2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "wined3d_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
27 #define GLINFO_LOCATION (*gl_info)
29 /** Prints the GLSL info log which will contain error messages if they exist */
30 void print_glsl_info_log(WineD3D_GL_Info
*gl_info
, GLhandleARB obj
) {
32 int infologLength
= 0;
35 GL_EXTCALL(glGetObjectParameterivARB(obj
,
36 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
39 /* A size of 1 is just a null-terminated string, so the log should be bigger than
40 * that if there are errors. */
41 if (infologLength
> 1)
43 infoLog
= (char *)HeapAlloc(GetProcessHeap(), 0, infologLength
);
44 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
45 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
46 HeapFree(GetProcessHeap(), 0, infoLog
);
50 /*****************************************************************************
51 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
53 * For more information, see http://wiki.winehq.org/DirectX-Shaders
54 ****************************************************************************/
57 static void shader_glsl_add_param(
58 SHADER_OPCODE_ARG
* arg
,
60 const DWORD addr_token
,
66 /** Used for opcode modifiers - They multiply the result by the specified amount */
67 static const char* shift_glsl_tab
[] = {
69 "2.0 * ", /* 1 (x2) */
70 "4.0 * ", /* 2 (x4) */
71 "8.0 * ", /* 3 (x8) */
72 "16.0 * ", /* 4 (x16) */
73 "32.0 * ", /* 5 (x32) */
80 "0.0625 * ", /* 12 (d16) */
81 "0.125 * ", /* 13 (d8) */
82 "0.25 * ", /* 14 (d4) */
83 "0.5 * " /* 15 (d2) */
86 /** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4(" */
87 static void shader_glsl_add_dst(DWORD param
, const char* reg_name
, const char* reg_mask
, char* outStr
) {
89 int shift
= (param
& D3DSP_DSTSHIFT_MASK
) >> D3DSP_DSTSHIFT_SHIFT
;
91 /* TODO: determine if destination is anything other than a float vector and accommodate*/
92 if (reg_name
[0] == 'A')
93 sprintf(outStr
, "%s%s = %sivec4(", reg_name
, reg_mask
, shift_glsl_tab
[shift
]);
95 sprintf(outStr
, "%s%s = %svec4(", reg_name
, reg_mask
, shift_glsl_tab
[shift
]);
99 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
100 static void shader_glsl_gen_modifier (
103 const char *in_regswizzle
,
108 switch (instr
& D3DSP_SRCMOD_MASK
) {
110 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
113 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
116 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
118 case D3DSPSM_BIASNEG
:
119 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
122 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
124 case D3DSPSM_SIGNNEG
:
125 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
128 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
131 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
134 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
136 case D3DSPSM_DZ
: /* reg1_db = { reg1.r/b, reg1.g/b, ...} The g & a components are undefined, so we'll leave them alone */
137 sprintf(out_str
, "vec4(%s.r / %s.b, %s.g / %s.b, %s.b, %s.a)", in_reg
, in_reg
, in_reg
, in_reg
, in_reg
, in_reg
);
140 sprintf(out_str
, "vec4(%s.r / %s.a, %s.g / %s.a, %s.b, %s.a)", in_reg
, in_reg
, in_reg
, in_reg
, in_reg
, in_reg
);
143 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
146 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
149 FIXME("Unhandled modifier %lu\n", (instr
& D3DSP_SRCMOD_MASK
));
150 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
154 /** Writes the GLSL variable name that corresponds to the register that the
155 * DX opcode parameter is trying to access */
156 static void shader_glsl_get_register_name(
158 const DWORD addr_token
,
161 SHADER_OPCODE_ARG
* arg
) {
163 /* oPos, oFog and oPts in D3D */
164 const char* hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
166 DWORD reg
= param
& D3DSP_REGNUM_MASK
;
167 DWORD regtype
= shader_get_regtype(param
);
168 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
169 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
176 sprintf(tmpStr
, "R%lu", reg
);
180 /* Pixel shaders >= 3.0 */
181 if (D3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
182 sprintf(tmpStr
, "IN%lu", reg
);
185 strcpy(tmpStr
, "gl_Color");
187 strcpy(tmpStr
, "gl_SecondaryColor");
190 IWineD3DVertexShaderImpl
*vshader
= (IWineD3DVertexShaderImpl
*) arg
->shader
;
192 if (vshader
->arrayUsageMap
[WINED3DSHADERDECLUSAGE_DIFFUSE
] &&
193 reg
== (vshader
->arrayUsageMap
[WINED3DSHADERDECLUSAGE_DIFFUSE
] & D3DSP_REGNUM_MASK
))
196 if (vshader
->arrayUsageMap
[WINED3DSHADERDECLUSAGE_SPECULAR
] &&
197 reg
== (vshader
->arrayUsageMap
[WINED3DSHADERDECLUSAGE_SPECULAR
] & D3DSP_REGNUM_MASK
))
200 /* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
201 * the reg value from the vertex declaration. However, arrayUsageMap is not initialized
202 * in that case - how can we know if an input contains color data or not? */
204 sprintf(tmpStr
, "attrib%lu", reg
);
208 if (arg
->reg_maps
->constantsF
[reg
]) {
209 /* Use a local constant declared by "dcl" */
211 if (param
& D3DVS_ADDRMODE_RELATIVE
) {
212 /* FIXME: Copy all constants (local & global) into a single array
213 * to handle this case where we want a relative address from a
215 FIXME("Relative addressing not yet supported on named constants\n");
217 sprintf(tmpStr
, "C%lu", reg
);
220 /* Use a global constant declared in Set____ShaderConstantF() */
221 if (param
& D3DVS_ADDRMODE_RELATIVE
) {
222 /* Relative addressing on shaders 2.0+ have a relative address token,
223 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
224 if (D3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
225 char relStr
[100], relReg
[50], relMask
[6];
226 shader_glsl_add_param(arg
, addr_token
, 0, TRUE
, relReg
, relMask
, relStr
);
227 sprintf(tmpStr
, "C[%s + %lu]", relStr
, reg
);
229 sprintf(tmpStr
, "C[A0.x + %lu]", reg
);
232 /* Just a normal global constant - no relative addressing */
233 sprintf(tmpStr
, "C[%lu]", reg
);
237 case D3DSPR_TEXTURE
: /* case D3DSPR_ADDR: */
239 sprintf(tmpStr
, "T%lu", reg
);
241 sprintf(tmpStr
, "A%lu", reg
);
245 sprintf(tmpStr
, "mytex%lu", reg
);
247 case D3DSPR_COLOROUT
:
249 sprintf(tmpStr
, "gl_FragColor");
251 /* TODO: See GL_ARB_draw_buffers */
252 FIXME("Unsupported write to render target %lu\n", reg
);
253 sprintf(tmpStr
, "unsupported_register");
257 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
259 case D3DSPR_DEPTHOUT
:
260 sprintf(tmpStr
, "gl_FragDepth");
264 sprintf(tmpStr
, "gl_FrontColor");
266 sprintf(tmpStr
, "gl_FrontSecondaryColor");
269 case D3DSPR_TEXCRDOUT
:
270 /* Vertex shaders >= 3.0: D3DSPR_OUTPUT */
271 if (D3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
272 sprintf(tmpStr
, "OUT%lu", reg
);
274 sprintf(tmpStr
, "gl_TexCoord[%lu]", reg
);
277 FIXME("Unhandled register name Type(%ld)\n", regtype
);
278 sprintf(tmpStr
, "unrecognized_register");
282 strcat(regstr
, tmpStr
);
285 /* Writes the GLSL writemask for the destination register */
286 static void shader_glsl_get_output_register_swizzle(
291 if ((param
& D3DSP_WRITEMASK_ALL
) != D3DSP_WRITEMASK_ALL
) {
292 strcat(write_mask
, ".");
293 if (param
& D3DSP_WRITEMASK_0
) strcat(write_mask
, "x");
294 if (param
& D3DSP_WRITEMASK_1
) strcat(write_mask
, "y");
295 if (param
& D3DSP_WRITEMASK_2
) strcat(write_mask
, "z");
296 if (param
& D3DSP_WRITEMASK_3
) strcat(write_mask
, "w");
300 static void shader_glsl_get_input_register_swizzle(
305 const char swizzle_reg_chars_color_fix
[] = "zyxw";
306 const char swizzle_reg_chars
[] = "xyzw";
307 const char* swizzle_regs
= NULL
;
310 DWORD swizzle
= (param
& D3DVS_SWIZZLE_MASK
) >> D3DVS_SWIZZLE_SHIFT
;
311 DWORD swizzle_x
= swizzle
& 0x03;
312 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
313 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
314 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
317 swizzle_regs
= swizzle_reg_chars_color_fix
;
319 swizzle_regs
= swizzle_reg_chars
;
323 * swizzle bits fields:
326 if ((D3DVS_NOSWIZZLE
>> D3DVS_SWIZZLE_SHIFT
) == swizzle
) { /* D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
328 sprintf(reg_mask
, ".%c%c%c%c",
329 swizzle_regs
[swizzle_x
],
330 swizzle_regs
[swizzle_y
],
331 swizzle_regs
[swizzle_z
],
332 swizzle_regs
[swizzle_w
]);
336 if (swizzle_x
== swizzle_y
&&
337 swizzle_x
== swizzle_z
&&
338 swizzle_x
== swizzle_w
)
340 sprintf(reg_mask
, ".%c", swizzle_regs
[swizzle_x
]);
342 sprintf(reg_mask
, ".%c%c%c%c",
343 swizzle_regs
[swizzle_x
],
344 swizzle_regs
[swizzle_y
],
345 swizzle_regs
[swizzle_z
],
346 swizzle_regs
[swizzle_w
]);
350 /** From a given parameter token, generate the corresponding GLSL string.
351 * Also, return the actual register name and swizzle in case the
352 * caller needs this information as well. */
353 static void shader_glsl_add_param(
354 SHADER_OPCODE_ARG
* arg
,
356 const DWORD addr_token
,
362 BOOL is_color
= FALSE
;
363 reg_mask
[0] = reg_name
[0] = out_str
[0] = 0;
365 shader_glsl_get_register_name(param
, addr_token
, reg_name
, &is_color
, arg
);
368 shader_glsl_get_input_register_swizzle(param
, is_color
, reg_mask
);
369 shader_glsl_gen_modifier(param
, reg_name
, reg_mask
, out_str
);
371 shader_glsl_get_output_register_swizzle(param
, reg_mask
);
372 sprintf(out_str
, "%s%s", reg_name
, reg_mask
);
376 /** Process GLSL instruction modifiers */
377 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
379 if (0 != (arg
->dst
& D3DSP_DSTMOD_MASK
)) {
380 DWORD mask
= arg
->dst
& D3DSP_DSTMOD_MASK
;
385 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
387 if (mask
& D3DSPDM_SATURATE
) {
388 /* _SAT means to clamp the value of the register to between 0 and 1 */
389 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_reg
, dst_mask
, dst_reg
, dst_mask
);
391 if (mask
& D3DSPDM_MSAMPCENTROID
) {
392 FIXME("_centroid modifier not handled\n");
394 if (mask
& D3DSPDM_PARTIALPRECISION
) {
395 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
400 /*****************************************************************************
402 * Begin processing individual instruction opcodes
404 ****************************************************************************/
406 /* Generate GLSL arithmatic functions (dst = src1 + src2) */
407 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
409 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
410 SHADER_BUFFER
* buffer
= arg
->buffer
;
412 char dst_reg
[50], src0_reg
[50], src1_reg
[50];
413 char dst_mask
[6], src0_mask
[6], src1_mask
[6];
414 char dst_str
[100], src0_str
[100], src1_str
[100];
416 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
417 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
418 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
419 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
420 strcat(tmpLine
, "vec4(");
421 strcat(tmpLine
, src0_str
);
422 strcat(tmpLine
, ")");
424 /* Determine the GLSL operator to use based on the opcode */
425 switch (curOpcode
->opcode
) {
426 case D3DSIO_MUL
: strcat(tmpLine
, " * "); break;
427 case D3DSIO_ADD
: strcat(tmpLine
, " + "); break;
428 case D3DSIO_SUB
: strcat(tmpLine
, " - "); break;
430 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
433 shader_addline(buffer
, "%svec4(%s))%s;\n", tmpLine
, src1_str
, dst_mask
);
436 /* Process the D3DSIO_MOV opcode using GLSL (dst = src) */
437 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
439 SHADER_BUFFER
* buffer
= arg
->buffer
;
441 char dst_str
[100], src0_str
[100];
442 char dst_reg
[50], src0_reg
[50];
443 char dst_mask
[6], src0_mask
[6];
445 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
446 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
447 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
448 shader_addline(buffer
, "%s%s)%s;\n", tmpLine
, src0_str
, dst_mask
);
451 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
452 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
454 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
455 SHADER_BUFFER
* buffer
= arg
->buffer
;
457 char dst_str
[100], src0_str
[100], src1_str
[100];
458 char dst_reg
[50], src0_reg
[50], src1_reg
[50];
459 char dst_mask
[6], src0_mask
[6], src1_mask
[6];
462 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
463 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
464 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
466 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpDest
);
468 /* Need to cast the src vectors to vec3 for dp3, and vec4 for dp4 */
469 if (curOpcode
->opcode
== D3DSIO_DP4
)
470 strcpy(cast
, "vec4(");
472 strcpy(cast
, "vec3(");
474 shader_addline(buffer
, "%sdot(%s%s), %s%s)))%s;\n",
475 tmpDest
, cast
, src0_str
, cast
, src1_str
, dst_mask
);
478 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
479 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
481 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
482 SHADER_BUFFER
* buffer
= arg
->buffer
;
484 char dst_str
[100], src_str
[100];
485 char dst_reg
[50], src_reg
[50];
486 char dst_mask
[6], src_mask
[6];
489 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
491 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
493 /* Determine the GLSL function to use based on the opcode */
494 /* TODO: Possibly make this a table for faster lookups */
495 switch (curOpcode
->opcode
) {
496 case D3DSIO_MIN
: strcat(tmpLine
, "min"); break;
497 case D3DSIO_MAX
: strcat(tmpLine
, "max"); break;
498 case D3DSIO_RSQ
: strcat(tmpLine
, "inversesqrt"); break;
499 case D3DSIO_ABS
: strcat(tmpLine
, "abs"); break;
500 case D3DSIO_FRC
: strcat(tmpLine
, "fract"); break;
501 case D3DSIO_POW
: strcat(tmpLine
, "pow"); break;
502 case D3DSIO_CRS
: strcat(tmpLine
, "cross"); break;
503 case D3DSIO_NRM
: strcat(tmpLine
, "normalize"); break;
504 case D3DSIO_LOG
: strcat(tmpLine
, "log2"); break;
506 case D3DSIO_EXP
: strcat(tmpLine
, "exp2"); break;
507 case D3DSIO_SGE
: strcat(tmpLine
, "greaterThanEqual"); break;
508 case D3DSIO_SLT
: strcat(tmpLine
, "lessThan"); break;
510 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
514 strcat(tmpLine
, "(");
516 if (curOpcode
->num_params
> 0) {
517 strcat(tmpLine
, "vec4(");
518 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src_reg
, src_mask
, src_str
);
519 strcat(tmpLine
, src_str
);
520 strcat(tmpLine
, ")");
521 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
522 strcat(tmpLine
, ", vec4(");
523 shader_glsl_add_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], TRUE
, src_reg
, src_mask
, src_str
);
524 strcat(tmpLine
, src_str
);
525 strcat(tmpLine
, ")");
528 shader_addline(buffer
, "%s))%s;\n", tmpLine
, dst_mask
);
532 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
533 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
536 char dst_str
[100], src_str
[100];
537 char dst_reg
[50], src_reg
[50];
538 char dst_mask
[6], src_mask
[6];
540 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
541 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src_reg
, src_mask
, src_str
);
542 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
543 strcat(tmpLine
, "1.0 / ");
544 shader_addline(arg
->buffer
, "%s%s)%s;\n", tmpLine
, src_str
, dst_mask
);
547 /** Process signed comparison opcodes in GLSL. */
548 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
551 char dst_str
[100], src0_str
[100], src1_str
[100];
552 char dst_reg
[50], src0_reg
[50], src1_reg
[50];
553 char dst_mask
[6], src0_mask
[6], src1_mask
[6];
555 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
556 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
557 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
559 /* If we are comparing vectors and not scalars, we should process this through map2gl using the GLSL functions. */
560 if (strlen(src0_mask
) != 2) {
561 shader_glsl_map2gl(arg
);
565 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
567 switch (arg
->opcode
->opcode
) {
568 case D3DSIO_SLT
: strcpy(compareStr
, "<"); break;
569 case D3DSIO_SGE
: strcpy(compareStr
, ">="); break;
571 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
573 shader_addline(arg
->buffer
, "%s(float(%s) %s float(%s)) ? 1.0 : 0.0)%s;\n",
574 tmpLine
, src0_str
, compareStr
, src1_str
, dst_mask
);
578 /** Process CMP instruction in GLSL (dst = src0.x > 0.0 ? src1.x : src2.x), per channel */
579 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
581 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
582 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
583 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
585 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
586 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
587 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
588 shader_glsl_add_param(arg
, arg
->src
[2], arg
->src_addr
[2], TRUE
, src2_reg
, src2_mask
, src2_str
);
590 /* FIXME: This isn't correct - doesn't take the dst's swizzle into account. */
591 shader_addline(arg
->buffer
, "%s.x = (%s.x > 0.0) ? %s.x : %s.x;\n", dst_reg
, src0_reg
, src1_reg
, src2_reg
);
592 shader_addline(arg
->buffer
, "%s.y = (%s.y > 0.0) ? %s.y : %s.y;\n", dst_reg
, src0_reg
, src1_reg
, src2_reg
);
593 shader_addline(arg
->buffer
, "%s.z = (%s.z > 0.0) ? %s.z : %s.z;\n", dst_reg
, src0_reg
, src1_reg
, src2_reg
);
594 shader_addline(arg
->buffer
, "%s.w = (%s.w > 0.0) ? %s.w : %s.w;\n", dst_reg
, src0_reg
, src1_reg
, src2_reg
);
597 /** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */
598 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
601 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
602 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
603 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
605 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
606 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
607 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
608 shader_glsl_add_param(arg
, arg
->src
[2], arg
->src_addr
[2], TRUE
, src2_reg
, src2_mask
, src2_str
);
609 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
610 shader_addline(arg
->buffer
, "%s(%s < 0.5) ? %s : %s)%s;\n",
611 tmpLine
, src0_str
, src1_str
, src2_str
, dst_mask
);
614 /** GLSL code generation for D3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
615 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
618 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
619 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
620 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
622 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
623 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
624 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
625 shader_glsl_add_param(arg
, arg
->src
[2], arg
->src_addr
[2], TRUE
, src2_reg
, src2_mask
, src2_str
);
626 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
628 shader_addline(arg
->buffer
, "%s(vec4(%s) * vec4(%s)) + vec4(%s))%s;\n",
629 tmpLine
, src0_str
, src1_str
, src2_str
, dst_mask
);
632 /** Handles transforming all D3DSIO_M?x? opcodes for
633 Vertex shaders to GLSL codes */
634 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
637 SHADER_OPCODE_ARG tmpArg
;
639 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
641 /* Set constants for the temporary argument */
642 tmpArg
.shader
= arg
->shader
;
643 tmpArg
.buffer
= arg
->buffer
;
644 tmpArg
.src
[0] = arg
->src
[0];
645 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
646 tmpArg
.reg_maps
= arg
->reg_maps
;
648 switch(arg
->opcode
->opcode
) {
651 tmpArg
.opcode
= &IWineD3DVertexShaderImpl_shader_ins
[D3DSIO_DP4
];
655 tmpArg
.opcode
= &IWineD3DVertexShaderImpl_shader_ins
[D3DSIO_DP4
];
659 tmpArg
.opcode
= &IWineD3DVertexShaderImpl_shader_ins
[D3DSIO_DP3
];
663 tmpArg
.opcode
= &IWineD3DVertexShaderImpl_shader_ins
[D3DSIO_DP3
];
667 tmpArg
.opcode
= &IWineD3DVertexShaderImpl_shader_ins
[D3DSIO_DP3
];
673 for (i
= 0; i
< nComponents
; i
++) {
674 tmpArg
.dst
= ((arg
->dst
) & ~D3DSP_WRITEMASK_ALL
)|(D3DSP_WRITEMASK_0
<<i
);
675 tmpArg
.src
[1] = arg
->src
[1]+i
;
676 tmpArg
.src_addr
[1] = arg
->src
[1]+i
;
677 shader_glsl_dot(&tmpArg
);
682 The LRP instruction performs a component-wise linear interpolation
683 between the second and third operands using the first operand as the
684 blend factor. Equation: (dst = src2 * (src1 - src0) + src0)
686 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
689 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
690 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
691 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
693 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
694 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
695 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
696 shader_glsl_add_param(arg
, arg
->src
[2], arg
->src_addr
[2], TRUE
, src2_reg
, src2_mask
, src2_str
);
698 shader_glsl_add_dst(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
700 shader_addline(arg
->buffer
, "%s(%s * (%s - %s) + %s))%s;\n",
701 tmpLine
, src2_str
, src1_str
, src0_str
, src0_str
, dst_mask
);
704 /** Process the D3DSIO_DCL opcode into a GLSL string - creates a local vec4
705 * float constant, and stores it's usage on the regmaps. */
706 void shader_glsl_def(SHADER_OPCODE_ARG
* arg
) {
708 DWORD reg
= arg
->dst
& D3DSP_REGNUM_MASK
;
710 shader_addline(arg
->buffer
,
711 "const vec4 C%lu = { %f, %f, %f, %f };\n", reg
,
712 *((const float *)(arg
->src
+ 0)),
713 *((const float *)(arg
->src
+ 1)),
714 *((const float *)(arg
->src
+ 2)),
715 *((const float *)(arg
->src
+ 3)) );
717 arg
->reg_maps
->constantsF
[reg
] = 1;
720 /*********************************************
721 * Pixel Shader Specific Code begins here
722 ********************************************/
723 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
725 /* FIXME: Make this work for more than just 2D textures */
727 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
728 SHADER_BUFFER
* buffer
= arg
->buffer
;
729 DWORD hex_version
= This
->baseShader
.hex_version
;
731 char dst_str
[100], dst_reg
[50], dst_mask
[6];
732 char src0_str
[100], src0_reg
[50], src0_mask
[6];
733 char src1_str
[100], src1_reg
[50], src1_mask
[6];
734 DWORD reg_dest_code
= arg
->dst
& D3DSP_REGNUM_MASK
;
736 /* All versions have a destination register */
737 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, dst_reg
, dst_mask
, dst_str
);
739 /* 1.0-1.3: Use destination register as coordinate source.
740 * 2.0+: Use provided coordinate source register. */
741 if (hex_version
== D3DPS_VERSION(1,4)) {
742 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
743 sprintf(src1_str
, "mytex%lu", reg_dest_code
);
744 } else if (hex_version
> D3DPS_VERSION(1,4)) {
745 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_reg
, src0_mask
, src0_str
);
746 shader_glsl_add_param(arg
, arg
->src
[1], arg
->src_addr
[1], TRUE
, src1_reg
, src1_mask
, src1_str
);
749 /* 1.0-1.4: Use destination register number as texture code.
750 * 2.0+: Use provided sampler number as texure code. */
751 if (hex_version
< D3DPS_VERSION(1,4)) {
752 shader_addline(buffer
, "%s = texture2D(mytex%lu, gl_TexCoord[%lu].st);\n",
753 dst_str
, reg_dest_code
, reg_dest_code
);
755 shader_addline(buffer
, "%s = texture2D(%s, %s.st);\n", dst_str
, src1_str
, src0_reg
);
759 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
761 /* FIXME: Make this work for more than just 2D textures */
763 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
764 SHADER_BUFFER
* buffer
= arg
->buffer
;
765 DWORD hex_version
= This
->baseShader
.hex_version
;
772 shader_glsl_add_param(arg
, arg
->dst
, 0, FALSE
, tmpReg
, tmpMask
, tmpStr
);
774 if (hex_version
!= D3DPS_VERSION(1,4)) {
775 DWORD reg
= arg
->dst
& D3DSP_REGNUM_MASK
;
776 shader_addline(buffer
, "%s = gl_TexCoord[%lu];\n", tmpReg
, reg
);
778 DWORD reg2
= arg
->src
[0] & D3DSP_REGNUM_MASK
;
779 shader_addline(buffer
, "%s = gl_TexCoord[%lu]%s;\n", tmpStr
, reg2
, tmpMask
);
783 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
785 /* FIXME: Make this work for more than just 2D textures */
787 DWORD reg
= arg
->dst
& D3DSP_REGNUM_MASK
;
788 SHADER_BUFFER
* buffer
= arg
->buffer
;
793 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_name
, src0_mask
, src0_str
);
794 shader_addline(buffer
, "tmp0.x = dot(vec3(T%lu), vec3(%s));\n", reg
, src0_name
, src0_mask
, src0_str
);
797 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
799 /* FIXME: Make this work for more than just 2D textures */
801 DWORD reg
= arg
->dst
& D3DSP_REGNUM_MASK
;
802 SHADER_BUFFER
* buffer
= arg
->buffer
;
807 shader_glsl_add_param(arg
, arg
->src
[0], arg
->src_addr
[0], TRUE
, src0_name
, src0_mask
, src0_str
);
808 shader_addline(buffer
, "tmp0.y = dot(vec3(T%lu), vec3(%s));\n", reg
, src0_str
);
809 shader_addline(buffer
, "T%lu = texture2D(mytex%lu, tmp0.st);\n", reg
, reg
);
812 void pshader_glsl_input_pack(
813 SHADER_BUFFER
* buffer
,
814 DWORD
* semantics_in
) {
818 for (i
= 0; i
< WINED3DSHADERDECLUSAGE_MAX_USAGE
; i
++) {
820 DWORD reg
= semantics_in
[i
];
821 unsigned int regnum
= reg
& D3DSP_REGNUM_MASK
;
827 shader_glsl_get_output_register_swizzle(reg
, reg_mask
);
831 case WINED3DSHADERDECLUSAGE_DIFFUSE
:
832 shader_addline(buffer
, "IN%lu%s = vec4(gl_Color)%s;\n",
833 regnum
, reg_mask
, reg_mask
);
836 case WINED3DSHADERDECLUSAGE_SPECULAR
:
837 shader_addline(buffer
, "IN%lu%s = vec4(gl_SecondaryColor)%s;\n",
838 regnum
, reg_mask
, reg_mask
);
841 case WINED3DSHADERDECLUSAGE_TEXCOORD0
:
842 case WINED3DSHADERDECLUSAGE_TEXCOORD1
:
843 case WINED3DSHADERDECLUSAGE_TEXCOORD2
:
844 case WINED3DSHADERDECLUSAGE_TEXCOORD3
:
845 case WINED3DSHADERDECLUSAGE_TEXCOORD4
:
846 case WINED3DSHADERDECLUSAGE_TEXCOORD5
:
847 case WINED3DSHADERDECLUSAGE_TEXCOORD6
:
848 case WINED3DSHADERDECLUSAGE_TEXCOORD7
:
849 shader_addline(buffer
, "IN%lu%s = vec4(gl_TexCoord[%lu])%s;\n",
850 regnum
, reg_mask
, i
- WINED3DSHADERDECLUSAGE_TEXCOORD0
, reg_mask
);
853 case WINED3DSHADERDECLUSAGE_FOG
:
854 shader_addline(buffer
, "IN%lu%s = vec4(gl_FogFragCoord)%s;\n",
855 regnum
, reg_mask
, reg_mask
);
859 shader_addline(buffer
, "IN%lu%s = vec4(unsupported_input)%s;\n",
860 regnum
, reg_mask
, reg_mask
);
865 /*********************************************
866 * Vertex Shader Specific Code begins here
867 ********************************************/
869 void vshader_glsl_output_unpack(
870 SHADER_BUFFER
* buffer
,
871 DWORD
* semantics_out
) {
875 for (i
= 0; i
< WINED3DSHADERDECLUSAGE_MAX_USAGE
; i
++) {
877 DWORD reg
= semantics_out
[i
];
878 unsigned int regnum
= reg
& D3DSP_REGNUM_MASK
;
884 shader_glsl_get_output_register_swizzle(reg
, reg_mask
);
888 case WINED3DSHADERDECLUSAGE_DIFFUSE
:
889 shader_addline(buffer
, "gl_FrontColor%s = OUT%lu%s;\n", reg_mask
, regnum
, reg_mask
);
892 case WINED3DSHADERDECLUSAGE_SPECULAR
:
893 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT%lu%s;\n", reg_mask
, regnum
, reg_mask
);
896 case WINED3DSHADERDECLUSAGE_POSITION
:
897 shader_addline(buffer
, "gl_Position%s = OUT%lu%s;\n", reg_mask
, regnum
, reg_mask
);
900 case WINED3DSHADERDECLUSAGE_TEXCOORD0
:
901 case WINED3DSHADERDECLUSAGE_TEXCOORD1
:
902 case WINED3DSHADERDECLUSAGE_TEXCOORD2
:
903 case WINED3DSHADERDECLUSAGE_TEXCOORD3
:
904 case WINED3DSHADERDECLUSAGE_TEXCOORD4
:
905 case WINED3DSHADERDECLUSAGE_TEXCOORD5
:
906 case WINED3DSHADERDECLUSAGE_TEXCOORD6
:
907 case WINED3DSHADERDECLUSAGE_TEXCOORD7
:
908 shader_addline(buffer
, "gl_TexCoord[%lu]%s = OUT%lu%s;\n",
909 i
- WINED3DSHADERDECLUSAGE_TEXCOORD0
, reg_mask
, regnum
, reg_mask
);
912 case WINED3DSHADERDECLUSAGE_PSIZE
:
913 shader_addline(buffer
, "gl_PointSize = OUT%lu.x;\n", regnum
);
916 case WINED3DSHADERDECLUSAGE_FOG
:
917 shader_addline(buffer
, "gl_FogFragCoord%s = OUT%lu%s;\n", reg_mask
, regnum
, reg_mask
);
921 shader_addline(buffer
, "unsupported_output%s = OUT%lu%s;\n", reg_mask
, regnum
, reg_mask
);