stateBlock
->vertexShaderConstantI
,
327 stateBlock
->set
.vertexShaderConstantsI
);
329 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
330 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
331 stateBlock
->vertexShaderConstantB
,
332 stateBlock
->set
.vertexShaderConstantsB
);
334 /* Upload the position fixup params */
335 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
336 checkGLcall("glGetUniformLocationARB");
337 GL_EXTCALL(glUniform4fvARB(pos
, 1, &deviceImpl
->posFixup
[0]));
338 checkGLcall("glUniform4fvARB");
341 if (usePixelShader
) {
343 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
345 constant_locations
= stateBlock
->glsl_program
->puniformF_locations
;
346 constant_list
= &stateBlock
->set_pconstantsF
;
348 /* Load pixel shader samplers */
349 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*) stateBlock
);
351 /* Load DirectX 9 float constants/uniforms for pixel shader */
352 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
353 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
355 /* Load DirectX 9 integer constants/uniforms for pixel shader */
356 shader_glsl_load_constantsI(pshader
, gl_info
, programId
, MAX_CONST_I
,
357 stateBlock
->pixelShaderConstantI
,
358 stateBlock
->set
.pixelShaderConstantsI
);
360 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
361 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
362 stateBlock
->pixelShaderConstantB
,
363 stateBlock
->set
.pixelShaderConstantsB
);
367 /** Generate the variable & register declarations for the GLSL output target */
368 void shader_generate_glsl_declarations(
369 IWineD3DBaseShader
*iface
,
370 shader_reg_maps
* reg_maps
,
371 SHADER_BUFFER
* buffer
,
372 WineD3D_GL_Info
* gl_info
) {
374 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
377 /* There are some minor differences between pixel and vertex shaders */
378 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
379 char prefix
= pshader
? 'P' : 'V';
381 /* Prototype the subroutines */
382 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
383 if (reg_maps
->labels
[i
])
384 shader_addline(buffer
, "void subroutine%lu();\n", i
);
387 /* Declare the constants (aka uniforms) */
388 if (This
->baseShader
.limits
.constant_float
> 0) {
389 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
390 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
391 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
394 if (This
->baseShader
.limits
.constant_int
> 0)
395 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
397 if (This
->baseShader
.limits
.constant_bool
> 0)
398 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
401 shader_addline(buffer
, "uniform vec4 posFixup;\n");
403 /* Declare texture samplers */
404 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
405 if (reg_maps
->samplers
[i
]) {
407 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
411 shader_addline(buffer
, "uniform sampler1D %csampler%lu;\n", prefix
, i
);
414 shader_addline(buffer
, "uniform sampler2D %csampler%lu;\n", prefix
, i
);
416 case WINED3DSTT_CUBE
:
417 shader_addline(buffer
, "uniform samplerCube %csampler%lu;\n", prefix
, i
);
419 case WINED3DSTT_VOLUME
:
420 shader_addline(buffer
, "uniform sampler3D %csampler%lu;\n", prefix
, i
);
423 shader_addline(buffer
, "uniform unsupported_sampler %csampler%lu;\n", prefix
, i
);
424 FIXME("Unrecognized sampler type: %#x\n", stype
);
430 /* Declare address variables */
431 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
432 if (reg_maps
->address
[i
])
433 shader_addline(buffer
, "ivec4 A%d;\n", i
);
436 /* Declare texture coordinate temporaries and initialize them */
437 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
438 if (reg_maps
->texcoord
[i
])
439 shader_addline(buffer
, "vec4 T%lu = gl_TexCoord[%lu];\n", i
, i
);
442 /* Declare input register temporaries */
443 for (i
=0; i
< This
->baseShader
.limits
.packed_input
; i
++) {
444 if (reg_maps
->packed_input
[i
])
445 shader_addline(buffer
, "vec4 IN%lu;\n", i
);
448 /* Declare output register temporaries */
449 for (i
= 0; i
< This
->baseShader
.limits
.packed_output
; i
++) {
450 if (reg_maps
->packed_output
[i
])
451 shader_addline(buffer
, "vec4 OUT%lu;\n", i
);
454 /* Declare temporary variables */
455 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
456 if (reg_maps
->temporary
[i
])
457 shader_addline(buffer
, "vec4 R%lu;\n", i
);
460 /* Declare attributes */
461 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
462 if (reg_maps
->attributes
[i
])
463 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
466 /* Declare loop register aL */
467 if (reg_maps
->loop
) {
468 shader_addline(buffer
, "int aL;\n");
469 shader_addline(buffer
, "int tmpInt;\n");
472 /* Temporary variables for matrix operations */
473 shader_addline(buffer
, "vec4 tmp0;\n");
474 shader_addline(buffer
, "vec4 tmp1;\n");
476 /* Start the main program */
477 shader_addline(buffer
, "void main() {\n");
480 /*****************************************************************************
481 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
483 * For more information, see http://wiki.winehq.org/DirectX-Shaders
484 ****************************************************************************/
487 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
488 const DWORD addr_token
, DWORD mask
, char *reg_name
, char *swizzle
, char *out_str
);
490 /** Used for opcode modifiers - They multiply the result by the specified amount */
491 static const char * const shift_glsl_tab
[] = {
493 "2.0 * ", /* 1 (x2) */
494 "4.0 * ", /* 2 (x4) */
495 "8.0 * ", /* 3 (x8) */
496 "16.0 * ", /* 4 (x16) */
497 "32.0 * ", /* 5 (x32) */
504 "0.0625 * ", /* 12 (d16) */
505 "0.125 * ", /* 13 (d8) */
506 "0.25 * ", /* 14 (d4) */
507 "0.5 * " /* 15 (d2) */
510 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
511 static void shader_glsl_gen_modifier (
514 const char *in_regswizzle
,
519 if (instr
== WINED3DSIO_TEXKILL
)
522 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
523 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
525 case WINED3DSPSM_NONE
:
526 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
528 case WINED3DSPSM_NEG
:
529 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
531 case WINED3DSPSM_NOT
:
532 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
534 case WINED3DSPSM_BIAS
:
535 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
537 case WINED3DSPSM_BIASNEG
:
538 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
540 case WINED3DSPSM_SIGN
:
541 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
543 case WINED3DSPSM_SIGNNEG
:
544 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
546 case WINED3DSPSM_COMP
:
547 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
550 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
552 case WINED3DSPSM_X2NEG
:
553 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
555 case WINED3DSPSM_ABS
:
556 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
558 case WINED3DSPSM_ABSNEG
:
559 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
562 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
563 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
567 /** Writes the GLSL variable name that corresponds to the register that the
568 * DX opcode parameter is trying to access */
569 static void shader_glsl_get_register_name(
571 const DWORD addr_token
,
574 SHADER_OPCODE_ARG
* arg
) {
576 /* oPos, oFog and oPts in D3D */
577 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
579 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
580 DWORD regtype
= shader_get_regtype(param
);
581 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
582 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
583 WineD3D_GL_Info
* gl_info
= &((IWineD3DImpl
*)deviceImpl
->wineD3D
)->gl_info
;
585 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
591 case WINED3DSPR_TEMP
:
592 sprintf(tmpStr
, "R%u", reg
);
594 case WINED3DSPR_INPUT
:
596 /* Pixel shaders >= 3.0 */
597 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
598 sprintf(tmpStr
, "IN%u", reg
);
601 strcpy(tmpStr
, "gl_Color");
603 strcpy(tmpStr
, "gl_SecondaryColor");
606 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
608 sprintf(tmpStr
, "attrib%u", reg
);
611 case WINED3DSPR_CONST
:
613 const char* prefix
= pshader
? "PC":"VC";
615 /* Relative addressing */
616 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
618 /* Relative addressing on shaders 2.0+ have a relative address token,
619 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
620 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
621 char relStr
[100], relReg
[50], relMask
[6];
622 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, relReg
, relMask
, relStr
);
623 sprintf(tmpStr
, "%s[%s + %u]", prefix
, relStr
, reg
);
625 sprintf(tmpStr
, "%s[A0.x + %u]", prefix
, reg
);
628 sprintf(tmpStr
, "%s[%u]", prefix
, reg
);
632 case WINED3DSPR_CONSTINT
:
634 sprintf(tmpStr
, "PI[%u]", reg
);
636 sprintf(tmpStr
, "VI[%u]", reg
);
638 case WINED3DSPR_CONSTBOOL
:
640 sprintf(tmpStr
, "PB[%u]", reg
);
642 sprintf(tmpStr
, "VB[%u]", reg
);
644 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
646 sprintf(tmpStr
, "T%u", reg
);
648 sprintf(tmpStr
, "A%u", reg
);
651 case WINED3DSPR_LOOP
:
652 sprintf(tmpStr
, "aL");
654 case WINED3DSPR_SAMPLER
:
656 sprintf(tmpStr
, "Psampler%u", reg
);
658 sprintf(tmpStr
, "Vsampler%u", reg
);
660 case WINED3DSPR_COLOROUT
:
661 if (reg
>= GL_LIMITS(buffers
)) {
662 WARN("Write to render target %u, only %d supported\n", reg
, 4);
664 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
665 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
666 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
667 sprintf(tmpStr
, "gl_FragColor");
670 case WINED3DSPR_RASTOUT
:
671 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
673 case WINED3DSPR_DEPTHOUT
:
674 sprintf(tmpStr
, "gl_FragDepth");
676 case WINED3DSPR_ATTROUT
:
678 sprintf(tmpStr
, "gl_FrontColor");
680 sprintf(tmpStr
, "gl_FrontSecondaryColor");
683 case WINED3DSPR_TEXCRDOUT
:
684 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
685 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
686 sprintf(tmpStr
, "OUT%u", reg
);
688 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
691 FIXME("Unhandled register name Type(%d)\n", regtype
);
692 sprintf(tmpStr
, "unrecognized_register");
696 strcat(regstr
, tmpStr
);
699 /* Get the GLSL write mask for the destination register */
700 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
701 char *ptr
= write_mask
;
702 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
704 /* gl_FogFragCoord and glPointSize are floats, fixup the write mask. */
705 if ((shader_get_regtype(param
) == WINED3DSPR_RASTOUT
) && ((param
& WINED3DSP_REGNUM_MASK
) != 0)) {
706 mask
= WINED3DSP_WRITEMASK_0
;
708 if (mask
!= WINED3DSP_WRITEMASK_ALL
) {
710 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
711 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
712 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
713 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
722 static size_t shader_glsl_get_write_mask_size(DWORD write_mask
) {
725 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
726 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
727 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
728 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
733 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
734 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
735 * but addressed as "rgba". To fix this we need to swap the register's x
736 * and z components. */
737 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
738 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
739 char *ptr
= swizzle_str
;
742 /* swizzle bits fields: wwzzyyxx */
743 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
744 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
745 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
746 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
751 /* From a given parameter token, generate the corresponding GLSL string.
752 * Also, return the actual register name and swizzle in case the
753 * caller needs this information as well. */
754 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
755 const DWORD addr_token
, DWORD mask
, char *reg_name
, char *swizzle
, char *out_str
) {
756 BOOL is_color
= FALSE
;
757 swizzle
[0] = reg_name
[0] = out_str
[0] = 0;
759 shader_glsl_get_register_name(param
, addr_token
, reg_name
, &is_color
, arg
);
761 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle
);
762 shader_glsl_gen_modifier(param
, reg_name
, swizzle
, out_str
);
765 /* From a given parameter token, generate the corresponding GLSL string.
766 * Also, return the actual register name and swizzle in case the
767 * caller needs this information as well. */
768 static DWORD
shader_glsl_add_dst_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
769 const DWORD addr_token
, char *reg_name
, char *write_mask
, char *out_str
) {
770 BOOL is_color
= FALSE
;
772 write_mask
[0] = reg_name
[0] = out_str
[0] = 0;
774 shader_glsl_get_register_name(param
, addr_token
, reg_name
, &is_color
, arg
);
776 mask
= shader_glsl_get_write_mask(param
, write_mask
);
777 sprintf(out_str
, "%s%s", reg_name
, write_mask
);
782 /* Append the destination part of the instruction to the buffer, return the effective write mask */
783 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
) {
784 char reg_name
[50], write_mask
[6], reg_str
[100];
788 shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
789 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, arg
->dst_addr
, reg_name
, write_mask
, reg_str
);
790 shader_addline(buffer
, "%s = %s(", reg_str
, shift_glsl_tab
[shift
]);
795 /** Process GLSL instruction modifiers */
796 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
798 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
800 if (arg
->opcode
->dst_token
&& mask
!= 0) {
805 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
807 if (mask
& WINED3DSPDM_SATURATE
) {
808 /* _SAT means to clamp the value of the register to between 0 and 1 */
809 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_reg
, dst_mask
, dst_reg
, dst_mask
);
811 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
812 FIXME("_centroid modifier not handled\n");
814 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
815 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
820 static inline const char* shader_get_comp_op(
821 const DWORD opcode
) {
823 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
825 case COMPARISON_GT
: return ">";
826 case COMPARISON_EQ
: return "==";
827 case COMPARISON_GE
: return ">=";
828 case COMPARISON_LT
: return "<";
829 case COMPARISON_NE
: return "!=";
830 case COMPARISON_LE
: return "<=";
832 FIXME("Unrecognized comparison value: %u\n", op
);
837 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, glsl_sample_function_t
*sample_function
) {
838 /* Note that there's no such thing as a projected cube texture. */
839 switch(sampler_type
) {
841 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
842 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
845 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
846 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
848 case WINED3DSTT_CUBE
:
849 sample_function
->name
= "textureCube";
850 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
852 case WINED3DSTT_VOLUME
:
853 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
854 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
857 sample_function
->name
= "";
858 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
864 /*****************************************************************************
866 * Begin processing individual instruction opcodes
868 ****************************************************************************/
870 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
871 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
872 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
873 SHADER_BUFFER
* buffer
= arg
->buffer
;
874 char src0_reg
[50], src1_reg
[50];
875 char src0_mask
[6], src1_mask
[6];
876 char src0_str
[100], src1_str
[100];
880 /* Determine the GLSL operator to use based on the opcode */
881 switch (curOpcode
->opcode
) {
882 case WINED3DSIO_MUL
: op
= '*'; break;
883 case WINED3DSIO_ADD
: op
= '+'; break;
884 case WINED3DSIO_SUB
: op
= '-'; break;
887 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
891 write_mask
= shader_glsl_append_dst(buffer
, arg
);
892 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
893 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, src1_reg
, src1_mask
, src1_str
);
894 shader_addline(buffer
, "%s %c %s);\n", src0_str
, op
, src1_str
);
897 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
898 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
899 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
900 SHADER_BUFFER
* buffer
= arg
->buffer
;
906 write_mask
= shader_glsl_append_dst(buffer
, arg
);
907 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
909 /* In vs_1_1 WINED3DSIO_MOV can write to the adress register. In later
910 * shader versions WINED3DSIO_MOVA is used for this. */
911 if ((WINED3DSHADER_VERSION_MAJOR(shader
->baseShader
.hex_version
) == 1 &&
912 !shader_is_pshader_version(shader
->baseShader
.hex_version
) &&
913 shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
) ||
914 arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
915 /* We need to *round* to the nearest int here. */
916 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
918 shader_addline(buffer
, "ivec%d(floor(%s + vec%d(0.5))));\n", mask_size
, src0_str
, mask_size
);
920 shader_addline(buffer
, "int(floor(%s + 0.5)));\n", src0_str
);
923 shader_addline(buffer
, "%s);\n", src0_str
);
927 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
928 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
929 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
930 SHADER_BUFFER
* buffer
= arg
->buffer
;
931 char src0_str
[100], src1_str
[100];
932 char src0_reg
[50], src1_reg
[50];
933 char src0_mask
[6], src1_mask
[6];
934 DWORD dst_write_mask
, src_write_mask
;
937 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
938 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
940 /* dp3 works on vec3, dp4 on vec4 */
941 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
942 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
944 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
947 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, src0_reg
, src0_mask
, src0_str
);
948 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, src1_reg
, src1_mask
, src1_str
);
951 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_str
, src1_str
);
953 shader_addline(buffer
, "dot(%s, %s));\n", src0_str
, src1_str
);
957 /* Note that this instruction has some restrictions. The destination write mask
958 * can't contain the w component, and the source swizzles have to be .xyzw */
959 void shader_glsl_cross(SHADER_OPCODE_ARG
*arg
) {
960 char src0_reg
[50], src0_mask
[6], src0_str
[100];
961 char src1_reg
[50], src1_mask
[6], src1_str
[100];
962 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
965 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
966 shader_glsl_append_dst(arg
->buffer
, arg
);
967 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_reg
, src0_mask
, src0_str
);
968 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, src1_reg
, src1_mask
, src1_str
);
969 shader_addline(arg
->buffer
, "cross(%s, %s).%s);\n", src0_str
, src1_str
, dst_mask
);
972 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
973 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
974 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
975 SHADER_BUFFER
* buffer
= arg
->buffer
;
976 const char *instruction
;
984 /* Determine the GLSL function to use based on the opcode */
985 /* TODO: Possibly make this a table for faster lookups */
986 switch (curOpcode
->opcode
) {
987 case WINED3DSIO_MIN
: instruction
= "min"; break;
988 case WINED3DSIO_MAX
: instruction
= "max"; break;
989 case WINED3DSIO_RSQ
: instruction
= "inversesqrt"; break;
990 case WINED3DSIO_ABS
: instruction
= "abs"; break;
991 case WINED3DSIO_FRC
: instruction
= "fract"; break;
992 case WINED3DSIO_POW
: instruction
= "pow"; break;
993 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
994 case WINED3DSIO_LOGP
:
995 case WINED3DSIO_LOG
: instruction
= "log2"; break;
996 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
997 case WINED3DSIO_SGN
: instruction
= "sign"; break;
998 default: instruction
= "";
999 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1003 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1005 arguments
[0] = '\0';
1006 if (curOpcode
->num_params
> 0) {
1007 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src_reg
, src_mask
, src_str
);
1008 strcat(arguments
, src_str
);
1009 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1010 strcat(arguments
, ", ");
1011 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, src_reg
, src_mask
, src_str
);
1012 strcat(arguments
, src_str
);
1016 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1019 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1020 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1021 * dst.x = 2^(floor(src))
1022 * dst.y = src - floor(src)
1023 * dst.z = 2^src (partial precision is allowed, but optional)
1025 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1026 * dst = 2^src; (partial precision is allowed, but optional)
1028 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1029 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1034 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src_reg
, src_mask
, src_str
);
1036 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1039 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_str
);
1040 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_str
, src_str
);
1041 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_str
);
1042 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1044 shader_glsl_append_dst(arg
->buffer
, arg
);
1045 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1046 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1051 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1052 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1054 if (mask_size
> 1) {
1055 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_str
);
1057 shader_addline(arg
->buffer
, "exp2(%s));\n", src_str
);
1062 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1063 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1070 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1071 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1072 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src_reg
, src_mask
, src_str
);
1074 if (mask_size
> 1) {
1075 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_str
);
1077 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_str
);
1081 /** Process signed comparison opcodes in GLSL. */
1082 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1083 char src0_str
[100], src1_str
[100];
1084 char src0_reg
[50], src1_reg
[50];
1085 char src0_mask
[6], src1_mask
[6];
1089 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1090 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1091 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
1092 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, src1_reg
, src1_mask
, src1_str
);
1094 if (mask_size
> 1) {
1095 const char *compare
;
1097 switch(arg
->opcode
->opcode
) {
1098 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1099 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1100 default: compare
= "";
1101 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1104 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
, src0_str
, src1_str
);
1106 const char *compare
;
1108 switch(arg
->opcode
->opcode
) {
1109 case WINED3DSIO_SLT
: compare
= "<"; break;
1110 case WINED3DSIO_SGE
: compare
= ">="; break;
1111 default: compare
= "";
1112 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1115 shader_addline(arg
->buffer
, "(%s %s %s) ? 1.0 : 0.0);\n", src0_str
, compare
, src1_str
);
1119 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1120 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1121 char src0_str
[100], src1_str
[100], src2_str
[100];
1122 char src0_reg
[50], src1_reg
[50], src2_reg
[50];
1123 char src0_mask
[6], src1_mask
[6], src2_mask
[6];
1127 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1128 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1130 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
1131 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, src1_reg
, src1_mask
, src1_str
);
1132 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, src2_reg
, src2_mask
, src2_str
);
1134 if (mask_size
> 1) {
1135 shader_addline(arg
->buffer
, "mix(%s, %s, vec%d(lessThan(%s, vec%d(0.0)))));\n", src1_str
, src2_str
, mask_size
, src0_str
, mask_size
);
1137 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n", src0_str
, src1_str
, src2_str
);
1141 /** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */
1142 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1143 * the compare is done per component of src0. */
1144 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1145 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1146 char src0_str
[100], src1_str
[100], src2_str
[100];
1147 char src0_reg
[50], src1_reg
[50], src2_reg
[50];
1148 char src0_mask
[6], src1_mask
[6], src2_mask
[6];
1152 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1154 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(1, 4)) {
1156 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1158 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1159 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
1162 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, src1_reg
, src1_mask
, src1_str
);
1163 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, src2_reg
, src2_mask
, src2_str
);
1165 if (mask_size
> 1) {
1166 shader_addline(arg
->buffer
, "mix(%s, %s, vec%d(lessThan(%s, vec%d(0.5)))));\n", src2_str
, src1_str
, mask_size
, src0_str
, mask_size
);
1168 shader_addline(arg
->buffer
, "%s < 0.5 ? %s : %s);\n", src0_str
, src1_str
, src2_str
);
1172 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1173 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1174 char src0_str
[100], src1_str
[100], src2_str
[100];
1175 char src0_reg
[50], src1_reg
[50], src2_reg
[50];
1176 char src0_mask
[6], src1_mask
[6], src2_mask
[6];
1179 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1180 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
1181 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, src1_reg
, src1_mask
, src1_str
);
1182 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, src2_reg
, src2_mask
, src2_str
);
1183 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n", src0_str
, src1_str
, src2_str
);
1186 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1187 Vertex shaders to GLSL codes */
1188 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1190 int nComponents
= 0;
1191 SHADER_OPCODE_ARG tmpArg
;
1193 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1195 /* Set constants for the temporary argument */
1196 tmpArg
.shader
= arg
->shader
;
1197 tmpArg
.buffer
= arg
->buffer
;
1198 tmpArg
.src
[0] = arg
->src
[0];
1199 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1200 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1201 tmpArg
.reg_maps
= arg
->reg_maps
;
1203 switch(arg
->opcode
->opcode
) {
1204 case WINED3DSIO_M4x4
:
1206 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1208 case WINED3DSIO_M4x3
:
1210 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1212 case WINED3DSIO_M3x4
:
1214 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1216 case WINED3DSIO_M3x3
:
1218 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1220 case WINED3DSIO_M3x2
:
1222 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1228 for (i
= 0; i
< nComponents
; i
++) {
1229 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1230 tmpArg
.src
[1] = arg
->src
[1]+i
;
1231 shader_glsl_dot(&tmpArg
);
1236 The LRP instruction performs a component-wise linear interpolation
1237 between the second and third operands using the first operand as the
1238 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1239 This is equivalent to mix(src2, src1, src0);
1241 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1242 char src0_str
[100], src1_str
[100], src2_str
[100];
1243 char src0_reg
[50], src1_reg
[50], src2_reg
[50];
1244 char src0_mask
[6], src1_mask
[6], src2_mask
[6];
1247 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1249 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, src0_reg
, src0_mask
, src0_str
);
1250 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, src1_reg
, src1_mask
, src1_str
);
1251 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, src2_reg
, src2_mask
, src2_str
);
1253 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n", src2_str
, src1_str
, src0_str
);
1256 /** Process the WINED3DSIO_LIT instruction in GLSL:
1257 * dst.x = dst.w = 1.0
1258 * dst.y = (src0.x > 0) ? src0.x
1259 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1260 * where src.w is clamped at +- 128
1262 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1274 shader_glsl_append_dst(arg
->buffer
, arg
);
1275 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1277 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1278 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, src1_reg
, src1_mask
, src1_str
);
1279 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, src3_reg
, src3_mask
, src3_str
);
1281 shader_addline(arg
->buffer
, "vec4(1.0, (%s > 0.0 ? %s : 0.0), (%s > 0.0 ? ((%s > 0.0) ? pow(%s, clamp(%s, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s);\n",
1282 src0_str
, src0_str
, src0_str
, src1_str
, src1_str
, src3_str
, dst_mask
);
1285 /** Process the WINED3DSIO_DST instruction in GLSL:
1287 * dst.y = src0.x * src0.y
1291 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1292 char src0y_str
[100], src0z_str
[100], src1y_str
[100], src1w_str
[100];
1293 char src0y_reg
[50], src0z_reg
[50], src1y_reg
[50], src1w_reg
[50];
1294 char dst_mask
[6], src0y_mask
[6], src0z_mask
[6], src1y_mask
[6], src1w_mask
[6];
1296 shader_glsl_append_dst(arg
->buffer
, arg
);
1297 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1299 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, src0y_reg
, src0y_mask
, src0y_str
);
1300 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, src0z_reg
, src0z_mask
, src0z_str
);
1301 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, src1y_reg
, src1y_mask
, src1y_str
);
1302 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, src1w_reg
, src1w_mask
, src1w_str
);
1304 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1305 src0y_str
, src1y_str
, src0z_str
, src1w_str
, dst_mask
);
1308 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1309 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1310 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1312 * dst.x = cos(src0.?)
1313 * dst.y = sin(src0.?)
1317 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1323 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1324 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1326 switch (write_mask
) {
1327 case WINED3DSP_WRITEMASK_0
:
1328 shader_addline(arg
->buffer
, "cos(%s));\n", src0_str
);
1331 case WINED3DSP_WRITEMASK_1
:
1332 shader_addline(arg
->buffer
, "sin(%s));\n", src0_str
);
1335 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
1336 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_str
, src0_str
);
1340 ERR("Write mask should be .x, .y or .xy\n");
1345 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1346 * Start a for() loop where src1.y is the initial value of aL,
1347 * increment aL by src1.z for a total of src1.x iterations.
1348 * Need to use a temporary variable for this operation.
1350 /* FIXME: I don't think nested loops will work correctly this way. */
1351 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
1357 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, src1_reg
, src1_mask
, src1_str
);
1359 shader_addline(arg
->buffer
, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
1360 src1_reg
, src1_reg
, src1_reg
);
1363 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
1364 shader_addline(arg
->buffer
, "}\n");
1367 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
1373 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1374 shader_addline(arg
->buffer
, "for (tmpInt = 0; tmpInt < %s; tmpInt++) {\n", src0_str
);
1377 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
1383 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1384 shader_addline(arg
->buffer
, "if (%s) {\n", src0_str
);
1387 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
1389 char src0_str
[100], src1_str
[100];
1390 char src0_reg
[50], src1_reg
[50];
1391 char src0_mask
[6], src1_mask
[6];
1393 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1394 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, src1_reg
, src1_mask
, src1_str
);
1396 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
1397 src0_str
, shader_get_comp_op(arg
->opcode_token
), src1_str
);
1400 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
1401 shader_addline(arg
->buffer
, "} else {\n");
1404 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
1405 shader_addline(arg
->buffer
, "break;\n");
1408 /* FIXME: According to MSDN the compare is done per component. */
1409 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
1411 char src0_str
[100], src1_str
[100];
1412 char src0_reg
[50], src1_reg
[50];
1413 char src0_mask
[6], src1_mask
[6];
1415 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, src0_reg
, src0_mask
, src0_str
);
1416 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, src1_reg
, src1_mask
, src1_str
);
1418 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
1419 src0_str
, shader_get_comp_op(arg
->opcode_token
), src1_str
);
1422 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
1424 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1425 shader_addline(arg
->buffer
, "}\n");
1426 shader_addline(arg
->buffer
, "void subroutine%lu () {\n", snum
);
1429 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
1430 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1431 shader_addline(arg
->buffer
, "subroutine%lu();\n", snum
);
1434 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
1440 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1441 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, src1_reg
, src1_mask
, src1_str
);
1442 shader_addline(arg
->buffer
, "if (%s) subroutine%lu();\n", src1_str
, snum
);
1445 /*********************************************
1446 * Pixel Shader Specific Code begins here
1447 ********************************************/
1448 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
1449 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1450 DWORD hex_version
= This
->baseShader
.hex_version
;
1451 char coord_str
[100], coord_reg
[50], coord_mask
[6];
1452 char dst_swizzle
[6];
1453 glsl_sample_function_t sample_function
;
1459 /* All versions have a destination register */
1460 shader_glsl_append_dst(arg
->buffer
, arg
);
1462 /* 1.0-1.4: Use destination register as sampler source.
1463 * 2.0+: Use provided sampler source. */
1464 if (hex_version
< WINED3DPS_VERSION(1,4)) {
1465 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1468 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1469 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1471 if (flags
& WINED3DTTFF_PROJECTED
) {
1473 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
1474 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
1475 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
1476 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
1477 case WINED3DTTFF_COUNT4
:
1478 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
1483 } else if (hex_version
< WINED3DPS_VERSION(2,0)) {
1484 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1485 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1487 if (src_mod
== WINED3DSPSM_DZ
) {
1489 mask
= WINED3DSP_WRITEMASK_2
;
1490 } else if (src_mod
== WINED3DSPSM_DW
) {
1492 mask
= WINED3DSP_WRITEMASK_3
;
1497 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1498 /* TODO: Handle D3DSI_TEXLD_PROJECTED... */
1502 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1503 shader_glsl_get_sample_function(sampler_type
, projected
, &sample_function
);
1504 mask
|= sample_function
.coord_mask
;
1506 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1507 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
1509 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
1512 /* 1.0-1.3: Use destination register as coordinate source.
1513 1.4+: Use provided coordinate source register. */
1514 if (hex_version
< WINED3DPS_VERSION(1,4)) {
1515 shader_glsl_get_write_mask(mask
, coord_mask
);
1516 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
1517 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
1519 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, coord_reg
, coord_mask
, coord_str
);
1520 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
1521 sample_function
.name
, sampler_idx
, coord_str
, dst_swizzle
);
1525 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
1527 /* FIXME: Make this work for more than just 2D textures */
1529 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1530 SHADER_BUFFER
* buffer
= arg
->buffer
;
1531 DWORD hex_version
= This
->baseShader
.hex_version
;
1535 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1536 shader_glsl_get_write_mask(write_mask
, dst_mask
);
1538 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
1539 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1540 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
1542 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1543 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1544 char dst_swizzle
[6];
1546 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
1548 if (src_mod
== WINED3DSPSM_DZ
) {
1549 char div_str
[100], div_reg
[50], div_mask
[6];
1550 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1551 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, div_reg
, div_mask
, div_str
);
1553 if (mask_size
> 1) {
1554 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_str
);
1556 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_str
);
1558 } else if (src_mod
== WINED3DSPSM_DW
) {
1559 char div_str
[100], div_reg
[50], div_mask
[6];
1560 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1561 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, div_reg
, div_mask
, div_str
);
1563 if (mask_size
> 1) {
1564 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_str
);
1566 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_str
);
1569 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
1574 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
1575 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1576 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1577 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
1582 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1583 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1585 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1587 shader_glsl_append_dst(arg
->buffer
, arg
);
1588 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1589 shader_addline(arg
->buffer
, "texture1D(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
1590 sampler_idx
, sampler_idx
, src0_str
, dst_mask
);
1593 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
1594 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1595 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
1599 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1600 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1604 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1605 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
1606 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1608 if (mask_size
> 1) {
1609 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_str
);
1611 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_str
);
1615 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
1616 * Calculate the depth as dst.x / dst.y */
1617 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
1623 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1625 shader_addline(arg
->buffer
, "gl_FragDepth = %s.x / %s.y;\n", dst_reg
, dst_reg
);
1628 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
1629 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1630 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1631 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1633 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
1634 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1635 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1636 char src0_str
[100], src0_name
[50], src0_mask
[6];
1638 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1640 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_str
);
1641 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
1644 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
1645 * Calculate the 1st of a 2-row matrix multiplication. */
1646 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
1647 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1648 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1649 SHADER_BUFFER
* buffer
= arg
->buffer
;
1654 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1655 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_str
);
1658 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
1659 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
1660 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
1662 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1663 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1664 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1665 SHADER_BUFFER
* buffer
= arg
->buffer
;
1666 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1671 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1672 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_str
);
1673 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1676 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
1677 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1678 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1679 SHADER_BUFFER
* buffer
= arg
->buffer
;
1685 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1686 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_str
);
1688 shader_glsl_append_dst(buffer
, arg
);
1689 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1691 /* Sample the texture using the calculated coordinates */
1692 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
1695 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
1696 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
1697 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
1698 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1703 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1704 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1705 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1706 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1707 glsl_sample_function_t sample_function
;
1709 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1710 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_str
);
1712 shader_glsl_append_dst(arg
->buffer
, arg
);
1713 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1714 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1716 /* Sample the texture using the calculated coordinates */
1717 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
1719 current_state
->current_row
= 0;
1722 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
1723 * Perform the 3rd row of a 3x3 matrix multiply */
1724 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
1725 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1730 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1731 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1732 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1734 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1736 shader_glsl_append_dst(arg
->buffer
, arg
);
1737 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1738 shader_addline(arg
->buffer
, "vec4(tmp.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_str
, dst_mask
);
1740 current_state
->current_row
= 0;
1743 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
1744 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1745 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
1747 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1748 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1749 char src0_str
[100], src0_name
[50], src0_mask
[6];
1750 char src1_str
[100], src1_name
[50], src1_mask
[6];
1752 SHADER_BUFFER
* buffer
= arg
->buffer
;
1753 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1754 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1755 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1756 glsl_sample_function_t sample_function
;
1758 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1759 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, src1_name
, src1_mask
, src1_str
);
1761 /* Perform the last matrix multiply operation */
1762 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_str
);
1764 /* Calculate reflection vector, 2*(tmp0.src1)*tmp0-src1
1765 * This is equavalent to reflect(-src1, tmp0); */
1766 shader_addline(buffer
, "tmp0.xyz = reflect(-(%s), tmp0.xyz);\n", src1_str
);
1768 shader_glsl_append_dst(buffer
, arg
);
1769 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1770 shader_glsl_get_sample_function(stype
, FALSE
, &sample_function
);
1772 /* Sample the texture */
1773 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
1775 current_state
->current_row
= 0;
1778 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
1779 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1780 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
1782 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1783 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1784 SHADER_BUFFER
* buffer
= arg
->buffer
;
1785 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1786 char src0_str
[100], src0_name
[50], src0_mask
[6], dst_mask
[6];
1787 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1788 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1789 glsl_sample_function_t sample_function
;
1791 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, src0_name
, src0_mask
, src0_str
);
1793 /* Perform the last matrix multiply operation */
1794 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1796 /* Construct the eye-ray vector from w coordinates */
1797 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
1798 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
1800 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(tmp0.tmp1)*tmp0-tmp1
1801 * This is equavalent to reflect(-tmp1, tmp0); */
1802 shader_addline(buffer
, "tmp0.xyz = reflect(-tmp1.xyz, tmp0.xyz);\n");
1804 shader_glsl_append_dst(buffer
, arg
);
1805 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1806 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1808 /* Sample the texture using the calculated coordinates */
1809 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
1811 current_state
->current_row
= 0;
1814 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
1815 * Apply a fake bump map transform.
1816 * FIXME: Should apply the BUMPMAPENV matrix. For now, just sample the texture */
1817 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
1819 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1820 DWORD reg2
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1822 FIXME("Not applying the BUMPMAPENV matrix for pixel shader instruction texbem.\n");
1823 shader_addline(arg
->buffer
, "T%u = texture2D(Psampler%u, gl_TexCoord[%u].xy + T%u.xy);\n",
1824 reg1
, reg1
, reg1
, reg2
);
1827 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
1828 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
1829 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
1833 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1836 shader_glsl_append_dst(arg
->buffer
, arg
);
1837 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1838 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, src0_reg
, src0_mask
, src0_str
);
1840 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_reg
, dst_mask
);
1843 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
1844 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
1845 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
1849 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1852 shader_glsl_append_dst(arg
->buffer
, arg
);
1853 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1854 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, src0_reg
, src0_mask
, src0_str
);
1856 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_reg
, dst_mask
);
1859 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
1860 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
1861 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
1866 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1867 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1868 glsl_sample_function_t sample_function
;
1870 shader_glsl_append_dst(arg
->buffer
, arg
);
1871 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1872 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1873 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, src0_reg
, src0_mask
, src0_str
);
1875 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_str
, dst_mask
);
1878 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
1879 * If any of the first 3 components are < 0, discard this pixel */
1880 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
1882 char dst_str
[100], dst_name
[50], dst_mask
[6];
1884 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_name
, dst_mask
, dst_str
);
1885 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_name
);
1888 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
1889 * dst = dot2(src0, src1) + src2 */
1890 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
1891 char src0_str
[100], src1_str
[100], src2_str
[100];
1892 char src0_reg
[50], src1_reg
[50], src2_reg
[50];
1893 char src0_mask
[6], src1_mask
[6], src2_mask
[6];
1897 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1898 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1900 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, src0_reg
, src0_mask
, src0_str
);
1901 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, src1_reg
, src1_mask
, src1_str
);
1902 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, src2_reg
, src2_mask
, src2_str
);
1904 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_str
, src1_str
, src2_str
);
1907 void pshader_glsl_input_pack(
1908 SHADER_BUFFER
* buffer
,
1909 semantic
* semantics_in
) {
1913 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
1915 DWORD usage_token
= semantics_in
[i
].usage
;
1916 DWORD register_token
= semantics_in
[i
].reg
;
1917 DWORD usage
, usage_idx
;
1921 if (!usage_token
) continue;
1922 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
1923 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
1924 shader_glsl_get_write_mask(register_token
, reg_mask
);
1928 case D3DDECLUSAGE_COLOR
:
1930 shader_addline(buffer
, "IN%u%s = vec4(gl_Color)%s;\n",
1931 i
, reg_mask
, reg_mask
);
1932 else if (usage_idx
== 1)
1933 shader_addline(buffer
, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
1934 i
, reg_mask
, reg_mask
);
1936 shader_addline(buffer
, "IN%u%s = vec4(unsupported_color_input)%s;\n",
1937 i
, reg_mask
, reg_mask
);
1940 case D3DDECLUSAGE_TEXCOORD
:
1941 shader_addline(buffer
, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
1942 i
, reg_mask
, usage_idx
, reg_mask
);
1945 case D3DDECLUSAGE_FOG
:
1946 shader_addline(buffer
, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
1947 i
, reg_mask
, reg_mask
);
1951 shader_addline(buffer
, "IN%u%s = vec4(unsupported_input)%s;\n",
1952 i
, reg_mask
, reg_mask
);
1957 /*********************************************
1958 * Vertex Shader Specific Code begins here
1959 ********************************************/
1961 void vshader_glsl_output_unpack(
1962 SHADER_BUFFER
* buffer
,
1963 semantic
* semantics_out
) {
1967 for (i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
1969 DWORD usage_token
= semantics_out
[i
].usage
;
1970 DWORD register_token
= semantics_out
[i
].reg
;
1971 DWORD usage
, usage_idx
;
1975 if (!usage_token
) continue;
1977 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
1978 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
1979 shader_glsl_get_write_mask(register_token
, reg_mask
);
1983 case D3DDECLUSAGE_COLOR
:
1985 shader_addline(buffer
, "gl_FrontColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1986 else if (usage_idx
== 1)
1987 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1989 shader_addline(buffer
, "unsupported_color_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1992 case D3DDECLUSAGE_POSITION
:
1993 shader_addline(buffer
, "gl_Position%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1996 case D3DDECLUSAGE_TEXCOORD
:
1997 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT%u%s;\n",
1998 usage_idx
, reg_mask
, i
, reg_mask
);
2001 case WINED3DSHADERDECLUSAGE_PSIZE
:
2002 shader_addline(buffer
, "gl_PointSize = OUT%u.x;\n", i
);
2005 case WINED3DSHADERDECLUSAGE_FOG
:
2006 shader_addline(buffer
, "gl_FogFragCoord%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2010 shader_addline(buffer
, "unsupported_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2015 /** Attach a GLSL pixel or vertex shader object to the shader program */
2016 static void attach_glsl_shader(IWineD3DDevice
*iface
, IWineD3DBaseShader
* shader
) {
2017 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2018 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2019 GLhandleARB shaderObj
= ((IWineD3DBaseShaderImpl
*)shader
)->baseShader
.prgId
;
2020 if (This
->stateBlock
->glsl_program
&& shaderObj
!= 0) {
2021 TRACE("Attaching GLSL shader object %u to program %u\n", shaderObj
, This
->stateBlock
->glsl_program
->programId
);
2022 GL_EXTCALL(glAttachObjectARB(This
->stateBlock
->glsl_program
->programId
, shaderObj
));
2023 checkGLcall("glAttachObjectARB");
2027 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
2028 * It sets the programId on the current StateBlock (because it should be called
2029 * inside of the DrawPrimitive() part of the render loop).
2031 * If a program for the given combination does not exist, create one, and store
2032 * the program in the list. If it creates a program, it will link the given
2035 * We keep the shader programs around on a list because linking
2036 * shader objects together is an expensive operation. It's much
2037 * faster to loop through a list of pre-compiled & linked programs
2038 * each time that the application sets a new pixel or vertex shader
2039 * than it is to re-link them together at that time.
2041 * The list will be deleted in IWineD3DDevice::Release().
2043 static void set_glsl_shader_program(IWineD3DDevice
*iface
) {
2044 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2045 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2046 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
2047 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
2048 struct glsl_shader_prog_link
*curLink
= NULL
;
2049 struct glsl_shader_prog_link
*newLink
= NULL
;
2050 struct list
*ptr
= NULL
;
2051 GLhandleARB programId
= 0;
2055 ptr
= list_head( &This
->glsl_shader_progs
);
2057 /* At least one program exists - see if it matches our ps/vs combination */
2058 curLink
= LIST_ENTRY( ptr
, struct glsl_shader_prog_link
, entry
);
2059 if (vshader
== curLink
->vertexShader
&& pshader
== curLink
->pixelShader
) {
2060 /* Existing Program found, use it */
2061 TRACE("Found existing program (%u) for this vertex/pixel shader combination\n",
2062 curLink
->programId
);
2063 This
->stateBlock
->glsl_program
= curLink
;
2066 /* This isn't the entry we need - try the next one */
2067 ptr
= list_next( &This
->glsl_shader_progs
, ptr
);
2070 /* If we get to this point, then no matching program exists, so we create one */
2071 programId
= GL_EXTCALL(glCreateProgramObjectARB());
2072 TRACE("Created new GLSL shader program %u\n", programId
);
2074 /* Allocate a new link for the list of programs */
2075 newLink
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
2076 newLink
->programId
= programId
;
2077 This
->stateBlock
->glsl_program
= newLink
;
2079 /* Attach GLSL vshader */
2080 if (NULL
!= vshader
&& This
->vs_selected_mode
== SHADER_GLSL
) {
2082 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
2085 TRACE("Attaching vertex shader to GLSL program\n");
2086 attach_glsl_shader(iface
, (IWineD3DBaseShader
*)vshader
);
2088 /* Bind vertex attributes to a corresponding index number to match
2089 * the same index numbers as ARB_vertex_programs (makes loading
2090 * vertex attributes simpler). With this method, we can use the
2091 * exact same code to load the attributes later for both ARB and
2094 * We have to do this here because we need to know the Program ID
2095 * in order to make the bindings work, and it has to be done prior
2096 * to linking the GLSL program. */
2097 for (i
= 0; i
< max_attribs
; ++i
) {
2098 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
2099 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
2101 checkGLcall("glBindAttribLocationARB");
2102 newLink
->vertexShader
= vshader
;
2105 /* Attach GLSL pshader */
2106 if (NULL
!= pshader
&& This
->ps_selected_mode
== SHADER_GLSL
) {
2107 TRACE("Attaching pixel shader to GLSL program\n");
2108 attach_glsl_shader(iface
, (IWineD3DBaseShader
*)pshader
);
2109 newLink
->pixelShader
= pshader
;
2112 /* Link the program */
2113 TRACE("Linking GLSL shader program %u\n", programId
);
2114 GL_EXTCALL(glLinkProgramARB(programId
));
2115 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
2116 list_add_head( &This
->glsl_shader_progs
, &newLink
->entry
);
2118 newLink
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
2119 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
2120 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
2121 newLink
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2123 newLink
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
2124 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
2125 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
2126 newLink
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2132 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
2133 GLhandleARB program_id
;
2134 GLhandleARB vshader_id
, pshader_id
;
2135 const char *blt_vshader
[] = {
2138 " gl_Position = gl_Vertex;\n"
2139 " gl_FrontColor = vec4(1.0);\n"
2140 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
2141 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
2145 const char *blt_pshader
[] = {
2146 "uniform sampler2D sampler;\n"
2149 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
2153 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
2154 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
2155 GL_EXTCALL(glCompileShaderARB(vshader_id
));
2157 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
2158 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
2159 GL_EXTCALL(glCompileShaderARB(pshader_id
));
2161 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
2162 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
2163 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
2164 GL_EXTCALL(glLinkProgramARB(program_id
));
2166 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
2171 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
2172 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2173 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2174 GLhandleARB program_id
= 0;
2176 if (useVS
|| usePS
) set_glsl_shader_program(iface
);
2177 else This
->stateBlock
->glsl_program
= NULL
;
2179 program_id
= This
->stateBlock
->glsl_program
? This
->stateBlock
->glsl_program
->programId
: 0;
2180 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
2181 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2182 checkGLcall("glUseProgramObjectARB");
2185 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
2186 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2187 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2188 static GLhandleARB program_id
= 0;
2189 static GLhandleARB loc
= -1;
2192 program_id
= create_glsl_blt_shader(gl_info
);
2193 loc
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "sampler"));
2196 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2197 GL_EXTCALL(glUniform1iARB(loc
, 0));
2200 static void shader_glsl_cleanup(BOOL usePS
, BOOL useVS
) {
2204 const shader_backend_t glsl_shader_backend
= {
2205 &shader_glsl_select
,
2206 &shader_glsl_select_depth_blt
,
2207 &shader_glsl_load_constants
,
2208 &shader_glsl_cleanup