d3dx8: Add WINAPI to the prototypes of D3DXMatrixTransformation.
[wine/multimedia.git] / dlls / wined3d / glsl_shader.c
blobd9e525bb5aae0f9232352bfbbad4affd8be2532d
1 /*
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.
30 #include "config.h"
31 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
37 #define GLINFO_LOCATION (*gl_info)
39 typedef struct {
40 char reg_name[50];
41 char mask_str[6];
42 } glsl_dst_param_t;
44 typedef struct {
45 char reg_name[50];
46 char param_str[100];
47 } glsl_src_param_t;
49 typedef struct {
50 const char *name;
51 DWORD coord_mask;
52 } glsl_sample_function_t;
54 /** Prints the GLSL info log which will contain error messages if they exist */
55 void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
57 int infologLength = 0;
58 char *infoLog;
60 GL_EXTCALL(glGetObjectParameterivARB(obj,
61 GL_OBJECT_INFO_LOG_LENGTH_ARB,
62 &infologLength));
64 /* A size of 1 is just a null-terminated string, so the log should be bigger than
65 * that if there are errors. */
66 if (infologLength > 1)
68 infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
69 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
70 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
71 HeapFree(GetProcessHeap(), 0, infoLog);
75 /**
76 * Loads (pixel shader) samplers
78 static void shader_glsl_load_psamplers(
79 WineD3D_GL_Info *gl_info,
80 IWineD3DStateBlock* iface,
81 GLhandleARB programId) {
83 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
84 GLhandleARB name_loc;
85 int i;
86 char sampler_name[20];
88 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
89 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
90 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
91 if (name_loc != -1) {
92 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
93 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
94 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
95 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
96 checkGLcall("glUniform1iARB");
97 } else {
98 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
104 static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
105 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
106 GLhandleARB name_loc;
107 char sampler_name[20];
108 int i;
110 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
111 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
112 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
113 if (name_loc != -1) {
114 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
115 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
116 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
117 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
118 checkGLcall("glUniform1iARB");
119 } else {
120 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
126 /**
127 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
128 * When constant_list == NULL, it will load all the constants.
130 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
131 unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
132 struct list *constant_list) {
133 constants_entry *constant;
134 local_constant* lconst;
135 GLhandleARB tmp_loc;
136 DWORD i, j, k;
137 DWORD *idx;
139 if (TRACE_ON(d3d_shader)) {
140 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
141 idx = constant->idx;
142 j = constant->count;
143 while (j--) {
144 i = *idx++;
145 tmp_loc = constant_locations[i];
146 if (tmp_loc != -1) {
147 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
148 constants[i * 4 + 0], constants[i * 4 + 1],
149 constants[i * 4 + 2], constants[i * 4 + 3]);
155 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
156 if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
157 shader_is_pshader_version(This->baseShader.hex_version)) {
158 float lcl_const[4];
160 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
161 idx = constant->idx;
162 j = constant->count;
163 while (j--) {
164 i = *idx++;
165 tmp_loc = constant_locations[i];
166 if (tmp_loc != -1) {
167 /* We found this uniform name in the program - go ahead and send the data */
168 k = i * 4;
169 if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
170 else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
171 else lcl_const[0] = constants[k + 0];
172 if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
173 else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
174 else lcl_const[1] = constants[k + 1];
175 if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
176 else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
177 else lcl_const[2] = constants[k + 2];
178 if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
179 else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
180 else lcl_const[3] = constants[k + 3];
182 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const));
186 } else {
187 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
188 idx = constant->idx;
189 j = constant->count;
190 while (j--) {
191 i = *idx++;
192 tmp_loc = constant_locations[i];
193 if (tmp_loc != -1) {
194 /* We found this uniform name in the program - go ahead and send the data */
195 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
200 checkGLcall("glUniform4fvARB()");
202 if(!This->baseShader.load_local_constsF) {
203 TRACE("No need to load local float constants for this shader\n");
204 return;
207 /* Load immediate constants */
208 if (TRACE_ON(d3d_shader)) {
209 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
210 tmp_loc = constant_locations[lconst->idx];
211 if (tmp_loc != -1) {
212 GLfloat* values = (GLfloat*)lconst->value;
213 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
214 values[0], values[1], values[2], values[3]);
218 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
219 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
220 tmp_loc = constant_locations[lconst->idx];
221 if (tmp_loc != -1) {
222 /* We found this uniform name in the program - go ahead and send the data */
223 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
226 checkGLcall("glUniform4fvARB()");
229 /**
230 * Loads integer constants (aka uniforms) into the currently set GLSL program.
231 * When @constants_set == NULL, it will load all the constants.
233 static void shader_glsl_load_constantsI(
234 IWineD3DBaseShaderImpl* This,
235 WineD3D_GL_Info *gl_info,
236 GLhandleARB programId,
237 GLhandleARB locations[MAX_CONST_I],
238 unsigned max_constants,
239 int* constants,
240 BOOL* constants_set) {
242 int i;
243 struct list* ptr;
245 for (i=0; i<max_constants; ++i) {
246 if (NULL == constants_set || constants_set[i]) {
248 TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
249 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
251 /* We found this uniform name in the program - go ahead and send the data */
252 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
253 checkGLcall("glUniform4ivARB");
257 /* Load immediate constants */
258 ptr = list_head(&This->baseShader.constantsI);
259 while (ptr) {
260 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
261 unsigned int idx = lconst->idx;
262 GLint* values = (GLint*) lconst->value;
264 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
265 values[0], values[1], values[2], values[3]);
267 /* We found this uniform name in the program - go ahead and send the data */
268 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
269 checkGLcall("glUniform4ivARB");
270 ptr = list_next(&This->baseShader.constantsI, ptr);
274 /**
275 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
276 * When @constants_set == NULL, it will load all the constants.
278 static void shader_glsl_load_constantsB(
279 IWineD3DBaseShaderImpl* This,
280 WineD3D_GL_Info *gl_info,
281 GLhandleARB programId,
282 unsigned max_constants,
283 BOOL* constants,
284 BOOL* constants_set) {
286 GLhandleARB tmp_loc;
287 int i;
288 char tmp_name[8];
289 char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
290 const char* prefix = is_pshader? "PB":"VB";
291 struct list* ptr;
293 for (i=0; i<max_constants; ++i) {
294 if (NULL == constants_set || constants_set[i]) {
296 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
298 /* TODO: Benchmark and see if it would be beneficial to store the
299 * locations of the constants to avoid looking up each time */
300 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
301 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
302 if (tmp_loc != -1) {
303 /* We found this uniform name in the program - go ahead and send the data */
304 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
305 checkGLcall("glUniform1ivARB");
310 /* Load immediate constants */
311 ptr = list_head(&This->baseShader.constantsB);
312 while (ptr) {
313 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
314 unsigned int idx = lconst->idx;
315 GLint* values = (GLint*) lconst->value;
317 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
319 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
320 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
321 if (tmp_loc != -1) {
322 /* We found this uniform name in the program - go ahead and send the data */
323 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
324 checkGLcall("glUniform1ivARB");
326 ptr = list_next(&This->baseShader.constantsB, ptr);
333 * Loads the app-supplied constants into the currently set GLSL program.
335 void shader_glsl_load_constants(
336 IWineD3DDevice* device,
337 char usePixelShader,
338 char useVertexShader) {
340 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
341 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
342 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
344 GLhandleARB *constant_locations;
345 struct list *constant_list;
346 GLhandleARB programId;
347 struct glsl_shader_prog_link *prog = stateBlock->glsl_program;
349 if (!prog) {
350 /* No GLSL program set - nothing to do. */
351 return;
353 programId = prog->programId;
355 if (useVertexShader) {
356 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
358 constant_locations = prog->vuniformF_locations;
359 constant_list = &stateBlock->set_vconstantsF;
361 /* Load DirectX 9 float constants/uniforms for vertex shader */
362 shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
363 stateBlock->vertexShaderConstantF, constant_locations, constant_list);
365 /* Load DirectX 9 integer constants/uniforms for vertex shader */
366 shader_glsl_load_constantsI(vshader, gl_info, programId,
367 prog->vuniformI_locations, MAX_CONST_I,
368 stateBlock->vertexShaderConstantI,
369 stateBlock->changed.vertexShaderConstantsI);
371 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
372 shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
373 stateBlock->vertexShaderConstantB,
374 stateBlock->changed.vertexShaderConstantsB);
376 /* Upload the position fixup params */
377 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
378 checkGLcall("glUniform4fvARB");
381 if (usePixelShader) {
383 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
385 constant_locations = prog->puniformF_locations;
386 constant_list = &stateBlock->set_pconstantsF;
388 /* Load DirectX 9 float constants/uniforms for pixel shader */
389 shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
390 stateBlock->pixelShaderConstantF, constant_locations, constant_list);
392 /* Load DirectX 9 integer constants/uniforms for pixel shader */
393 shader_glsl_load_constantsI(pshader, gl_info, programId,
394 prog->puniformI_locations, MAX_CONST_I,
395 stateBlock->pixelShaderConstantI,
396 stateBlock->changed.pixelShaderConstantsI);
398 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
399 shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
400 stateBlock->pixelShaderConstantB,
401 stateBlock->changed.pixelShaderConstantsB);
403 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
404 * It can't be 0 for a valid texbem instruction.
406 if(((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat != -1) {
407 float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
408 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location, 1, 0, data));
409 checkGLcall("glUniformMatrix2fvARB");
411 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
412 * is set too, so we can check that in the needsbumpmat check
414 if(((IWineD3DPixelShaderImpl *) pshader)->baseShader.reg_maps.luminanceparams != -1) {
415 int stage = ((IWineD3DPixelShaderImpl *) pshader)->baseShader.reg_maps.luminanceparams;
416 GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
417 GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
419 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location, 1, scale));
420 checkGLcall("glUniform1fvARB");
421 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location, 1, offset));
422 checkGLcall("glUniform1fvARB");
424 } else if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
425 !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
426 float comparison[4];
427 float mul_low[4];
429 if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
430 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
431 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
433 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
434 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
435 } else {
436 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
437 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
439 mul_low[0] = 1.0; mul_low[1] = 1.0;
440 mul_low[2] = 1.0; mul_low[3] = 1.0;
443 GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison));
444 GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low));
446 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
447 float correction_params[4];
448 if(deviceImpl->render_offscreen) {
449 correction_params[0] = 0.0;
450 correction_params[1] = 1.0;
451 } else {
452 /* position is window relative, not viewport relative */
453 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
454 correction_params[1] = -1.0;
456 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
461 /** Generate the variable & register declarations for the GLSL output target */
462 void shader_generate_glsl_declarations(
463 IWineD3DBaseShader *iface,
464 shader_reg_maps* reg_maps,
465 SHADER_BUFFER* buffer,
466 WineD3D_GL_Info* gl_info) {
468 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
469 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
470 int i;
471 unsigned int extra_constants_needed = 0;
472 local_constant* lconst;
474 /* There are some minor differences between pixel and vertex shaders */
475 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
476 char prefix = pshader ? 'P' : 'V';
478 /* Prototype the subroutines */
479 for (i = 0; i < This->baseShader.limits.label; i++) {
480 if (reg_maps->labels[i])
481 shader_addline(buffer, "void subroutine%lu();\n", i);
484 /* Declare the constants (aka uniforms) */
485 if (This->baseShader.limits.constant_float > 0) {
486 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
487 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
488 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
491 if (This->baseShader.limits.constant_int > 0)
492 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
494 if (This->baseShader.limits.constant_bool > 0)
495 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
497 if(!pshader) {
498 shader_addline(buffer, "uniform vec4 posFixup;\n");
499 /* Predeclaration; This function is added at link time based on the pixel shader.
500 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
501 * that. We know the input to the reorder function at vertex shader compile time, so
502 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
503 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
504 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
505 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
506 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
507 * inout.
509 if(This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) {
510 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
511 } else {
512 shader_addline(buffer, "void order_ps_input();\n");
514 } else {
515 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
517 if(reg_maps->bumpmat != -1) {
518 shader_addline(buffer, "uniform mat2 bumpenvmat;\n");
519 if(reg_maps->luminanceparams) {
520 shader_addline(buffer, "uniform float luminancescale;\n");
521 shader_addline(buffer, "uniform float luminanceoffset;\n");
522 extra_constants_needed++;
524 extra_constants_needed++;
527 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
528 ps_impl->srgb_enabled = 1;
529 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
530 shader_addline(buffer, "uniform vec4 srgb_mul_low;\n");
531 shader_addline(buffer, "uniform vec4 srgb_comparison;\n");
532 ps_impl->srgb_mode_hardcoded = 0;
533 extra_constants_needed++;
534 } else {
535 ps_impl->srgb_mode_hardcoded = 1;
536 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
537 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
538 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
539 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
541 } else {
542 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
544 /* Do not write any srgb fixup into the shader to save shader size and processing time.
545 * As a consequence, we can't toggle srgb write on without recompilation
547 ps_impl->srgb_enabled = 0;
548 ps_impl->srgb_mode_hardcoded = 1;
550 if(reg_maps->vpos || reg_maps->usesdsy) {
551 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
552 shader_addline(buffer, "uniform vec4 ycorrection;\n");
553 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
554 extra_constants_needed++;
555 } else {
556 /* This happens because we do not have proper tracking of the constant registers that are
557 * actually used, only the max limit of the shader version
559 FIXME("Cannot find a free uniform for vpos correction params\n");
560 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
561 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
562 device->render_offscreen ? 1.0 : -1.0);
564 shader_addline(buffer, "vec4 vpos;\n");
568 /* Declare texture samplers */
569 for (i = 0; i < This->baseShader.limits.sampler; i++) {
570 if (reg_maps->samplers[i]) {
572 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
573 switch (stype) {
575 case WINED3DSTT_1D:
576 shader_addline(buffer, "uniform sampler1D %csampler%lu;\n", prefix, i);
577 break;
578 case WINED3DSTT_2D:
579 shader_addline(buffer, "uniform sampler2D %csampler%lu;\n", prefix, i);
580 break;
581 case WINED3DSTT_CUBE:
582 shader_addline(buffer, "uniform samplerCube %csampler%lu;\n", prefix, i);
583 break;
584 case WINED3DSTT_VOLUME:
585 shader_addline(buffer, "uniform sampler3D %csampler%lu;\n", prefix, i);
586 break;
587 default:
588 shader_addline(buffer, "uniform unsupported_sampler %csampler%lu;\n", prefix, i);
589 FIXME("Unrecognized sampler type: %#x\n", stype);
590 break;
595 /* Declare address variables */
596 for (i = 0; i < This->baseShader.limits.address; i++) {
597 if (reg_maps->address[i])
598 shader_addline(buffer, "ivec4 A%d;\n", i);
601 /* Declare texture coordinate temporaries and initialize them */
602 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
603 if (reg_maps->texcoord[i])
604 shader_addline(buffer, "vec4 T%lu = gl_TexCoord[%lu];\n", i, i);
607 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
608 * helper function shader that is linked in at link time
610 if(pshader && This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) {
611 if(use_vs(device)) {
612 shader_addline(buffer, "varying vec4 IN[%lu];\n", GL_LIMITS(glsl_varyings) / 4);
613 } else {
614 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
615 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
616 * pixel shader that reads the fixed function color into the packed input registers.
618 shader_addline(buffer, "vec4 IN[%lu];\n", GL_LIMITS(glsl_varyings) / 4);
622 /* Declare output register temporaries */
623 if(This->baseShader.limits.packed_output) {
624 shader_addline(buffer, "vec4 OUT[%lu];\n", This->baseShader.limits.packed_output);
627 /* Declare temporary variables */
628 for(i = 0; i < This->baseShader.limits.temporary; i++) {
629 if (reg_maps->temporary[i])
630 shader_addline(buffer, "vec4 R%lu;\n", i);
633 /* Declare attributes */
634 for (i = 0; i < This->baseShader.limits.attributes; i++) {
635 if (reg_maps->attributes[i])
636 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
639 /* Declare loop registers aLx */
640 for (i = 0; i < reg_maps->loop_depth; i++) {
641 shader_addline(buffer, "int aL%u;\n", i);
642 shader_addline(buffer, "int tmpInt%u;\n", i);
645 /* Temporary variables for matrix operations */
646 shader_addline(buffer, "vec4 tmp0;\n");
647 shader_addline(buffer, "vec4 tmp1;\n");
649 /* Hardcodeable local constants */
650 if(!This->baseShader.load_local_constsF) {
651 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
652 float *value = (float *) lconst->value;
653 shader_addline(buffer, "const vec4 LC%u = vec4(%f, %f, %f, %f);\n", lconst->idx,
654 value[0], value[1], value[2], value[3]);
658 /* Start the main program */
659 shader_addline(buffer, "void main() {\n");
660 if(pshader && reg_maps->vpos) {
661 shader_addline(buffer, "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1) - 0.5;\n");
665 /*****************************************************************************
666 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
668 * For more information, see http://wiki.winehq.org/DirectX-Shaders
669 ****************************************************************************/
671 /* Prototypes */
672 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
673 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
675 /** Used for opcode modifiers - They multiply the result by the specified amount */
676 static const char * const shift_glsl_tab[] = {
677 "", /* 0 (none) */
678 "2.0 * ", /* 1 (x2) */
679 "4.0 * ", /* 2 (x4) */
680 "8.0 * ", /* 3 (x8) */
681 "16.0 * ", /* 4 (x16) */
682 "32.0 * ", /* 5 (x32) */
683 "", /* 6 (x64) */
684 "", /* 7 (x128) */
685 "", /* 8 (d256) */
686 "", /* 9 (d128) */
687 "", /* 10 (d64) */
688 "", /* 11 (d32) */
689 "0.0625 * ", /* 12 (d16) */
690 "0.125 * ", /* 13 (d8) */
691 "0.25 * ", /* 14 (d4) */
692 "0.5 * " /* 15 (d2) */
695 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
696 static void shader_glsl_gen_modifier (
697 const DWORD instr,
698 const char *in_reg,
699 const char *in_regswizzle,
700 char *out_str) {
702 out_str[0] = 0;
704 if (instr == WINED3DSIO_TEXKILL)
705 return;
707 switch (instr & WINED3DSP_SRCMOD_MASK) {
708 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
709 case WINED3DSPSM_DW:
710 case WINED3DSPSM_NONE:
711 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
712 break;
713 case WINED3DSPSM_NEG:
714 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
715 break;
716 case WINED3DSPSM_NOT:
717 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
718 break;
719 case WINED3DSPSM_BIAS:
720 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
721 break;
722 case WINED3DSPSM_BIASNEG:
723 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
724 break;
725 case WINED3DSPSM_SIGN:
726 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
727 break;
728 case WINED3DSPSM_SIGNNEG:
729 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
730 break;
731 case WINED3DSPSM_COMP:
732 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
733 break;
734 case WINED3DSPSM_X2:
735 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
736 break;
737 case WINED3DSPSM_X2NEG:
738 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
739 break;
740 case WINED3DSPSM_ABS:
741 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
742 break;
743 case WINED3DSPSM_ABSNEG:
744 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
745 break;
746 default:
747 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
748 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
752 static BOOL constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
753 local_constant* lconst;
755 if(This->baseShader.load_local_constsF) return FALSE;
756 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
757 if(lconst->idx == reg) return TRUE;
759 return FALSE;
763 /** Writes the GLSL variable name that corresponds to the register that the
764 * DX opcode parameter is trying to access */
765 static void shader_glsl_get_register_name(
766 const DWORD param,
767 const DWORD addr_token,
768 char* regstr,
769 BOOL* is_color,
770 SHADER_OPCODE_ARG* arg) {
772 /* oPos, oFog and oPts in D3D */
773 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
775 DWORD reg = param & WINED3DSP_REGNUM_MASK;
776 DWORD regtype = shader_get_regtype(param);
777 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
778 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
779 WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
781 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
782 char tmpStr[50];
784 *is_color = FALSE;
786 switch (regtype) {
787 case WINED3DSPR_TEMP:
788 sprintf(tmpStr, "R%u", reg);
789 break;
790 case WINED3DSPR_INPUT:
791 if (pshader) {
792 /* Pixel shaders >= 3.0 */
793 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
794 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
795 glsl_src_param_t rel_param;
796 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
798 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
799 * operation there
801 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
802 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str,
803 ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
804 } else {
805 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
807 } else {
808 sprintf(tmpStr, "IN[%u]",
809 ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
811 } else {
812 if (reg==0)
813 strcpy(tmpStr, "gl_Color");
814 else
815 strcpy(tmpStr, "gl_SecondaryColor");
817 } else {
818 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
819 *is_color = TRUE;
820 sprintf(tmpStr, "attrib%u", reg);
822 break;
823 case WINED3DSPR_CONST:
825 const char* prefix = pshader? "PC":"VC";
827 /* Relative addressing */
828 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
830 /* Relative addressing on shaders 2.0+ have a relative address token,
831 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
832 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
833 glsl_src_param_t rel_param;
834 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
835 if(reg) {
836 sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
837 } else {
838 sprintf(tmpStr, "%s[%s]", prefix, rel_param.param_str);
840 } else {
841 if(reg) {
842 sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
843 } else {
844 sprintf(tmpStr, "%s[A0.x]", prefix);
848 } else {
849 if(constant_is_local(This, reg)) {
850 sprintf(tmpStr, "LC%u", reg);
851 } else {
852 sprintf(tmpStr, "%s[%u]", prefix, reg);
856 break;
858 case WINED3DSPR_CONSTINT:
859 if (pshader)
860 sprintf(tmpStr, "PI[%u]", reg);
861 else
862 sprintf(tmpStr, "VI[%u]", reg);
863 break;
864 case WINED3DSPR_CONSTBOOL:
865 if (pshader)
866 sprintf(tmpStr, "PB[%u]", reg);
867 else
868 sprintf(tmpStr, "VB[%u]", reg);
869 break;
870 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
871 if (pshader) {
872 sprintf(tmpStr, "T%u", reg);
873 } else {
874 sprintf(tmpStr, "A%u", reg);
876 break;
877 case WINED3DSPR_LOOP:
878 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
879 break;
880 case WINED3DSPR_SAMPLER:
881 if (pshader)
882 sprintf(tmpStr, "Psampler%u", reg);
883 else
884 sprintf(tmpStr, "Vsampler%u", reg);
885 break;
886 case WINED3DSPR_COLOROUT:
887 if (reg >= GL_LIMITS(buffers)) {
888 WARN("Write to render target %u, only %d supported\n", reg, 4);
890 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
891 sprintf(tmpStr, "gl_FragData[%u]", reg);
892 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
893 sprintf(tmpStr, "gl_FragColor");
895 break;
896 case WINED3DSPR_RASTOUT:
897 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
898 break;
899 case WINED3DSPR_DEPTHOUT:
900 sprintf(tmpStr, "gl_FragDepth");
901 break;
902 case WINED3DSPR_ATTROUT:
903 if (reg == 0) {
904 sprintf(tmpStr, "gl_FrontColor");
905 } else {
906 sprintf(tmpStr, "gl_FrontSecondaryColor");
908 break;
909 case WINED3DSPR_TEXCRDOUT:
910 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
911 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
912 sprintf(tmpStr, "OUT[%u]", reg);
913 else
914 sprintf(tmpStr, "gl_TexCoord[%u]", reg);
915 break;
916 case WINED3DSPR_MISCTYPE:
917 if (reg == 0) {
918 /* vPos */
919 sprintf(tmpStr, "vpos");
920 } else if (reg == 1){
921 /* Note that gl_FrontFacing is a bool, while vFace is
922 * a float for which the sign determines front/back
924 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
925 } else {
926 FIXME("Unhandled misctype register %d\n", reg);
927 sprintf(tmpStr, "unrecognized_register");
929 break;
930 default:
931 FIXME("Unhandled register name Type(%d)\n", regtype);
932 sprintf(tmpStr, "unrecognized_register");
933 break;
936 strcat(regstr, tmpStr);
939 /* Get the GLSL write mask for the destination register */
940 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
941 char *ptr = write_mask;
942 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
944 if (shader_is_scalar(param)) {
945 mask = WINED3DSP_WRITEMASK_0;
946 } else {
947 *ptr++ = '.';
948 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
949 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
950 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
951 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
954 *ptr = '\0';
956 return mask;
959 static size_t shader_glsl_get_write_mask_size(DWORD write_mask) {
960 size_t size = 0;
962 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
963 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
964 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
965 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
967 return size;
970 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
971 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
972 * but addressed as "rgba". To fix this we need to swap the register's x
973 * and z components. */
974 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
975 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
976 char *ptr = swizzle_str;
978 if (!shader_is_scalar(param)) {
979 *ptr++ = '.';
980 /* swizzle bits fields: wwzzyyxx */
981 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
982 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
983 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
984 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
987 *ptr = '\0';
990 /* From a given parameter token, generate the corresponding GLSL string.
991 * Also, return the actual register name and swizzle in case the
992 * caller needs this information as well. */
993 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
994 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) {
995 BOOL is_color = FALSE;
996 char swizzle_str[6];
998 src_param->reg_name[0] = '\0';
999 src_param->param_str[0] = '\0';
1000 swizzle_str[0] = '\0';
1002 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1004 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1005 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1008 /* From a given parameter token, generate the corresponding GLSL string.
1009 * Also, return the actual register name and swizzle in case the
1010 * caller needs this information as well. */
1011 static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
1012 const DWORD addr_token, glsl_dst_param_t *dst_param) {
1013 BOOL is_color = FALSE;
1015 dst_param->mask_str[0] = '\0';
1016 dst_param->reg_name[0] = '\0';
1018 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1019 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1022 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1023 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
1024 glsl_dst_param_t dst_param;
1025 DWORD mask;
1026 int shift;
1028 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1030 if(mask) {
1031 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1032 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1035 return mask;
1038 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1039 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
1040 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1043 /** Process GLSL instruction modifiers */
1044 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
1046 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1048 if (arg->opcode->dst_token && mask != 0) {
1049 glsl_dst_param_t dst_param;
1051 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1053 if (mask & WINED3DSPDM_SATURATE) {
1054 /* _SAT means to clamp the value of the register to between 0 and 1 */
1055 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1056 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1058 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1059 FIXME("_centroid modifier not handled\n");
1061 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1062 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1067 static inline const char* shader_get_comp_op(
1068 const DWORD opcode) {
1070 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1071 switch (op) {
1072 case COMPARISON_GT: return ">";
1073 case COMPARISON_EQ: return "==";
1074 case COMPARISON_GE: return ">=";
1075 case COMPARISON_LT: return "<";
1076 case COMPARISON_NE: return "!=";
1077 case COMPARISON_LE: return "<=";
1078 default:
1079 FIXME("Unrecognized comparison value: %u\n", op);
1080 return "(\?\?)";
1084 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, glsl_sample_function_t *sample_function) {
1085 /* Note that there's no such thing as a projected cube texture. */
1086 switch(sampler_type) {
1087 case WINED3DSTT_1D:
1088 sample_function->name = projected ? "texture1DProj" : "texture1D";
1089 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1090 break;
1091 case WINED3DSTT_2D:
1092 sample_function->name = projected ? "texture2DProj" : "texture2D";
1093 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1094 break;
1095 case WINED3DSTT_CUBE:
1096 sample_function->name = "textureCube";
1097 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1098 break;
1099 case WINED3DSTT_VOLUME:
1100 sample_function->name = projected ? "texture3DProj" : "texture3D";
1101 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1102 break;
1103 default:
1104 sample_function->name = "";
1105 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1106 break;
1110 static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
1111 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1112 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
1113 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
1114 glsl_dst_param_t dst_param;
1115 glsl_dst_param_t dst_param2;
1116 WINED3DFORMAT fmt;
1117 WINED3DFORMAT conversion_group;
1118 IWineD3DBaseTextureImpl *texture;
1119 DWORD mask, mask_size;
1120 UINT i;
1121 BOOL recorded = FALSE;
1122 DWORD sampler_idx;
1123 DWORD hex_version = shader->baseShader.hex_version;
1125 switch(arg->opcode->opcode) {
1126 case WINED3DSIO_TEX:
1127 if (hex_version < WINED3DPS_VERSION(2,0)) {
1128 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1129 } else {
1130 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
1132 break;
1134 case WINED3DSIO_TEXLDL:
1135 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1136 return;
1138 case WINED3DSIO_TEXDP3TEX:
1139 case WINED3DSIO_TEXM3x3TEX:
1140 case WINED3DSIO_TEXM3x3SPEC:
1141 case WINED3DSIO_TEXM3x3VSPEC:
1142 case WINED3DSIO_TEXBEM:
1143 case WINED3DSIO_TEXREG2AR:
1144 case WINED3DSIO_TEXREG2GB:
1145 case WINED3DSIO_TEXREG2RGB:
1146 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1147 break;
1149 default:
1150 /* Not a texture sampling instruction, nothing to do */
1151 return;
1154 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
1155 if(texture) {
1156 fmt = texture->resource.format;
1157 conversion_group = texture->baseTexture.shader_conversion_group;
1158 } else {
1159 fmt = WINED3DFMT_UNKNOWN;
1160 conversion_group = WINED3DFMT_UNKNOWN;
1163 /* before doing anything, record the sampler with the format in the format conversion list,
1164 * but check if it's not there already
1166 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
1167 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
1168 recorded = TRUE;
1169 break;
1172 if(!recorded) {
1173 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
1174 shader->baseShader.num_sampled_samplers++;
1175 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
1178 switch(fmt) {
1179 case WINED3DFMT_V8U8:
1180 case WINED3DFMT_V16U16:
1181 if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
1182 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
1183 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1184 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param);
1185 mask_size = shader_glsl_get_write_mask_size(mask);
1186 if(mask_size >= 3) {
1187 shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]);
1189 } else {
1190 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1191 mask = shader_glsl_add_dst_param(arg, arg->dst,
1192 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1,
1193 &dst_param);
1194 mask_size = shader_glsl_get_write_mask_size(mask);
1195 if(mask_size >= 2) {
1196 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1197 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1198 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1199 } else if(mask_size == 1) {
1200 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1],
1201 dst_param.reg_name, dst_param.mask_str[1]);
1204 break;
1206 case WINED3DFMT_X8L8V8U8:
1207 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1208 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1209 * and a(X) is always 1.0
1211 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1212 mask_size = shader_glsl_get_write_mask_size(mask);
1213 if(mask_size >= 2) {
1214 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1215 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1216 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1217 } else if(mask_size == 1) {
1218 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1219 dst_param.reg_name, dst_param.mask_str[1],
1220 dst_param.reg_name, dst_param.mask_str[1]);
1223 break;
1225 case WINED3DFMT_L6V5U5:
1226 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1227 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1228 mask_size = shader_glsl_get_write_mask_size(mask);
1229 shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2);
1230 if(mask_size >= 3) {
1231 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1232 shader_addline(arg->buffer, "tmp0.g = %s.%c;\n",
1233 dst_param.reg_name, dst_param.mask_str[2]);
1234 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1235 dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1],
1236 dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]);
1237 shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name,
1238 dst_param.mask_str[3]);
1239 } else if(mask_size == 2) {
1240 /* This is bad: We have VL, but we need VU */
1241 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1242 } else {
1243 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1244 dst_param.reg_name, dst_param.mask_str[1],
1245 dst_param2.reg_name, dst_param.mask_str[1]);
1248 break;
1250 case WINED3DFMT_Q8W8V8U8:
1251 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1252 /* Correct the sign in all channels. The writemask just applies as-is, no
1253 * need for checking the mask size
1255 shader_glsl_add_dst_param(arg, arg->dst,
1256 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 |
1257 WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3,
1258 &dst_param);
1259 shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str,
1260 dst_param.reg_name, dst_param.mask_str);
1262 break;
1264 /* stupid compiler */
1265 default:
1266 break;
1270 /*****************************************************************************
1272 * Begin processing individual instruction opcodes
1274 ****************************************************************************/
1276 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1277 void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
1278 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1279 SHADER_BUFFER* buffer = arg->buffer;
1280 glsl_src_param_t src0_param;
1281 glsl_src_param_t src1_param;
1282 DWORD write_mask;
1283 char op;
1285 /* Determine the GLSL operator to use based on the opcode */
1286 switch (curOpcode->opcode) {
1287 case WINED3DSIO_MUL: op = '*'; break;
1288 case WINED3DSIO_ADD: op = '+'; break;
1289 case WINED3DSIO_SUB: op = '-'; break;
1290 default:
1291 op = ' ';
1292 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1293 break;
1296 write_mask = shader_glsl_append_dst(buffer, arg);
1297 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1298 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1299 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1302 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1303 void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
1304 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1305 SHADER_BUFFER* buffer = arg->buffer;
1306 glsl_src_param_t src0_param;
1307 DWORD write_mask;
1309 write_mask = shader_glsl_append_dst(buffer, arg);
1310 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1312 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1313 * shader versions WINED3DSIO_MOVA is used for this. */
1314 if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
1315 !shader_is_pshader_version(shader->baseShader.hex_version) &&
1316 shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) ||
1317 arg->opcode->opcode == WINED3DSIO_MOVA) {
1318 /* We need to *round* to the nearest int here. */
1319 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
1320 if (mask_size > 1) {
1321 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);
1322 } else {
1323 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1325 } else {
1326 shader_addline(buffer, "%s);\n", src0_param.param_str);
1330 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1331 void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
1332 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1333 SHADER_BUFFER* buffer = arg->buffer;
1334 glsl_src_param_t src0_param;
1335 glsl_src_param_t src1_param;
1336 DWORD dst_write_mask, src_write_mask;
1337 size_t dst_size = 0;
1339 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1340 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1342 /* dp3 works on vec3, dp4 on vec4 */
1343 if (curOpcode->opcode == WINED3DSIO_DP4) {
1344 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1345 } else {
1346 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1349 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1350 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1352 if (dst_size > 1) {
1353 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1354 } else {
1355 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1359 /* Note that this instruction has some restrictions. The destination write mask
1360 * can't contain the w component, and the source swizzles have to be .xyzw */
1361 void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
1362 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1363 glsl_src_param_t src0_param;
1364 glsl_src_param_t src1_param;
1365 char dst_mask[6];
1367 shader_glsl_get_write_mask(arg->dst, dst_mask);
1368 shader_glsl_append_dst(arg->buffer, arg);
1369 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1370 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1371 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1374 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1375 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1376 * GLSL uses the value as-is. */
1377 void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
1378 SHADER_BUFFER *buffer = arg->buffer;
1379 glsl_src_param_t src0_param;
1380 glsl_src_param_t src1_param;
1381 DWORD dst_write_mask;
1382 size_t dst_size;
1384 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1385 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1387 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1388 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1390 if (dst_size > 1) {
1391 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1392 } else {
1393 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1397 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1398 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1399 * GLSL uses the value as-is. */
1400 void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
1401 SHADER_BUFFER *buffer = arg->buffer;
1402 glsl_src_param_t src0_param;
1403 DWORD dst_write_mask;
1404 size_t dst_size;
1406 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1407 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1409 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1411 if (dst_size > 1) {
1412 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1413 } else {
1414 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1418 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1419 void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
1420 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1421 SHADER_BUFFER* buffer = arg->buffer;
1422 glsl_src_param_t src_param;
1423 const char *instruction;
1424 char arguments[256];
1425 DWORD write_mask;
1426 unsigned i;
1428 /* Determine the GLSL function to use based on the opcode */
1429 /* TODO: Possibly make this a table for faster lookups */
1430 switch (curOpcode->opcode) {
1431 case WINED3DSIO_MIN: instruction = "min"; break;
1432 case WINED3DSIO_MAX: instruction = "max"; break;
1433 case WINED3DSIO_ABS: instruction = "abs"; break;
1434 case WINED3DSIO_FRC: instruction = "fract"; break;
1435 case WINED3DSIO_NRM: instruction = "normalize"; break;
1436 case WINED3DSIO_LOGP:
1437 case WINED3DSIO_LOG: instruction = "log2"; break;
1438 case WINED3DSIO_EXP: instruction = "exp2"; break;
1439 case WINED3DSIO_SGN: instruction = "sign"; break;
1440 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1441 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1442 default: instruction = "";
1443 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1444 break;
1447 write_mask = shader_glsl_append_dst(buffer, arg);
1449 arguments[0] = '\0';
1450 if (curOpcode->num_params > 0) {
1451 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1452 strcat(arguments, src_param.param_str);
1453 for (i = 2; i < curOpcode->num_params; ++i) {
1454 strcat(arguments, ", ");
1455 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1456 strcat(arguments, src_param.param_str);
1460 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1463 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1464 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1465 * dst.x = 2^(floor(src))
1466 * dst.y = src - floor(src)
1467 * dst.z = 2^src (partial precision is allowed, but optional)
1468 * dst.w = 1.0;
1469 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1470 * dst = 2^src; (partial precision is allowed, but optional)
1472 void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
1473 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1474 glsl_src_param_t src_param;
1476 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1478 if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
1479 char dst_mask[6];
1481 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1482 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1483 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1484 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1486 shader_glsl_append_dst(arg->buffer, arg);
1487 shader_glsl_get_write_mask(arg->dst, dst_mask);
1488 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1489 } else {
1490 DWORD write_mask;
1491 size_t mask_size;
1493 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1494 mask_size = shader_glsl_get_write_mask_size(write_mask);
1496 if (mask_size > 1) {
1497 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1498 } else {
1499 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1504 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1505 void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
1506 glsl_src_param_t src_param;
1507 DWORD write_mask;
1508 size_t mask_size;
1510 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1511 mask_size = shader_glsl_get_write_mask_size(write_mask);
1512 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1514 if (mask_size > 1) {
1515 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1516 } else {
1517 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1521 void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
1522 SHADER_BUFFER* buffer = arg->buffer;
1523 glsl_src_param_t src_param;
1524 DWORD write_mask;
1525 size_t mask_size;
1527 write_mask = shader_glsl_append_dst(buffer, arg);
1528 mask_size = shader_glsl_get_write_mask_size(write_mask);
1530 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1532 if (mask_size > 1) {
1533 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1534 } else {
1535 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1539 /** Process signed comparison opcodes in GLSL. */
1540 void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
1541 glsl_src_param_t src0_param;
1542 glsl_src_param_t src1_param;
1543 DWORD write_mask;
1544 size_t mask_size;
1546 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1547 mask_size = shader_glsl_get_write_mask_size(write_mask);
1548 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1549 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1551 if (mask_size > 1) {
1552 const char *compare;
1554 switch(arg->opcode->opcode) {
1555 case WINED3DSIO_SLT: compare = "lessThan"; break;
1556 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1557 default: compare = "";
1558 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1561 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1562 src0_param.param_str, src1_param.param_str);
1563 } else {
1564 switch(arg->opcode->opcode) {
1565 case WINED3DSIO_SLT:
1566 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1567 * to return 0.0 but step returns 1.0 because step is not < x
1568 * An alternative is a bvec compare padded with an unused secound component.
1569 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1570 * issue. Playing with not() is not possible either because not() does not accept
1571 * a scalar.
1573 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1574 break;
1575 case WINED3DSIO_SGE:
1576 /* Here we can use the step() function and safe a conditional */
1577 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1578 break;
1579 default:
1580 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1586 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1587 void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
1588 glsl_src_param_t src0_param;
1589 glsl_src_param_t src1_param;
1590 glsl_src_param_t src2_param;
1591 DWORD write_mask, cmp_channel = 0;
1592 unsigned int i, j;
1593 char mask_char[6];
1594 BOOL temp_destination = FALSE;
1596 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1597 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1598 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1599 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1600 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1601 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1602 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1603 DWORD dstregtype = shader_get_regtype(arg->dst);
1605 /* Cycle through all source0 channels */
1606 for (i=0; i<4; i++) {
1607 write_mask = 0;
1608 /* Find the destination channels which use the current source0 channel */
1609 for (j=0; j<4; j++) {
1610 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1611 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1612 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1616 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1617 * The first lines may overwrite source parameters of the following lines.
1618 * Deal with that by using a temporary destination register if needed
1620 if((src0reg == dstreg && src0regtype == dstregtype) ||
1621 (src1reg == dstreg && src1regtype == dstregtype) ||
1622 (src2reg == dstreg && src2regtype == dstregtype)) {
1624 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1625 if (!write_mask) continue;
1626 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1627 temp_destination = TRUE;
1628 } else {
1629 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1630 if (!write_mask) continue;
1633 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1634 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1635 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1637 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1638 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1641 if(temp_destination) {
1642 shader_glsl_get_write_mask(arg->dst, mask_char);
1643 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1644 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1649 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1650 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1651 * the compare is done per component of src0. */
1652 void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
1653 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1654 glsl_src_param_t src0_param;
1655 glsl_src_param_t src1_param;
1656 glsl_src_param_t src2_param;
1657 DWORD write_mask, cmp_channel = 0;
1658 unsigned int i, j;
1660 if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
1661 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1662 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1663 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1664 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1666 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1667 if(arg->opcode_token & WINED3DSI_COISSUE) {
1668 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1669 } else {
1670 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1671 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1673 return;
1675 /* Cycle through all source0 channels */
1676 for (i=0; i<4; i++) {
1677 write_mask = 0;
1678 /* Find the destination channels which use the current source0 channel */
1679 for (j=0; j<4; j++) {
1680 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1681 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1682 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1685 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1686 if (!write_mask) continue;
1688 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1689 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1690 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1692 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1693 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1697 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1698 void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
1699 glsl_src_param_t src0_param;
1700 glsl_src_param_t src1_param;
1701 glsl_src_param_t src2_param;
1702 DWORD write_mask;
1704 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1705 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1706 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1707 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1708 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1709 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1712 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1713 Vertex shaders to GLSL codes */
1714 void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
1715 int i;
1716 int nComponents = 0;
1717 SHADER_OPCODE_ARG tmpArg;
1719 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1721 /* Set constants for the temporary argument */
1722 tmpArg.shader = arg->shader;
1723 tmpArg.buffer = arg->buffer;
1724 tmpArg.src[0] = arg->src[0];
1725 tmpArg.src_addr[0] = arg->src_addr[0];
1726 tmpArg.src_addr[1] = arg->src_addr[1];
1727 tmpArg.reg_maps = arg->reg_maps;
1729 switch(arg->opcode->opcode) {
1730 case WINED3DSIO_M4x4:
1731 nComponents = 4;
1732 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1733 break;
1734 case WINED3DSIO_M4x3:
1735 nComponents = 3;
1736 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1737 break;
1738 case WINED3DSIO_M3x4:
1739 nComponents = 4;
1740 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1741 break;
1742 case WINED3DSIO_M3x3:
1743 nComponents = 3;
1744 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1745 break;
1746 case WINED3DSIO_M3x2:
1747 nComponents = 2;
1748 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1749 break;
1750 default:
1751 break;
1754 for (i = 0; i < nComponents; i++) {
1755 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1756 tmpArg.src[1] = arg->src[1]+i;
1757 shader_glsl_dot(&tmpArg);
1762 The LRP instruction performs a component-wise linear interpolation
1763 between the second and third operands using the first operand as the
1764 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1765 This is equivalent to mix(src2, src1, src0);
1767 void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
1768 glsl_src_param_t src0_param;
1769 glsl_src_param_t src1_param;
1770 glsl_src_param_t src2_param;
1771 DWORD write_mask;
1773 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1775 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1776 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1777 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1779 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1780 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1783 /** Process the WINED3DSIO_LIT instruction in GLSL:
1784 * dst.x = dst.w = 1.0
1785 * dst.y = (src0.x > 0) ? src0.x
1786 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1787 * where src.w is clamped at +- 128
1789 void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
1790 glsl_src_param_t src0_param;
1791 glsl_src_param_t src1_param;
1792 glsl_src_param_t src3_param;
1793 char dst_mask[6];
1795 shader_glsl_append_dst(arg->buffer, arg);
1796 shader_glsl_get_write_mask(arg->dst, dst_mask);
1798 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1799 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
1800 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
1802 /* The sdk specifies the instruction like this
1803 * dst.x = 1.0;
1804 * if(src.x > 0.0) dst.y = src.x
1805 * else dst.y = 0.0.
1806 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1807 * else dst.z = 0.0;
1808 * dst.w = 1.0;
1810 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1811 * dst.x = 1.0 ... No further explanation needed
1812 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1813 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1814 * dst.w = 1.0. ... Nothing fancy.
1816 * So we still have one conditional in there. So do this:
1817 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1819 * 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),
1820 * 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.
1821 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1823 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",
1824 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
1827 /** Process the WINED3DSIO_DST instruction in GLSL:
1828 * dst.x = 1.0
1829 * dst.y = src0.x * src0.y
1830 * dst.z = src0.z
1831 * dst.w = src1.w
1833 void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
1834 glsl_src_param_t src0y_param;
1835 glsl_src_param_t src0z_param;
1836 glsl_src_param_t src1y_param;
1837 glsl_src_param_t src1w_param;
1838 char dst_mask[6];
1840 shader_glsl_append_dst(arg->buffer, arg);
1841 shader_glsl_get_write_mask(arg->dst, dst_mask);
1843 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
1844 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
1845 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
1846 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
1848 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1849 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
1852 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1853 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1854 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1856 * dst.x = cos(src0.?)
1857 * dst.y = sin(src0.?)
1858 * dst.z = dst.z
1859 * dst.w = dst.w
1861 void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
1862 glsl_src_param_t src0_param;
1863 DWORD write_mask;
1865 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1866 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1868 switch (write_mask) {
1869 case WINED3DSP_WRITEMASK_0:
1870 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
1871 break;
1873 case WINED3DSP_WRITEMASK_1:
1874 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
1875 break;
1877 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
1878 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
1879 break;
1881 default:
1882 ERR("Write mask should be .x, .y or .xy\n");
1883 break;
1887 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1888 * Start a for() loop where src1.y is the initial value of aL,
1889 * increment aL by src1.z for a total of src1.x iterations.
1890 * Need to use a temporary variable for this operation.
1892 /* FIXME: I don't think nested loops will work correctly this way. */
1893 void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
1894 glsl_src_param_t src1_param;
1895 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1896 DWORD regtype = shader_get_regtype(arg->src[1]);
1897 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1898 const DWORD *control_values = NULL;
1899 local_constant *constant;
1901 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
1903 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
1904 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
1905 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
1906 * addressing.
1908 if(regtype == WINED3DSPR_CONSTINT) {
1909 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
1910 if(constant->idx == reg) {
1911 control_values = constant->value;
1912 break;
1917 if(control_values) {
1918 if(control_values[2] > 0) {
1919 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
1920 shader->baseShader.cur_loop_depth, control_values[1],
1921 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
1922 shader->baseShader.cur_loop_depth, control_values[2]);
1923 } else if(control_values[2] == 0) {
1924 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
1925 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
1926 shader->baseShader.cur_loop_depth, control_values[0],
1927 shader->baseShader.cur_loop_depth);
1928 } else {
1929 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
1930 shader->baseShader.cur_loop_depth, control_values[1],
1931 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
1932 shader->baseShader.cur_loop_depth, control_values[2]);
1934 } else {
1935 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
1936 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
1937 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
1938 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
1941 shader->baseShader.cur_loop_depth++;
1942 shader->baseShader.cur_loop_regno++;
1945 void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
1946 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1948 shader_addline(arg->buffer, "}\n");
1950 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
1951 shader->baseShader.cur_loop_depth--;
1952 shader->baseShader.cur_loop_regno--;
1954 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
1955 shader->baseShader.cur_loop_depth--;
1959 void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
1960 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1961 glsl_src_param_t src0_param;
1963 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1964 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
1965 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
1966 src0_param.param_str, shader->baseShader.cur_loop_depth);
1967 shader->baseShader.cur_loop_depth++;
1970 void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
1971 glsl_src_param_t src0_param;
1973 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1974 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
1977 void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
1978 glsl_src_param_t src0_param;
1979 glsl_src_param_t src1_param;
1981 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1982 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1984 shader_addline(arg->buffer, "if (%s %s %s) {\n",
1985 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
1988 void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
1989 shader_addline(arg->buffer, "} else {\n");
1992 void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
1993 shader_addline(arg->buffer, "break;\n");
1996 /* FIXME: According to MSDN the compare is done per component. */
1997 void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
1998 glsl_src_param_t src0_param;
1999 glsl_src_param_t src1_param;
2001 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2002 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2004 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2005 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2008 void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
2010 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2011 shader_addline(arg->buffer, "}\n");
2012 shader_addline(arg->buffer, "void subroutine%lu () {\n", snum);
2015 void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
2016 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2017 shader_addline(arg->buffer, "subroutine%lu();\n", snum);
2020 void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
2021 glsl_src_param_t src1_param;
2023 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2024 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2025 shader_addline(arg->buffer, "if (%s) subroutine%lu();\n", src1_param.param_str, snum);
2028 /*********************************************
2029 * Pixel Shader Specific Code begins here
2030 ********************************************/
2031 void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
2032 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2033 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2034 DWORD hex_version = This->baseShader.hex_version;
2035 char dst_swizzle[6];
2036 glsl_sample_function_t sample_function;
2037 DWORD sampler_type;
2038 DWORD sampler_idx;
2039 BOOL projected;
2040 DWORD mask = 0;
2042 /* All versions have a destination register */
2043 shader_glsl_append_dst(arg->buffer, arg);
2045 /* 1.0-1.4: Use destination register as sampler source.
2046 * 2.0+: Use provided sampler source. */
2047 if (hex_version < WINED3DPS_VERSION(1,4)) {
2048 DWORD flags;
2050 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2051 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2053 if (flags & WINED3DTTFF_PROJECTED) {
2054 projected = TRUE;
2055 switch (flags & ~WINED3DTTFF_PROJECTED) {
2056 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2057 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2058 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2059 case WINED3DTTFF_COUNT4:
2060 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2062 } else {
2063 projected = FALSE;
2065 } else if (hex_version < WINED3DPS_VERSION(2,0)) {
2066 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2067 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2069 if (src_mod == WINED3DSPSM_DZ) {
2070 projected = TRUE;
2071 mask = WINED3DSP_WRITEMASK_2;
2072 } else if (src_mod == WINED3DSPSM_DW) {
2073 projected = TRUE;
2074 mask = WINED3DSP_WRITEMASK_3;
2075 } else {
2076 projected = FALSE;
2078 } else {
2079 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2080 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2081 /* ps 2.0 texldp instruction always divides by the fourth component. */
2082 projected = TRUE;
2083 mask = WINED3DSP_WRITEMASK_3;
2084 } else {
2085 projected = FALSE;
2089 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2090 shader_glsl_get_sample_function(sampler_type, projected, &sample_function);
2091 mask |= sample_function.coord_mask;
2093 if (hex_version < WINED3DPS_VERSION(2,0)) {
2094 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2095 } else {
2096 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2099 /* 1.0-1.3: Use destination register as coordinate source.
2100 1.4+: Use provided coordinate source register. */
2101 if (hex_version < WINED3DPS_VERSION(1,4)) {
2102 char coord_mask[6];
2103 shader_glsl_get_write_mask(mask, coord_mask);
2104 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
2105 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
2106 } else {
2107 glsl_src_param_t coord_param;
2108 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2109 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2110 glsl_src_param_t bias;
2111 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2113 shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
2114 sample_function.name, sampler_idx, coord_param.param_str,
2115 bias.param_str, dst_swizzle);
2116 } else {
2117 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
2118 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
2123 void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
2124 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2125 glsl_sample_function_t sample_function;
2126 glsl_src_param_t coord_param, lod_param;
2127 char dst_swizzle[6];
2128 DWORD sampler_type;
2129 DWORD sampler_idx;
2131 shader_glsl_append_dst(arg->buffer, arg);
2132 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2134 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2135 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2136 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
2137 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
2139 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2141 if (shader_is_pshader_version(This->baseShader.hex_version)) {
2142 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2143 * However, they seem to work just fine in fragment shaders as well. */
2144 WARN("Using %sLod in fragment shader.\n", sample_function.name);
2145 shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
2146 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2147 } else {
2148 shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
2149 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2153 void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
2155 /* FIXME: Make this work for more than just 2D textures */
2157 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2158 SHADER_BUFFER* buffer = arg->buffer;
2159 DWORD hex_version = This->baseShader.hex_version;
2160 DWORD write_mask;
2161 char dst_mask[6];
2163 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2164 shader_glsl_get_write_mask(write_mask, dst_mask);
2166 if (hex_version != WINED3DPS_VERSION(1,4)) {
2167 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2168 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2169 } else {
2170 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2171 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2172 char dst_swizzle[6];
2174 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2176 if (src_mod == WINED3DSPSM_DZ) {
2177 glsl_src_param_t div_param;
2178 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
2179 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2181 if (mask_size > 1) {
2182 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2183 } else {
2184 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2186 } else if (src_mod == WINED3DSPSM_DW) {
2187 glsl_src_param_t div_param;
2188 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
2189 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2191 if (mask_size > 1) {
2192 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2193 } else {
2194 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2196 } else {
2197 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2202 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2203 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2204 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2205 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
2206 glsl_src_param_t src0_param;
2207 char dst_mask[6];
2208 glsl_sample_function_t sample_function;
2209 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2210 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2211 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2213 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2215 shader_glsl_append_dst(arg->buffer, arg);
2216 shader_glsl_get_write_mask(arg->dst, dst_mask);
2218 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2219 * scalar, and projected sampling would require 4
2221 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
2223 switch(count_bits(sample_function.coord_mask)) {
2224 case 1:
2225 shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2226 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2227 break;
2229 case 2:
2230 shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2231 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2232 break;
2234 case 3:
2235 shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2236 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2237 break;
2238 default:
2239 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2243 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2244 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2245 void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
2246 glsl_src_param_t src0_param;
2247 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2248 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2249 DWORD dst_mask;
2250 size_t mask_size;
2252 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2253 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2254 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2256 if (mask_size > 1) {
2257 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2258 } else {
2259 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2263 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2264 * Calculate the depth as dst.x / dst.y */
2265 void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
2266 glsl_dst_param_t dst_param;
2268 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2270 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2271 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2272 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2273 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2274 * >= 1.0 or < 0.0
2276 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, dst_param.reg_name);
2279 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2280 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2281 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2282 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2284 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
2285 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2286 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2287 glsl_src_param_t src0_param;
2289 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2291 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2292 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2295 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2296 * Calculate the 1st of a 2-row matrix multiplication. */
2297 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
2298 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2299 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2300 SHADER_BUFFER* buffer = arg->buffer;
2301 glsl_src_param_t src0_param;
2303 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2304 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2307 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2308 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2309 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
2311 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2312 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2313 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2314 SHADER_BUFFER* buffer = arg->buffer;
2315 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2316 glsl_src_param_t src0_param;
2318 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2319 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2320 current_state->texcoord_w[current_state->current_row++] = reg;
2323 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
2324 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2325 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2326 SHADER_BUFFER* buffer = arg->buffer;
2327 glsl_src_param_t src0_param;
2328 char dst_mask[6];
2330 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2331 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2333 shader_glsl_append_dst(buffer, arg);
2334 shader_glsl_get_write_mask(arg->dst, dst_mask);
2336 /* Sample the texture using the calculated coordinates */
2337 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
2340 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2341 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2342 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
2343 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2344 glsl_src_param_t src0_param;
2345 char dst_mask[6];
2346 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2347 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2348 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2349 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2350 glsl_sample_function_t sample_function;
2352 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2353 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2355 shader_glsl_append_dst(arg->buffer, arg);
2356 shader_glsl_get_write_mask(arg->dst, dst_mask);
2357 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
2359 /* Sample the texture using the calculated coordinates */
2360 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2362 current_state->current_row = 0;
2365 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2366 * Perform the 3rd row of a 3x3 matrix multiply */
2367 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
2368 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2369 glsl_src_param_t src0_param;
2370 char dst_mask[6];
2371 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2372 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2373 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2375 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2377 shader_glsl_append_dst(arg->buffer, arg);
2378 shader_glsl_get_write_mask(arg->dst, dst_mask);
2379 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2381 current_state->current_row = 0;
2384 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2385 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2386 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
2388 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2389 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2390 glsl_src_param_t src0_param;
2391 glsl_src_param_t src1_param;
2392 char dst_mask[6];
2393 SHADER_BUFFER* buffer = arg->buffer;
2394 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2395 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2396 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2397 glsl_sample_function_t sample_function;
2399 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2400 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2402 /* Perform the last matrix multiply operation */
2403 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2404 /* Reflection calculation */
2405 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2407 shader_glsl_append_dst(buffer, arg);
2408 shader_glsl_get_write_mask(arg->dst, dst_mask);
2409 shader_glsl_get_sample_function(stype, FALSE, &sample_function);
2411 /* Sample the texture */
2412 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2414 current_state->current_row = 0;
2417 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2418 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2419 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
2421 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2422 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2423 SHADER_BUFFER* buffer = arg->buffer;
2424 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2425 glsl_src_param_t src0_param;
2426 char dst_mask[6];
2427 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2428 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2429 glsl_sample_function_t sample_function;
2431 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2433 /* Perform the last matrix multiply operation */
2434 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2436 /* Construct the eye-ray vector from w coordinates */
2437 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2438 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2439 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2441 shader_glsl_append_dst(buffer, arg);
2442 shader_glsl_get_write_mask(arg->dst, dst_mask);
2443 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
2445 /* Sample the texture using the calculated coordinates */
2446 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2448 current_state->current_row = 0;
2451 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2452 * Apply a fake bump map transform.
2453 * texbem is pshader <= 1.3 only, this saves a few version checks
2455 void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
2456 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2457 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2458 char dst_swizzle[6];
2459 glsl_sample_function_t sample_function;
2460 glsl_src_param_t coord_param;
2461 DWORD sampler_type;
2462 DWORD sampler_idx;
2463 DWORD mask;
2464 DWORD flags;
2465 char coord_mask[6];
2467 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2468 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2470 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2471 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
2472 mask = sample_function.coord_mask;
2474 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2476 shader_glsl_get_write_mask(mask, coord_mask);
2478 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2479 * so we can't let the GL handle this.
2481 if (flags & WINED3DTTFF_PROJECTED) {
2482 DWORD div_mask=0;
2483 char coord_div_mask[3];
2484 switch (flags & ~WINED3DTTFF_PROJECTED) {
2485 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2486 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2487 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2488 case WINED3DTTFF_COUNT4:
2489 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2491 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2492 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2495 shader_glsl_append_dst(arg->buffer, arg);
2496 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2497 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2498 glsl_src_param_t luminance_param;
2499 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2500 shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )*(%s * luminancescale + luminanceoffset))%s);\n",
2501 sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask,
2502 luminance_param.param_str, dst_swizzle);
2503 } else {
2504 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
2505 sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);
2509 void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
2510 glsl_src_param_t src0_param, src1_param;
2512 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2513 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2515 shader_glsl_append_dst(arg->buffer, arg);
2516 shader_addline(arg->buffer, "%s + bumpenvmat * %s);\n",
2517 src0_param.param_str, src1_param.param_str);
2520 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2521 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2522 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
2524 glsl_src_param_t src0_param;
2525 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2526 char dst_mask[6];
2528 shader_glsl_append_dst(arg->buffer, arg);
2529 shader_glsl_get_write_mask(arg->dst, dst_mask);
2530 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2532 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2535 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2536 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2537 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
2538 glsl_src_param_t src0_param;
2539 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2540 char dst_mask[6];
2542 shader_glsl_append_dst(arg->buffer, arg);
2543 shader_glsl_get_write_mask(arg->dst, dst_mask);
2544 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2546 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2549 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2550 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2551 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
2552 glsl_src_param_t src0_param;
2553 char dst_mask[6];
2554 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2555 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2556 glsl_sample_function_t sample_function;
2558 shader_glsl_append_dst(arg->buffer, arg);
2559 shader_glsl_get_write_mask(arg->dst, dst_mask);
2560 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
2561 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2563 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2566 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2567 * If any of the first 3 components are < 0, discard this pixel */
2568 void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
2569 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2570 DWORD hex_version = This->baseShader.hex_version;
2571 glsl_dst_param_t dst_param;
2573 /* The argument is a destination parameter, and no writemasks are allowed */
2574 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2575 if((hex_version >= WINED3DPS_VERSION(2,0))) {
2576 /* 2.0 shaders compare all 4 components in texkill */
2577 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2578 } else {
2579 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2580 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2581 * 4 components are defined, only the first 3 are used
2583 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2587 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2588 * dst = dot2(src0, src1) + src2 */
2589 void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
2590 glsl_src_param_t src0_param;
2591 glsl_src_param_t src1_param;
2592 glsl_src_param_t src2_param;
2593 DWORD write_mask;
2594 size_t mask_size;
2596 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2597 mask_size = shader_glsl_get_write_mask_size(write_mask);
2599 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2600 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2601 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2603 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2606 void pshader_glsl_input_pack(
2607 SHADER_BUFFER* buffer,
2608 semantic* semantics_in,
2609 IWineD3DPixelShader *iface) {
2611 unsigned int i;
2612 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2614 for (i = 0; i < MAX_REG_INPUT; i++) {
2616 DWORD usage_token = semantics_in[i].usage;
2617 DWORD register_token = semantics_in[i].reg;
2618 DWORD usage, usage_idx;
2619 char reg_mask[6];
2621 /* Uninitialized */
2622 if (!usage_token) continue;
2623 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2624 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2625 shader_glsl_get_write_mask(register_token, reg_mask);
2627 switch(usage) {
2629 case WINED3DDECLUSAGE_TEXCOORD:
2630 if(usage_idx < 8 && This->vertexprocessing == pretransformed) {
2631 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2632 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2633 } else {
2634 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2635 This->input_reg_map[i], reg_mask, reg_mask);
2637 break;
2639 case WINED3DDECLUSAGE_COLOR:
2640 if (usage_idx == 0)
2641 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2642 This->input_reg_map[i], reg_mask, reg_mask);
2643 else if (usage_idx == 1)
2644 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2645 This->input_reg_map[i], reg_mask, reg_mask);
2646 else
2647 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2648 This->input_reg_map[i], reg_mask, reg_mask);
2649 break;
2651 default:
2652 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2653 This->input_reg_map[i], reg_mask, reg_mask);
2658 /*********************************************
2659 * Vertex Shader Specific Code begins here
2660 ********************************************/
2662 static void add_glsl_program_entry(IWineD3DDeviceImpl *device, struct glsl_shader_prog_link *entry) {
2663 glsl_program_key_t *key;
2665 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2666 key->vshader = entry->vshader;
2667 key->pshader = entry->pshader;
2669 hash_table_put(device->glsl_program_lookup, key, entry);
2672 static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *device,
2673 GLhandleARB vshader, GLhandleARB pshader) {
2674 glsl_program_key_t key;
2676 key.vshader = vshader;
2677 key.pshader = pshader;
2679 return (struct glsl_shader_prog_link *)hash_table_get(device->glsl_program_lookup, &key);
2682 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry) {
2683 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2684 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2685 glsl_program_key_t *key;
2687 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2688 key->vshader = entry->vshader;
2689 key->pshader = entry->pshader;
2690 hash_table_remove(This->glsl_program_lookup, key);
2692 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2693 if (entry->vshader) list_remove(&entry->vshader_entry);
2694 if (entry->pshader) list_remove(&entry->pshader_entry);
2695 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2696 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2697 HeapFree(GetProcessHeap(), 0, entry);
2700 static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) {
2701 unsigned int i, j;
2702 DWORD usage_token, usage_token_out;
2703 DWORD register_token, register_token_out;
2704 DWORD usage, usage_idx, usage_out, usage_idx_out;
2705 DWORD *set;
2706 char reg_mask[6], reg_mask_out[6];
2708 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (GL_LIMITS(glsl_varyings) / 4));
2710 for(i = 0; i < MAX_REG_INPUT; i++) {
2711 usage_token = semantics_in[i].usage;
2712 if (!usage_token) continue;
2713 if(map[i] >= (GL_LIMITS(glsl_varyings) / 4)) {
2714 FIXME("More input varyings declared than supported, expect issues\n");
2715 continue;
2716 } else if(map[i] == -1) {
2717 /* Declared, but not read register */
2718 continue;
2720 register_token = semantics_in[i].reg;
2722 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2723 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2724 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
2726 if(!semantics_out) {
2727 switch(usage) {
2728 case WINED3DDECLUSAGE_COLOR:
2729 if (usage_idx == 0)
2730 shader_addline(buffer, "IN[%u]%s = gl_FrontColor%s;\n",
2731 map[i], reg_mask, reg_mask);
2732 else if (usage_idx == 1)
2733 shader_addline(buffer, "IN[%u]%s = gl_FrontSecondaryColor%s;\n",
2734 map[i], reg_mask, reg_mask);
2735 else
2736 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2737 map[i], reg_mask, reg_mask);
2738 break;
2740 case WINED3DDECLUSAGE_TEXCOORD:
2741 if (usage_idx < 8) {
2742 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2743 map[i], reg_mask, usage_idx, reg_mask);
2744 } else {
2745 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2746 map[i], reg_mask, reg_mask);
2748 break;
2750 case WINED3DDECLUSAGE_FOG:
2751 shader_addline(buffer, "IN[%u]%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2752 map[i], reg_mask, reg_mask);
2753 break;
2755 default:
2756 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2757 map[i], reg_mask, reg_mask);
2759 } else {
2760 BOOL found = FALSE;
2761 for(j = 0; j < MAX_REG_OUTPUT; j++) {
2762 usage_token_out = semantics_out[j].usage;
2763 if (!usage_token_out) continue;
2764 register_token_out = semantics_out[j].reg;
2766 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2767 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2768 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
2770 if(usage == usage_out &&
2771 usage_idx == usage_idx_out) {
2772 shader_addline(buffer, "IN[%u]%s = OUT[%u]%s;\n",
2773 map[i], reg_mask, j, reg_mask);
2774 found = TRUE;
2777 if(!found) {
2778 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2779 map[i], reg_mask, reg_mask);
2784 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2785 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2786 * input varyings are assigned above, if the optimizer works properly.
2788 for(i = 0; i < GL_LIMITS(glsl_varyings) / 4; i++) {
2789 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
2790 unsigned int size = 0;
2791 memset(reg_mask, 0, sizeof(reg_mask));
2792 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
2793 reg_mask[size] = 'x';
2794 size++;
2796 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
2797 reg_mask[size] = 'y';
2798 size++;
2800 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
2801 reg_mask[size] = 'z';
2802 size++;
2804 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
2805 reg_mask[size] = 'w';
2806 size++;
2808 switch(size) {
2809 case 1:
2810 shader_addline(buffer, "IN[%u].%s = 0.0;\n", i, reg_mask);
2811 break;
2812 case 2:
2813 shader_addline(buffer, "IN[%u].%s = vec2(0.0, 0.0);\n", i, reg_mask);
2814 break;
2815 case 3:
2816 shader_addline(buffer, "IN[%u].%s = vec3(0.0, 0.0, 0.0);\n", i, reg_mask);
2817 break;
2818 case 4:
2819 shader_addline(buffer, "IN[%u].%s = vec4(0.0, 0.0, 0.0, 0.0);\n", i, reg_mask);
2820 break;
2825 HeapFree(GetProcessHeap(), 0, set);
2828 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
2829 IWineD3DPixelShader *pixelshader,
2830 WineD3D_GL_Info *gl_info) {
2831 GLhandleARB ret = 0;
2832 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
2833 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
2834 DWORD vs_major = vs ? WINED3DSHADER_VERSION_MAJOR(vs->baseShader.hex_version) : 0;
2835 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.hex_version) : 0;
2836 unsigned int i;
2837 SHADER_BUFFER buffer;
2838 DWORD usage_token;
2839 DWORD register_token;
2840 DWORD usage, usage_idx;
2841 char reg_mask[6];
2842 semantic *semantics_out, *semantics_in;
2844 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2845 buffer.bsize = 0;
2846 buffer.lineNo = 0;
2847 buffer.newline = TRUE;
2849 if(vs_major < 3 && ps_major < 3) {
2850 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them */
2851 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
2852 } else if(ps_major < 3 && vs_major >= 3) {
2853 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
2854 semantics_out = vs->semantics_out;
2856 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
2857 for(i = 0; i < MAX_REG_OUTPUT; i++) {
2858 usage_token = semantics_out[i].usage;
2859 if (!usage_token) continue;
2860 register_token = semantics_out[i].reg;
2862 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2863 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2864 shader_glsl_get_write_mask(register_token, reg_mask);
2866 switch(usage) {
2867 case WINED3DDECLUSAGE_COLOR:
2868 if (usage_idx == 0)
2869 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2870 else if (usage_idx == 1)
2871 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2872 break;
2874 case WINED3DDECLUSAGE_POSITION:
2875 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2876 break;
2878 case WINED3DDECLUSAGE_TEXCOORD:
2879 if (usage_idx < 8) {
2880 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
2881 usage_idx, reg_mask, i, reg_mask);
2883 break;
2885 case WINED3DDECLUSAGE_PSIZE:
2886 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
2887 break;
2889 case WINED3DDECLUSAGE_FOG:
2890 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
2891 break;
2893 default:
2894 break;
2897 shader_addline(&buffer, "}\n");
2899 } else if(ps_major >= 3 && vs_major >= 3) {
2900 semantics_out = vs->semantics_out;
2901 semantics_in = ps->semantics_in;
2903 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
2904 shader_addline(&buffer, "varying vec4 IN[%lu];\n", GL_LIMITS(glsl_varyings) / 4);
2905 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
2907 /* First, sort out position and point size. Those are not passed to the pixel shader */
2908 for(i = 0; i < MAX_REG_OUTPUT; i++) {
2909 usage_token = semantics_out[i].usage;
2910 if (!usage_token) continue;
2911 register_token = semantics_out[i].reg;
2913 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2914 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2915 shader_glsl_get_write_mask(register_token, reg_mask);
2917 switch(usage) {
2918 case WINED3DDECLUSAGE_POSITION:
2919 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2920 break;
2922 case WINED3DDECLUSAGE_PSIZE:
2923 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
2924 break;
2926 default:
2927 break;
2931 /* Then, fix the pixel shader input */
2932 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
2934 shader_addline(&buffer, "}\n");
2935 } else if(ps_major >= 3 && vs_major < 3) {
2936 semantics_in = ps->semantics_in;
2938 shader_addline(&buffer, "varying vec4 IN[%lu];\n", GL_LIMITS(glsl_varyings) / 4);
2939 shader_addline(&buffer, "void order_ps_input() {\n");
2940 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
2941 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
2942 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
2944 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
2945 shader_addline(&buffer, "}\n");
2946 } else {
2947 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
2950 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
2951 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
2952 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
2953 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
2954 GL_EXTCALL(glCompileShaderARB(ret));
2955 checkGLcall("glCompileShaderARB(ret)");
2957 HeapFree(GetProcessHeap(), 0, buffer.buffer);
2958 return ret;
2961 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
2962 * It sets the programId on the current StateBlock (because it should be called
2963 * inside of the DrawPrimitive() part of the render loop).
2965 * If a program for the given combination does not exist, create one, and store
2966 * the program in the hash table. If it creates a program, it will link the
2967 * given objects, too.
2969 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
2970 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2971 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2972 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
2973 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
2974 struct glsl_shader_prog_link *entry = NULL;
2975 GLhandleARB programId = 0;
2976 GLhandleARB reorder_shader_id = 0;
2977 int i;
2978 char glsl_name[8];
2980 GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0;
2981 GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0;
2982 entry = get_glsl_program_entry(This, vshader_id, pshader_id);
2983 if (entry) {
2984 This->stateBlock->glsl_program = entry;
2985 return;
2988 /* If we get to this point, then no matching program exists, so we create one */
2989 programId = GL_EXTCALL(glCreateProgramObjectARB());
2990 TRACE("Created new GLSL shader program %u\n", programId);
2992 /* Create the entry */
2993 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
2994 entry->programId = programId;
2995 entry->vshader = vshader_id;
2996 entry->pshader = pshader_id;
2997 /* Add the hash table entry */
2998 add_glsl_program_entry(This, entry);
3000 /* Set the current program */
3001 This->stateBlock->glsl_program = entry;
3003 /* Attach GLSL vshader */
3004 if (vshader_id) {
3005 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3006 char tmp_name[10];
3008 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3009 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3010 checkGLcall("glAttachObjectARB");
3012 /* Bind vertex attributes to a corresponding index number to match
3013 * the same index numbers as ARB_vertex_programs (makes loading
3014 * vertex attributes simpler). With this method, we can use the
3015 * exact same code to load the attributes later for both ARB and
3016 * GLSL shaders.
3018 * We have to do this here because we need to know the Program ID
3019 * in order to make the bindings work, and it has to be done prior
3020 * to linking the GLSL program. */
3021 for (i = 0; i < max_attribs; ++i) {
3022 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3023 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3024 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3027 checkGLcall("glBindAttribLocationARB");
3029 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3031 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3032 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3033 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3034 checkGLcall("glAttachObjectARB");
3035 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3036 * is destroyed
3038 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3041 /* Attach GLSL pshader */
3042 if (pshader_id) {
3043 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3044 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3045 checkGLcall("glAttachObjectARB");
3047 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3050 /* Link the program */
3051 TRACE("Linking GLSL shader program %u\n", programId);
3052 GL_EXTCALL(glLinkProgramARB(programId));
3053 print_glsl_info_log(&GLINFO_LOCATION, programId);
3055 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3056 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3057 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3058 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3060 for (i = 0; i < MAX_CONST_I; ++i) {
3061 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3062 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3064 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3065 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3066 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3067 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3069 for (i = 0; i < MAX_CONST_I; ++i) {
3070 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3071 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3074 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3075 entry->bumpenvmat_location = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
3076 entry->luminancescale_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminancescale"));
3077 entry->luminanceoffset_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminanceoffset"));
3078 entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
3079 entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
3080 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3081 checkGLcall("Find glsl program uniform locations");
3083 /* Set the shader to allow uniform loading on it */
3084 GL_EXTCALL(glUseProgramObjectARB(programId));
3085 checkGLcall("glUseProgramObjectARB(programId)");
3087 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3088 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3089 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3090 * vertex shader with fixed function pixel processing is used we make sure that the card
3091 * supports enough samplers to allow the max number of vertex samplers with all possible
3092 * fixed function fragment processing setups. So once the program is linked these samplers
3093 * won't change.
3095 if(vshader_id) {
3096 /* Load vertex shader samplers */
3097 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3099 if(pshader_id) {
3100 /* Load pixel shader samplers */
3101 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3105 static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
3106 GLhandleARB program_id;
3107 GLhandleARB vshader_id, pshader_id;
3108 const char *blt_vshader[] = {
3109 "void main(void)\n"
3110 "{\n"
3111 " gl_Position = gl_Vertex;\n"
3112 " gl_FrontColor = vec4(1.0);\n"
3113 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
3114 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
3115 "}\n"
3118 const char *blt_pshader[] = {
3119 "uniform sampler2D sampler;\n"
3120 "void main(void)\n"
3121 "{\n"
3122 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3123 "}\n"
3126 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3127 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3128 GL_EXTCALL(glCompileShaderARB(vshader_id));
3130 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3131 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, blt_pshader, NULL));
3132 GL_EXTCALL(glCompileShaderARB(pshader_id));
3134 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3135 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3136 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3137 GL_EXTCALL(glLinkProgramARB(program_id));
3139 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3141 return program_id;
3144 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3145 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3146 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3147 GLhandleARB program_id = 0;
3149 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3150 else This->stateBlock->glsl_program = NULL;
3152 program_id = This->stateBlock->glsl_program ? This->stateBlock->glsl_program->programId : 0;
3153 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3154 GL_EXTCALL(glUseProgramObjectARB(program_id));
3155 checkGLcall("glUseProgramObjectARB");
3158 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
3159 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3160 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3161 static GLhandleARB program_id = 0;
3162 static GLhandleARB loc = -1;
3164 if (!program_id) {
3165 program_id = create_glsl_blt_shader(gl_info);
3166 loc = GL_EXTCALL(glGetUniformLocationARB(program_id, "sampler"));
3169 GL_EXTCALL(glUseProgramObjectARB(program_id));
3170 GL_EXTCALL(glUniform1iARB(loc, 0));
3173 static void shader_glsl_cleanup(IWineD3DDevice *iface) {
3174 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3175 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3176 GL_EXTCALL(glUseProgramObjectARB(0));
3179 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3180 struct list *linked_programs;
3181 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3182 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
3184 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3185 * can be called from IWineD3DBaseShader::Release
3187 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
3189 if(This->baseShader.prgId == 0) return;
3190 linked_programs = &This->baseShader.linked_programs;
3192 TRACE("Deleting linked programs\n");
3193 if (linked_programs->next) {
3194 struct glsl_shader_prog_link *entry, *entry2;
3196 if(pshader) {
3197 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3198 delete_glsl_program_entry(This->baseShader.device, entry);
3200 } else {
3201 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3202 delete_glsl_program_entry(This->baseShader.device, entry);
3207 TRACE("Deleting shader object %u\n", This->baseShader.prgId);
3208 GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
3209 checkGLcall("glDeleteObjectARB");
3212 const shader_backend_t glsl_shader_backend = {
3213 &shader_glsl_select,
3214 &shader_glsl_select_depth_blt,
3215 &shader_glsl_load_constants,
3216 &shader_glsl_cleanup,
3217 &shader_glsl_color_correction,
3218 &shader_glsl_destroy