2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
62 } glsl_sample_function_t
;
66 HEAP_NODE_TRAVERSE_LEFT
,
67 HEAP_NODE_TRAVERSE_RIGHT
,
79 struct constant_entry
*entries
;
80 unsigned int *positions
;
84 /* GLSL shader private data */
85 struct shader_glsl_priv
{
86 struct hash_table_t
*glsl_program_lookup
;
87 struct glsl_shader_prog_link
*glsl_program
;
88 struct constant_heap vconst_heap
;
89 struct constant_heap pconst_heap
;
91 GLhandleARB depth_blt_program
[tex_type_count
];
92 UINT next_constant_version
;
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link
{
97 struct list vshader_entry
;
98 struct list pshader_entry
;
99 GLhandleARB programId
;
100 GLint
*vuniformF_locations
;
101 GLint
*puniformF_locations
;
102 GLint vuniformI_locations
[MAX_CONST_I
];
103 GLint puniformI_locations
[MAX_CONST_I
];
104 GLint posFixup_location
;
105 GLint np2Fixup_location
[MAX_FRAGMENT_SAMPLERS
];
106 GLint bumpenvmat_location
[MAX_TEXTURES
];
107 GLint luminancescale_location
[MAX_TEXTURES
];
108 GLint luminanceoffset_location
[MAX_TEXTURES
];
109 GLint ycorrection_location
;
110 GLenum vertex_color_clamp
;
111 IWineD3DVertexShader
*vshader
;
112 IWineD3DPixelShader
*pshader
;
113 struct vs_compile_args vs_args
;
114 struct ps_compile_args ps_args
;
115 UINT constant_version
;
119 IWineD3DVertexShader
*vshader
;
120 IWineD3DPixelShader
*pshader
;
121 struct ps_compile_args ps_args
;
122 struct vs_compile_args vs_args
;
123 } glsl_program_key_t
;
126 /** Prints the GLSL info log which will contain error messages if they exist */
127 static void print_glsl_info_log(const WineD3D_GL_Info
*gl_info
, GLhandleARB obj
)
129 int infologLength
= 0;
134 static const char * const spam
[] =
136 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
137 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
138 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
139 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
140 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
141 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
142 "Fragment shader was successfully compiled to run on hardware.\n"
143 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
144 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
145 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
146 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
149 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
151 GL_EXTCALL(glGetObjectParameterivARB(obj
,
152 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
155 /* A size of 1 is just a null-terminated string, so the log should be bigger than
156 * that if there are errors. */
157 if (infologLength
> 1)
159 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
160 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
162 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
163 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
166 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
167 if(strcmp(infoLog
, spam
[i
]) == 0) {
173 TRACE("Spam received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
175 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
177 HeapFree(GetProcessHeap(), 0, infoLog
);
182 * Loads (pixel shader) samplers
184 static void shader_glsl_load_psamplers(const WineD3D_GL_Info
*gl_info
, DWORD
*tex_unit_map
, GLhandleARB programId
)
188 char sampler_name
[20];
190 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
191 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
192 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
193 if (name_loc
!= -1) {
194 DWORD mapped_unit
= tex_unit_map
[i
];
195 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< GL_LIMITS(fragment_samplers
))
197 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
198 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
199 checkGLcall("glUniform1iARB");
201 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
207 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info
*gl_info
, DWORD
*tex_unit_map
, GLhandleARB programId
)
210 char sampler_name
[20];
213 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
214 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
215 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
216 if (name_loc
!= -1) {
217 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
218 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< GL_LIMITS(combined_samplers
))
220 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
221 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
222 checkGLcall("glUniform1iARB");
224 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
230 static inline void walk_constant_heap(const WineD3D_GL_Info
*gl_info
, const float *constants
,
231 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
234 unsigned int heap_idx
= 1;
237 if (heap
->entries
[heap_idx
].version
<= version
) return;
239 idx
= heap
->entries
[heap_idx
].idx
;
240 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
241 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
243 while (stack_idx
>= 0)
245 /* Note that we fall through to the next case statement. */
246 switch(stack
[stack_idx
])
248 case HEAP_NODE_TRAVERSE_LEFT
:
250 unsigned int left_idx
= heap_idx
<< 1;
251 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
254 idx
= heap
->entries
[heap_idx
].idx
;
255 if (constant_locations
[idx
] != -1)
256 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
258 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
259 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
264 case HEAP_NODE_TRAVERSE_RIGHT
:
266 unsigned int right_idx
= (heap_idx
<< 1) + 1;
267 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
269 heap_idx
= right_idx
;
270 idx
= heap
->entries
[heap_idx
].idx
;
271 if (constant_locations
[idx
] != -1)
272 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
274 stack
[stack_idx
++] = HEAP_NODE_POP
;
275 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
288 checkGLcall("walk_constant_heap()");
291 static inline void apply_clamped_constant(const WineD3D_GL_Info
*gl_info
, GLint location
, const GLfloat
*data
)
293 GLfloat clamped_constant
[4];
295 if (location
== -1) return;
297 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0 ? 1.0 : data
[0];
298 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0 ? 1.0 : data
[1];
299 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0 ? 1.0 : data
[2];
300 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0 ? 1.0 : data
[3];
302 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
305 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info
*gl_info
, const float *constants
,
306 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
309 unsigned int heap_idx
= 1;
312 if (heap
->entries
[heap_idx
].version
<= version
) return;
314 idx
= heap
->entries
[heap_idx
].idx
;
315 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
316 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
318 while (stack_idx
>= 0)
320 /* Note that we fall through to the next case statement. */
321 switch(stack
[stack_idx
])
323 case HEAP_NODE_TRAVERSE_LEFT
:
325 unsigned int left_idx
= heap_idx
<< 1;
326 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
329 idx
= heap
->entries
[heap_idx
].idx
;
330 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
332 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
333 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
338 case HEAP_NODE_TRAVERSE_RIGHT
:
340 unsigned int right_idx
= (heap_idx
<< 1) + 1;
341 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
343 heap_idx
= right_idx
;
344 idx
= heap
->entries
[heap_idx
].idx
;
345 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
347 stack
[stack_idx
++] = HEAP_NODE_POP
;
348 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
361 checkGLcall("walk_constant_heap_clamped()");
364 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
365 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
366 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
367 unsigned char *stack
, UINT version
)
369 const local_constant
*lconst
;
371 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
372 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.reg_maps
.shader_version
) == 1
373 && shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
))
374 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
376 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
378 if (!This
->baseShader
.load_local_constsF
)
380 TRACE("No need to load local float constants for this shader\n");
384 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
385 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
)
387 GLint location
= constant_locations
[lconst
->idx
];
388 /* We found this uniform name in the program - go ahead and send the data */
389 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
391 checkGLcall("glUniform4fvARB()");
394 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
395 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
396 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
401 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
403 if (!(constants_set
& 1)) continue;
405 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
406 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
408 /* We found this uniform name in the program - go ahead and send the data */
409 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
410 checkGLcall("glUniform4ivARB");
413 /* Load immediate constants */
414 ptr
= list_head(&This
->baseShader
.constantsI
);
416 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
417 unsigned int idx
= lconst
->idx
;
418 const GLint
*values
= (const GLint
*)lconst
->value
;
420 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
421 values
[0], values
[1], values
[2], values
[3]);
423 /* We found this uniform name in the program - go ahead and send the data */
424 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
425 checkGLcall("glUniform4ivARB");
426 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
430 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
431 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
432 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
437 char is_pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
);
438 const char* prefix
= is_pshader
? "PB":"VB";
441 /* TODO: Benchmark and see if it would be beneficial to store the
442 * locations of the constants to avoid looking up each time */
443 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
445 if (!(constants_set
& 1)) continue;
447 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
449 /* TODO: Benchmark and see if it would be beneficial to store the
450 * locations of the constants to avoid looking up each time */
451 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
452 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
455 /* We found this uniform name in the program - go ahead and send the data */
456 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
457 checkGLcall("glUniform1ivARB");
461 /* Load immediate constants */
462 ptr
= list_head(&This
->baseShader
.constantsB
);
464 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
465 unsigned int idx
= lconst
->idx
;
466 const GLint
*values
= (const GLint
*)lconst
->value
;
468 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
470 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
471 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
473 /* We found this uniform name in the program - go ahead and send the data */
474 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
475 checkGLcall("glUniform1ivARB");
477 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
481 static void reset_program_constant_version(void *value
, void *context
)
483 struct glsl_shader_prog_link
*entry
= value
;
484 entry
->constant_version
= 0;
488 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
490 static void shader_glsl_load_np2fixup_constants(
491 IWineD3DDevice
* device
,
493 char useVertexShader
) {
495 const IWineD3DDeviceImpl
* deviceImpl
= (const IWineD3DDeviceImpl
*) device
;
496 const struct glsl_shader_prog_link
* prog
= ((struct shader_glsl_priv
*)(deviceImpl
->shader_priv
))->glsl_program
;
499 /* No GLSL program set - nothing to do. */
503 if (!usePixelShader
) {
504 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
508 if (prog
->ps_args
.np2_fixup
) {
510 UINT fixup
= prog
->ps_args
.np2_fixup
;
511 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
512 const IWineD3DStateBlockImpl
* stateBlock
= (const IWineD3DStateBlockImpl
*) deviceImpl
->stateBlock
;
514 for (i
= 0; fixup
; fixup
>>= 1, ++i
) {
515 if (-1 != prog
->np2Fixup_location
[i
]) {
516 const IWineD3DBaseTextureImpl
* const tex
= (const IWineD3DBaseTextureImpl
*) stateBlock
->textures
[i
];
518 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
521 const float tex_dim
[2] = {tex
->baseTexture
.pow2Matrix
[0], tex
->baseTexture
.pow2Matrix
[5]};
522 GL_EXTCALL(glUniform2fvARB(prog
->np2Fixup_location
[i
], 1, tex_dim
));
530 * Loads the app-supplied constants into the currently set GLSL program.
532 static void shader_glsl_load_constants(
533 IWineD3DDevice
* device
,
535 char useVertexShader
) {
537 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
538 struct shader_glsl_priv
*priv
= deviceImpl
->shader_priv
;
539 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
540 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
542 GLhandleARB programId
;
543 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
544 UINT constant_version
;
548 /* No GLSL program set - nothing to do. */
551 programId
= prog
->programId
;
552 constant_version
= prog
->constant_version
;
554 if (useVertexShader
) {
555 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
557 /* Load DirectX 9 float constants/uniforms for vertex shader */
558 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->vertexShaderConstantF
,
559 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
561 /* Load DirectX 9 integer constants/uniforms for vertex shader */
562 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, stateBlock
->vertexShaderConstantI
,
563 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->baseShader
.reg_maps
.integer_constants
);
565 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
566 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, stateBlock
->vertexShaderConstantB
,
567 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->baseShader
.reg_maps
.boolean_constants
);
569 /* Upload the position fixup params */
570 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
571 checkGLcall("glUniform4fvARB");
574 if (usePixelShader
) {
576 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
578 /* Load DirectX 9 float constants/uniforms for pixel shader */
579 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->pixelShaderConstantF
,
580 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
582 /* Load DirectX 9 integer constants/uniforms for pixel shader */
583 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, stateBlock
->pixelShaderConstantI
,
584 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->baseShader
.reg_maps
.integer_constants
);
586 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
587 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, stateBlock
->pixelShaderConstantB
,
588 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->baseShader
.reg_maps
.boolean_constants
);
590 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
591 * It can't be 0 for a valid texbem instruction.
593 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*) pshader
)->numbumpenvmatconsts
; i
++) {
594 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pshader
;
595 int stage
= ps
->luminanceconst
[i
].texunit
;
597 const float *data
= (const float *)&stateBlock
->textureState
[(int)ps
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
598 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
599 checkGLcall("glUniformMatrix2fvARB");
601 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
602 * is set too, so we can check that in the needsbumpmat check
604 if(ps
->baseShader
.reg_maps
.luminanceparams
[stage
]) {
605 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
606 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
608 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
609 checkGLcall("glUniform1fvARB");
610 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
611 checkGLcall("glUniform1fvARB");
615 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
616 float correction_params
[4];
617 if(deviceImpl
->render_offscreen
) {
618 correction_params
[0] = 0.0;
619 correction_params
[1] = 1.0;
621 /* position is window relative, not viewport relative */
622 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
623 correction_params
[1] = -1.0;
625 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
629 if (priv
->next_constant_version
== UINT_MAX
)
631 TRACE("Max constant version reached, resetting to 0.\n");
632 hash_table_for_each_entry(priv
->glsl_program_lookup
, reset_program_constant_version
, NULL
);
633 priv
->next_constant_version
= 1;
637 prog
->constant_version
= priv
->next_constant_version
++;
641 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
642 unsigned int heap_idx
, DWORD new_version
)
644 struct constant_entry
*entries
= heap
->entries
;
645 unsigned int *positions
= heap
->positions
;
646 unsigned int parent_idx
;
650 parent_idx
= heap_idx
>> 1;
652 if (new_version
<= entries
[parent_idx
].version
) break;
654 entries
[heap_idx
] = entries
[parent_idx
];
655 positions
[entries
[parent_idx
].idx
] = heap_idx
;
656 heap_idx
= parent_idx
;
659 entries
[heap_idx
].version
= new_version
;
660 entries
[heap_idx
].idx
= idx
;
661 positions
[idx
] = heap_idx
;
664 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
666 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
667 struct shader_glsl_priv
*priv
= This
->shader_priv
;
668 struct constant_heap
*heap
= &priv
->vconst_heap
;
671 for (i
= start
; i
< count
+ start
; ++i
)
673 if (!This
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
674 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
676 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
680 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
682 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
683 struct shader_glsl_priv
*priv
= This
->shader_priv
;
684 struct constant_heap
*heap
= &priv
->pconst_heap
;
687 for (i
= start
; i
< count
+ start
; ++i
)
689 if (!This
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
690 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
692 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
696 /** Generate the variable & register declarations for the GLSL output target */
697 static void shader_generate_glsl_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
698 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
,
699 const struct ps_compile_args
*ps_args
)
701 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
702 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
703 DWORD shader_version
= reg_maps
->shader_version
;
704 unsigned int i
, extra_constants_needed
= 0;
705 const local_constant
*lconst
;
707 /* There are some minor differences between pixel and vertex shaders */
708 char pshader
= shader_is_pshader_version(shader_version
);
709 char prefix
= pshader
? 'P' : 'V';
711 /* Prototype the subroutines */
712 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
713 if (reg_maps
->labels
[i
])
714 shader_addline(buffer
, "void subroutine%u();\n", i
);
717 /* Declare the constants (aka uniforms) */
718 if (This
->baseShader
.limits
.constant_float
> 0) {
719 unsigned max_constantsF
;
720 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
721 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
722 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
723 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
724 * a dx9 card, as long as it doesn't also use all the other constants.
726 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
727 * declare only the amount that we're assured to have.
729 * Thus we run into problems in these two cases:
730 * 1) The shader really uses more uniforms than supported
731 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
734 /* No indirect addressing here */
735 max_constantsF
= GL_LIMITS(pshader_constantsF
);
737 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
738 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
739 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
740 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
741 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float
743 max_constantsF
= GL_LIMITS(vshader_constantsF
) - 3;
744 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
745 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
746 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
747 * for now take this into account when calculating the number of available constants
749 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.boolean_constants
);
750 /* Set by driver quirks in directx.c */
751 max_constantsF
-= GLINFO_LOCATION
.reserved_glsl_constants
;
753 max_constantsF
= GL_LIMITS(vshader_constantsF
);
756 max_constantsF
= min(This
->baseShader
.limits
.constant_float
, max_constantsF
);
757 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
760 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
761 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
763 if (This
->baseShader
.limits
.constant_int
> 0 && This
->baseShader
.reg_maps
.integer_constants
)
764 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
766 if (This
->baseShader
.limits
.constant_bool
> 0 && This
->baseShader
.reg_maps
.boolean_constants
)
767 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
770 shader_addline(buffer
, "uniform vec4 posFixup;\n");
771 /* Predeclaration; This function is added at link time based on the pixel shader.
772 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
773 * that. We know the input to the reorder function at vertex shader compile time, so
774 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
775 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
776 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
777 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
778 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
781 if (shader_version
>= WINED3DVS_VERSION(3, 0))
783 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
785 shader_addline(buffer
, "void order_ps_input();\n");
788 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
790 ps_impl
->numbumpenvmatconsts
= 0;
791 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
792 if(!reg_maps
->bumpmat
[i
]) {
796 ps_impl
->bumpenvmatconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
797 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
799 if(reg_maps
->luminanceparams
) {
800 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
801 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
802 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
803 extra_constants_needed
++;
805 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= -1;
808 extra_constants_needed
++;
809 ps_impl
->numbumpenvmatconsts
++;
812 if(ps_args
->srgb_correction
) {
813 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
814 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
815 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
816 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
818 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
819 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
820 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
821 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
822 extra_constants_needed
++;
824 /* This happens because we do not have proper tracking of the constant registers that are
825 * actually used, only the max limit of the shader version
827 FIXME("Cannot find a free uniform for vpos correction params\n");
828 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
829 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
830 device
->render_offscreen
? 1.0 : -1.0);
832 shader_addline(buffer
, "vec4 vpos;\n");
836 /* Declare texture samplers */
837 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
838 if (reg_maps
->sampler_type
[i
])
840 switch (reg_maps
->sampler_type
[i
])
843 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
846 if(device
->stateBlock
->textures
[i
] &&
847 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
848 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
850 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
853 if (pshader
&& ps_args
->np2_fixup
& (1 << i
))
855 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
856 * while D3D has them in the (normalized) [0,1]x[0,1] range.
857 * samplerNP2Fixup stores texture dimensions and is updated through
858 * shader_glsl_load_np2fixup_constants when the sampler changes. */
859 shader_addline(buffer
, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix
, i
);
862 case WINED3DSTT_CUBE
:
863 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
865 case WINED3DSTT_VOLUME
:
866 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
869 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
870 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
876 /* Declare address variables */
877 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
878 if (reg_maps
->address
[i
])
879 shader_addline(buffer
, "ivec4 A%d;\n", i
);
882 /* Declare texture coordinate temporaries and initialize them */
883 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
884 if (reg_maps
->texcoord
[i
])
885 shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
888 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
889 * helper function shader that is linked in at link time
891 if (pshader
&& shader_version
>= WINED3DPS_VERSION(3, 0))
893 if (use_vs(device
->stateBlock
))
895 shader_addline(buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
897 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
898 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
899 * pixel shader that reads the fixed function color into the packed input registers.
901 shader_addline(buffer
, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
905 /* Declare output register temporaries */
906 if(This
->baseShader
.limits
.packed_output
) {
907 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
910 /* Declare temporary variables */
911 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
912 if (reg_maps
->temporary
[i
])
913 shader_addline(buffer
, "vec4 R%u;\n", i
);
916 /* Declare attributes */
917 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
918 if (reg_maps
->attributes
[i
])
919 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
922 /* Declare loop registers aLx */
923 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
924 shader_addline(buffer
, "int aL%u;\n", i
);
925 shader_addline(buffer
, "int tmpInt%u;\n", i
);
928 /* Temporary variables for matrix operations */
929 shader_addline(buffer
, "vec4 tmp0;\n");
930 shader_addline(buffer
, "vec4 tmp1;\n");
932 /* Local constants use a different name so they can be loaded once at shader link time
933 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
934 * float -> string conversion can cause precision loss.
936 if(!This
->baseShader
.load_local_constsF
) {
937 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
938 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
942 /* Start the main program */
943 shader_addline(buffer
, "void main() {\n");
944 if(pshader
&& reg_maps
->vpos
) {
945 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
946 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
947 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
948 * precision troubles when we just substract 0.5.
950 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
952 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
954 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
955 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
956 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
957 * correctly on drivers that returns integer values.
959 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
963 /*****************************************************************************
964 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
966 * For more information, see http://wiki.winehq.org/DirectX-Shaders
967 ****************************************************************************/
970 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
971 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
);
973 /** Used for opcode modifiers - They multiply the result by the specified amount */
974 static const char * const shift_glsl_tab
[] = {
976 "2.0 * ", /* 1 (x2) */
977 "4.0 * ", /* 2 (x4) */
978 "8.0 * ", /* 3 (x8) */
979 "16.0 * ", /* 4 (x16) */
980 "32.0 * ", /* 5 (x32) */
987 "0.0625 * ", /* 12 (d16) */
988 "0.125 * ", /* 13 (d8) */
989 "0.25 * ", /* 14 (d4) */
990 "0.5 * " /* 15 (d2) */
993 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
994 static void shader_glsl_gen_modifier(DWORD src_modifier
, const char *in_reg
, const char *in_regswizzle
, char *out_str
)
998 switch (src_modifier
)
1000 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1001 case WINED3DSPSM_DW
:
1002 case WINED3DSPSM_NONE
:
1003 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1005 case WINED3DSPSM_NEG
:
1006 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1008 case WINED3DSPSM_NOT
:
1009 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1011 case WINED3DSPSM_BIAS
:
1012 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1014 case WINED3DSPSM_BIASNEG
:
1015 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1017 case WINED3DSPSM_SIGN
:
1018 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1020 case WINED3DSPSM_SIGNNEG
:
1021 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1023 case WINED3DSPSM_COMP
:
1024 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1026 case WINED3DSPSM_X2
:
1027 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1029 case WINED3DSPSM_X2NEG
:
1030 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1032 case WINED3DSPSM_ABS
:
1033 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1035 case WINED3DSPSM_ABSNEG
:
1036 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1039 FIXME("Unhandled modifier %u\n", src_modifier
);
1040 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1044 /** Writes the GLSL variable name that corresponds to the register that the
1045 * DX opcode parameter is trying to access */
1046 static void shader_glsl_get_register_name(WINED3DSHADER_PARAM_REGISTER_TYPE register_type
, UINT register_idx
,
1047 const struct wined3d_shader_src_param
*rel_addr
, char *register_name
, BOOL
*is_color
,
1048 const struct wined3d_shader_instruction
*ins
)
1050 /* oPos, oFog and oPts in D3D */
1051 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1053 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1054 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1055 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
1056 DWORD shader_version
= This
->baseShader
.reg_maps
.shader_version
;
1057 char pshader
= shader_is_pshader_version(shader_version
);
1061 switch (register_type
)
1063 case WINED3DSPR_TEMP
:
1064 sprintf(register_name
, "R%u", register_idx
);
1066 case WINED3DSPR_INPUT
:
1068 /* Pixel shaders >= 3.0 */
1069 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 3)
1071 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
1075 glsl_src_param_t rel_param
;
1076 shader_glsl_add_src_param(ins
, rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1078 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1081 if (((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[register_idx
])
1083 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
1084 sprintf(register_name
, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1085 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[register_idx
], in_count
- 1,
1086 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[register_idx
], in_count
,
1087 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[register_idx
]);
1089 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
,
1090 ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[register_idx
]);
1093 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
1094 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1095 rel_param
.param_str
, in_count
- 1,
1096 rel_param
.param_str
, in_count
,
1097 rel_param
.param_str
);
1099 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1103 DWORD idx
= ((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[register_idx
];
1104 if (idx
== in_count
) {
1105 sprintf(register_name
, "gl_Color");
1106 } else if (idx
== in_count
+ 1) {
1107 sprintf(register_name
, "gl_SecondaryColor");
1109 sprintf(register_name
, "IN[%u]", idx
);
1113 if (register_idx
== 0)
1114 strcpy(register_name
, "gl_Color");
1116 strcpy(register_name
, "gl_SecondaryColor");
1119 if (((IWineD3DVertexShaderImpl
*)This
)->cur_args
->swizzle_map
& (1 << register_idx
)) *is_color
= TRUE
;
1120 sprintf(register_name
, "attrib%u", register_idx
);
1123 case WINED3DSPR_CONST
:
1125 const char prefix
= pshader
? 'P':'V';
1127 /* Relative addressing */
1130 glsl_src_param_t rel_param
;
1131 shader_glsl_add_src_param(ins
, rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1133 sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, register_idx
);
1135 sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1137 if (shader_constant_is_local(This
, register_idx
))
1139 sprintf(register_name
, "%cLC%u", prefix
, register_idx
);
1141 sprintf(register_name
, "%cC[%u]", prefix
, register_idx
);
1147 case WINED3DSPR_CONSTINT
:
1149 sprintf(register_name
, "PI[%u]", register_idx
);
1151 sprintf(register_name
, "VI[%u]", register_idx
);
1153 case WINED3DSPR_CONSTBOOL
:
1155 sprintf(register_name
, "PB[%u]", register_idx
);
1157 sprintf(register_name
, "VB[%u]", register_idx
);
1159 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1161 sprintf(register_name
, "T%u", register_idx
);
1163 sprintf(register_name
, "A%u", register_idx
);
1166 case WINED3DSPR_LOOP
:
1167 sprintf(register_name
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1169 case WINED3DSPR_SAMPLER
:
1171 sprintf(register_name
, "Psampler%u", register_idx
);
1173 sprintf(register_name
, "Vsampler%u", register_idx
);
1175 case WINED3DSPR_COLOROUT
:
1176 if (register_idx
>= GL_LIMITS(buffers
))
1177 WARN("Write to render target %u, only %d supported\n", register_idx
, 4);
1179 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
1180 sprintf(register_name
, "gl_FragData[%u]", register_idx
);
1181 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1182 sprintf(register_name
, "gl_FragColor");
1185 case WINED3DSPR_RASTOUT
:
1186 sprintf(register_name
, "%s", hwrastout_reg_names
[register_idx
]);
1188 case WINED3DSPR_DEPTHOUT
:
1189 sprintf(register_name
, "gl_FragDepth");
1191 case WINED3DSPR_ATTROUT
:
1192 if (register_idx
== 0)
1194 sprintf(register_name
, "gl_FrontColor");
1196 sprintf(register_name
, "gl_FrontSecondaryColor");
1199 case WINED3DSPR_TEXCRDOUT
:
1200 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1201 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 3) sprintf(register_name
, "OUT[%u]", register_idx
);
1202 else sprintf(register_name
, "gl_TexCoord[%u]", register_idx
);
1204 case WINED3DSPR_MISCTYPE
:
1205 if (register_idx
== 0)
1208 sprintf(register_name
, "vpos");
1210 else if (register_idx
== 1)
1212 /* Note that gl_FrontFacing is a bool, while vFace is
1213 * a float for which the sign determines front/back
1215 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1217 FIXME("Unhandled misctype register %d\n", register_idx
);
1218 sprintf(register_name
, "unrecognized_register");
1222 FIXME("Unhandled register name Type(%d)\n", register_type
);
1223 sprintf(register_name
, "unrecognized_register");
1228 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1231 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1232 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1233 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1234 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1238 /* Get the GLSL write mask for the destination register */
1239 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1241 DWORD mask
= param
->write_mask
;
1243 if (shader_is_scalar(param
->register_type
, param
->register_idx
))
1245 mask
= WINED3DSP_WRITEMASK_0
;
1250 shader_glsl_write_mask_to_str(mask
, write_mask
);
1256 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1257 unsigned int size
= 0;
1259 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1260 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1261 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1262 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1267 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1269 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1270 * but addressed as "rgba". To fix this we need to swap the register's x
1271 * and z components. */
1272 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1275 /* swizzle bits fields: wwzzyyxx */
1276 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1277 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1278 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1279 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1283 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1284 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1286 if (shader_is_scalar(param
->register_type
, param
->register_idx
))
1287 *swizzle_str
= '\0';
1289 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1292 /* From a given parameter token, generate the corresponding GLSL string.
1293 * Also, return the actual register name and swizzle in case the
1294 * caller needs this information as well. */
1295 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1296 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
)
1298 BOOL is_color
= FALSE
;
1299 char swizzle_str
[6];
1301 glsl_src
->reg_name
[0] = '\0';
1302 glsl_src
->param_str
[0] = '\0';
1303 swizzle_str
[0] = '\0';
1305 shader_glsl_get_register_name(wined3d_src
->register_type
, wined3d_src
->register_idx
,
1306 wined3d_src
->rel_addr
, glsl_src
->reg_name
, &is_color
, ins
);
1308 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1309 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1312 /* From a given parameter token, generate the corresponding GLSL string.
1313 * Also, return the actual register name and swizzle in case the
1314 * caller needs this information as well. */
1315 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1316 const struct wined3d_shader_dst_param
*wined3d_dst
, glsl_dst_param_t
*glsl_dst
)
1318 BOOL is_color
= FALSE
;
1320 glsl_dst
->mask_str
[0] = '\0';
1321 glsl_dst
->reg_name
[0] = '\0';
1323 shader_glsl_get_register_name(wined3d_dst
->register_type
, wined3d_dst
->register_idx
,
1324 wined3d_dst
->rel_addr
, glsl_dst
->reg_name
, &is_color
, ins
);
1325 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1328 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1329 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
,
1330 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1332 glsl_dst_param_t glsl_dst
;
1335 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1336 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1341 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1342 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, const struct wined3d_shader_instruction
*ins
)
1344 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1347 /** Process GLSL instruction modifiers */
1348 void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1350 glsl_dst_param_t dst_param
;
1353 if (!ins
->dst_count
) return;
1355 modifiers
= ins
->dst
[0].modifiers
;
1356 if (!modifiers
) return;
1358 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1360 if (modifiers
& WINED3DSPDM_SATURATE
)
1362 /* _SAT means to clamp the value of the register to between 0 and 1 */
1363 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1364 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1367 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1369 FIXME("_centroid modifier not handled\n");
1372 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1374 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1378 static inline const char *shader_get_comp_op(DWORD op
)
1381 case COMPARISON_GT
: return ">";
1382 case COMPARISON_EQ
: return "==";
1383 case COMPARISON_GE
: return ">=";
1384 case COMPARISON_LT
: return "<";
1385 case COMPARISON_NE
: return "!=";
1386 case COMPARISON_LE
: return "<=";
1388 FIXME("Unrecognized comparison value: %u\n", op
);
1393 static void shader_glsl_get_sample_function(DWORD sampler_type
, DWORD flags
, glsl_sample_function_t
*sample_function
)
1395 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1396 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1397 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1398 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1400 /* Note that there's no such thing as a projected cube texture. */
1401 switch(sampler_type
) {
1404 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1406 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1408 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1410 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1415 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1417 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1418 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1420 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1422 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1426 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1428 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1430 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1433 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1435 case WINED3DSTT_CUBE
:
1437 sample_function
->name
= "textureCubeLod";
1439 sample_function
->name
= "textureCubeGradARB";
1441 sample_function
->name
= "textureCube";
1443 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1445 case WINED3DSTT_VOLUME
:
1447 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1449 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1451 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1453 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1456 sample_function
->name
= "";
1457 sample_function
->coord_mask
= 0;
1458 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1463 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1464 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1466 switch(channel_source
)
1468 case CHANNEL_SOURCE_ZERO
:
1469 strcat(arguments
, "0.0");
1472 case CHANNEL_SOURCE_ONE
:
1473 strcat(arguments
, "1.0");
1476 case CHANNEL_SOURCE_X
:
1477 strcat(arguments
, reg_name
);
1478 strcat(arguments
, ".x");
1481 case CHANNEL_SOURCE_Y
:
1482 strcat(arguments
, reg_name
);
1483 strcat(arguments
, ".y");
1486 case CHANNEL_SOURCE_Z
:
1487 strcat(arguments
, reg_name
);
1488 strcat(arguments
, ".z");
1491 case CHANNEL_SOURCE_W
:
1492 strcat(arguments
, reg_name
);
1493 strcat(arguments
, ".w");
1497 FIXME("Unhandled channel source %#x\n", channel_source
);
1498 strcat(arguments
, "undefined");
1502 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1505 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1507 struct wined3d_shader_dst_param dst
;
1508 unsigned int mask_size
, remaining
;
1509 glsl_dst_param_t dst_param
;
1510 char arguments
[256];
1514 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1515 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1516 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1517 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1518 mask
&= ins
->dst
[0].write_mask
;
1520 if (!mask
) return; /* Nothing to do */
1522 if (is_yuv_fixup(fixup
))
1524 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1525 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1529 mask_size
= shader_glsl_get_write_mask_size(mask
);
1532 dst
.write_mask
= mask
;
1533 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1535 arguments
[0] = '\0';
1536 remaining
= mask_size
;
1537 if (mask
& WINED3DSP_WRITEMASK_0
)
1539 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1540 if (--remaining
) strcat(arguments
, ", ");
1542 if (mask
& WINED3DSP_WRITEMASK_1
)
1544 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1545 if (--remaining
) strcat(arguments
, ", ");
1547 if (mask
& WINED3DSP_WRITEMASK_2
)
1549 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1550 if (--remaining
) strcat(arguments
, ", ");
1552 if (mask
& WINED3DSP_WRITEMASK_3
)
1554 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1555 if (--remaining
) strcat(arguments
, ", ");
1560 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
1561 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
1565 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
1569 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
1570 DWORD sampler
, const glsl_sample_function_t
*sample_function
, DWORD swizzle
,
1571 const char *dx
, const char *dy
,
1572 const char *bias
, const char *coord_reg_fmt
, ...)
1574 const char *sampler_base
;
1575 char dst_swizzle
[6];
1576 struct color_fixup_desc fixup
;
1577 BOOL np2_fixup
= FALSE
;
1580 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
1582 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
))
1584 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1585 fixup
= This
->cur_args
->color_fixup
[sampler
];
1586 sampler_base
= "Psampler";
1588 if(This
->cur_args
->np2_fixup
& (1 << sampler
)) {
1590 FIXME("Biased sampling from NP2 textures is unsupported\n");
1596 sampler_base
= "Vsampler";
1597 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
1600 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1602 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
1604 va_start(args
, coord_reg_fmt
);
1605 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
1609 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
1612 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup%u)%s);\n", sampler
, dst_swizzle
);
1613 } else if(dx
&& dy
) {
1614 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
1616 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
1620 if(!is_identity_fixup(fixup
)) {
1621 shader_glsl_color_correction(ins
, fixup
);
1625 /*****************************************************************************
1627 * Begin processing individual instruction opcodes
1629 ****************************************************************************/
1631 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1632 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
1634 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1635 glsl_src_param_t src0_param
;
1636 glsl_src_param_t src1_param
;
1640 /* Determine the GLSL operator to use based on the opcode */
1641 switch (ins
->handler_idx
)
1643 case WINED3DSIH_MUL
: op
= '*'; break;
1644 case WINED3DSIH_ADD
: op
= '+'; break;
1645 case WINED3DSIH_SUB
: op
= '-'; break;
1648 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1652 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1653 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1654 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
1655 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1658 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1659 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
1661 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1662 glsl_src_param_t src0_param
;
1665 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1666 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1668 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1669 * shader versions WINED3DSIO_MOVA is used for this. */
1670 if ((WINED3DSHADER_VERSION_MAJOR(ins
->ctx
->reg_maps
->shader_version
) == 1
1671 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
)
1672 && ins
->dst
[0].register_type
== WINED3DSPR_ADDR
))
1674 /* This is a simple floor() */
1675 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1676 if (mask_size
> 1) {
1677 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1679 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1682 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
1684 /* We need to *round* to the nearest int here. */
1685 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1686 if (mask_size
> 1) {
1687 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
);
1689 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1692 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1696 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1697 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
1699 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1700 glsl_src_param_t src0_param
;
1701 glsl_src_param_t src1_param
;
1702 DWORD dst_write_mask
, src_write_mask
;
1703 unsigned int dst_size
= 0;
1705 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1706 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1708 /* dp3 works on vec3, dp4 on vec4 */
1709 if (ins
->handler_idx
== WINED3DSIH_DP4
)
1711 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1713 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1716 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
1717 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
1720 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1722 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1726 /* Note that this instruction has some restrictions. The destination write mask
1727 * can't contain the w component, and the source swizzles have to be .xyzw */
1728 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
1730 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1731 glsl_src_param_t src0_param
;
1732 glsl_src_param_t src1_param
;
1735 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
1736 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1737 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
1738 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
1739 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1742 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1743 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1744 * GLSL uses the value as-is. */
1745 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
1747 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1748 glsl_src_param_t src0_param
;
1749 glsl_src_param_t src1_param
;
1750 DWORD dst_write_mask
;
1751 unsigned int dst_size
;
1753 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1754 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1756 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1757 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1760 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1762 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1766 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1767 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1768 * GLSL uses the value as-is. */
1769 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
1771 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1772 glsl_src_param_t src0_param
;
1773 DWORD dst_write_mask
;
1774 unsigned int dst_size
;
1776 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1777 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1779 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1782 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1784 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1788 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1789 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
1791 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1792 glsl_src_param_t src_param
;
1793 const char *instruction
;
1797 /* Determine the GLSL function to use based on the opcode */
1798 /* TODO: Possibly make this a table for faster lookups */
1799 switch (ins
->handler_idx
)
1801 case WINED3DSIH_MIN
: instruction
= "min"; break;
1802 case WINED3DSIH_MAX
: instruction
= "max"; break;
1803 case WINED3DSIH_ABS
: instruction
= "abs"; break;
1804 case WINED3DSIH_FRC
: instruction
= "fract"; break;
1805 case WINED3DSIH_NRM
: instruction
= "normalize"; break;
1806 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
1807 case WINED3DSIH_SGN
: instruction
= "sign"; break;
1808 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
1809 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1810 default: instruction
= "";
1811 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1815 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1817 shader_addline(buffer
, "%s(", instruction
);
1821 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
1822 shader_addline(buffer
, "%s", src_param
.param_str
);
1823 for (i
= 1; i
< ins
->src_count
; ++i
)
1825 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
1826 shader_addline(buffer
, ", %s", src_param
.param_str
);
1830 shader_addline(buffer
, "));\n");
1833 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1834 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1835 * dst.x = 2^(floor(src))
1836 * dst.y = src - floor(src)
1837 * dst.z = 2^src (partial precision is allowed, but optional)
1839 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1840 * dst = 2^src; (partial precision is allowed, but optional)
1842 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
1844 glsl_src_param_t src_param
;
1846 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1848 if (ins
->ctx
->reg_maps
->shader_version
< WINED3DPS_VERSION(2,0))
1852 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1853 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1854 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1855 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
1857 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1858 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
1859 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
1862 unsigned int mask_size
;
1864 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1865 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1867 if (mask_size
> 1) {
1868 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1870 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1875 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1876 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
1878 glsl_src_param_t src_param
;
1880 unsigned int mask_size
;
1882 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1883 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1884 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1886 if (mask_size
> 1) {
1887 shader_addline(ins
->ctx
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1889 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1893 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
1895 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1896 glsl_src_param_t src_param
;
1898 unsigned int mask_size
;
1900 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1901 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1903 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1905 if (mask_size
> 1) {
1906 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1908 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1912 /** Process signed comparison opcodes in GLSL. */
1913 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
1915 glsl_src_param_t src0_param
;
1916 glsl_src_param_t src1_param
;
1918 unsigned int mask_size
;
1920 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1921 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1922 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1923 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
1925 if (mask_size
> 1) {
1926 const char *compare
;
1928 switch(ins
->handler_idx
)
1930 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
1931 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
1932 default: compare
= "";
1933 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
1936 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1937 src0_param
.param_str
, src1_param
.param_str
);
1939 switch(ins
->handler_idx
)
1941 case WINED3DSIH_SLT
:
1942 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1943 * to return 0.0 but step returns 1.0 because step is not < x
1944 * An alternative is a bvec compare padded with an unused second component.
1945 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1946 * issue. Playing with not() is not possible either because not() does not accept
1949 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
1950 src0_param
.param_str
, src1_param
.param_str
);
1952 case WINED3DSIH_SGE
:
1953 /* Here we can use the step() function and safe a conditional */
1954 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
1957 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
1963 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1964 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
1966 glsl_src_param_t src0_param
;
1967 glsl_src_param_t src1_param
;
1968 glsl_src_param_t src2_param
;
1969 DWORD write_mask
, cmp_channel
= 0;
1972 BOOL temp_destination
= FALSE
;
1974 if (shader_is_scalar(ins
->src
[0].register_type
, ins
->src
[0].register_idx
))
1976 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1978 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1979 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
1980 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
1982 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1983 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1985 DWORD dst_mask
= ins
->dst
[0].write_mask
;
1986 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
1988 /* Cycle through all source0 channels */
1989 for (i
=0; i
<4; i
++) {
1991 /* Find the destination channels which use the current source0 channel */
1992 for (j
=0; j
<4; j
++) {
1993 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
1995 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1996 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1999 dst
.write_mask
= dst_mask
& write_mask
;
2001 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2002 * The first lines may overwrite source parameters of the following lines.
2003 * Deal with that by using a temporary destination register if needed
2005 if ((ins
->src
[0].register_idx
== ins
->dst
[0].register_idx
2006 && ins
->src
[0].register_type
== ins
->dst
[0].register_type
)
2007 || (ins
->src
[1].register_idx
== ins
->dst
[0].register_idx
2008 && ins
->src
[1].register_type
== ins
->dst
[0].register_type
)
2009 || (ins
->src
[2].register_idx
== ins
->dst
[0].register_idx
2010 && ins
->src
[2].register_type
== ins
->dst
[0].register_type
))
2012 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2013 if (!write_mask
) continue;
2014 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2015 temp_destination
= TRUE
;
2017 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2018 if (!write_mask
) continue;
2021 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2022 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2023 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2025 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2026 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2029 if(temp_destination
) {
2030 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2031 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2032 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2038 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2039 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2040 * the compare is done per component of src0. */
2041 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2043 struct wined3d_shader_dst_param dst
;
2044 glsl_src_param_t src0_param
;
2045 glsl_src_param_t src1_param
;
2046 glsl_src_param_t src2_param
;
2047 DWORD write_mask
, cmp_channel
= 0;
2051 if (ins
->ctx
->reg_maps
->shader_version
< WINED3DPS_VERSION(1, 4))
2053 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2054 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2055 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2056 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2058 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2061 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2063 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2064 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2068 /* Cycle through all source0 channels */
2069 dst_mask
= ins
->dst
[0].write_mask
;
2071 for (i
=0; i
<4; i
++) {
2073 /* Find the destination channels which use the current source0 channel */
2074 for (j
=0; j
<4; j
++) {
2075 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2077 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2078 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2082 dst
.write_mask
= dst_mask
& write_mask
;
2083 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2084 if (!write_mask
) continue;
2086 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2087 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2088 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2090 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2091 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2095 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2096 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2098 glsl_src_param_t src0_param
;
2099 glsl_src_param_t src1_param
;
2100 glsl_src_param_t src2_param
;
2103 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2104 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2105 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2106 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2107 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2108 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2111 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2112 Vertex shaders to GLSL codes */
2113 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2116 int nComponents
= 0;
2117 struct wined3d_shader_dst_param tmp_dst
= {0};
2118 struct wined3d_shader_src_param tmp_src
[2] = {{0}};
2119 struct wined3d_shader_instruction tmp_ins
;
2121 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2123 /* Set constants for the temporary argument */
2124 tmp_ins
.ctx
= ins
->ctx
;
2125 tmp_ins
.dst_count
= 1;
2126 tmp_ins
.dst
= &tmp_dst
;
2127 tmp_ins
.src_count
= 2;
2128 tmp_ins
.src
= tmp_src
;
2130 switch(ins
->handler_idx
)
2132 case WINED3DSIH_M4x4
:
2134 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2136 case WINED3DSIH_M4x3
:
2138 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2140 case WINED3DSIH_M3x4
:
2142 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2144 case WINED3DSIH_M3x3
:
2146 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2148 case WINED3DSIH_M3x2
:
2150 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2156 tmp_dst
= ins
->dst
[0];
2157 tmp_src
[0] = ins
->src
[0];
2158 tmp_src
[1] = ins
->src
[1];
2159 for (i
= 0; i
< nComponents
; ++i
)
2161 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2162 shader_glsl_dot(&tmp_ins
);
2163 ++tmp_src
[1].register_idx
;
2168 The LRP instruction performs a component-wise linear interpolation
2169 between the second and third operands using the first operand as the
2170 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2171 This is equivalent to mix(src2, src1, src0);
2173 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2175 glsl_src_param_t src0_param
;
2176 glsl_src_param_t src1_param
;
2177 glsl_src_param_t src2_param
;
2180 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2182 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2183 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2184 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2186 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2187 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2190 /** Process the WINED3DSIO_LIT instruction in GLSL:
2191 * dst.x = dst.w = 1.0
2192 * dst.y = (src0.x > 0) ? src0.x
2193 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2194 * where src.w is clamped at +- 128
2196 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2198 glsl_src_param_t src0_param
;
2199 glsl_src_param_t src1_param
;
2200 glsl_src_param_t src3_param
;
2203 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2204 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2206 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2207 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2208 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2210 /* The sdk specifies the instruction like this
2212 * if(src.x > 0.0) dst.y = src.x
2214 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2218 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2219 * dst.x = 1.0 ... No further explanation needed
2220 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2221 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2222 * dst.w = 1.0. ... Nothing fancy.
2224 * So we still have one conditional in there. So do this:
2225 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2227 * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2228 * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2229 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2231 shader_addline(ins
->ctx
->buffer
,
2232 "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2233 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2236 /** Process the WINED3DSIO_DST instruction in GLSL:
2238 * dst.y = src0.x * src0.y
2242 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2244 glsl_src_param_t src0y_param
;
2245 glsl_src_param_t src0z_param
;
2246 glsl_src_param_t src1y_param
;
2247 glsl_src_param_t src1w_param
;
2250 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2251 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2253 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2254 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2255 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2256 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2258 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2259 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2262 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2263 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2264 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2266 * dst.x = cos(src0.?)
2267 * dst.y = sin(src0.?)
2271 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2273 glsl_src_param_t src0_param
;
2276 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2277 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2279 switch (write_mask
) {
2280 case WINED3DSP_WRITEMASK_0
:
2281 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2284 case WINED3DSP_WRITEMASK_1
:
2285 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2288 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2289 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2293 ERR("Write mask should be .x, .y or .xy\n");
2298 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2299 * Start a for() loop where src1.y is the initial value of aL,
2300 * increment aL by src1.z for a total of src1.x iterations.
2301 * Need to use a temporary variable for this operation.
2303 /* FIXME: I don't think nested loops will work correctly this way. */
2304 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2306 glsl_src_param_t src1_param
;
2307 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2308 const DWORD
*control_values
= NULL
;
2309 const local_constant
*constant
;
2311 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2313 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2314 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2315 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2318 if (ins
->src
[1].register_type
== WINED3DSPR_CONSTINT
)
2320 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2321 if (constant
->idx
== ins
->src
[1].register_idx
)
2323 control_values
= constant
->value
;
2329 if(control_values
) {
2330 if(control_values
[2] > 0) {
2331 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2332 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2333 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2334 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2335 } else if(control_values
[2] == 0) {
2336 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2337 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
2338 shader
->baseShader
.cur_loop_depth
, control_values
[0],
2339 shader
->baseShader
.cur_loop_depth
);
2341 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2342 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2343 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2344 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2347 shader_addline(ins
->ctx
->buffer
,
2348 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2349 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2350 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2351 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2354 shader
->baseShader
.cur_loop_depth
++;
2355 shader
->baseShader
.cur_loop_regno
++;
2358 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2360 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2362 shader_addline(ins
->ctx
->buffer
, "}\n");
2364 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2366 shader
->baseShader
.cur_loop_depth
--;
2367 shader
->baseShader
.cur_loop_regno
--;
2370 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2372 shader
->baseShader
.cur_loop_depth
--;
2376 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2378 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2379 glsl_src_param_t src0_param
;
2380 const DWORD
*control_values
= NULL
;
2381 const local_constant
*constant
;
2383 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2384 if(ins
->src
[0].register_type
== WINED3DSPR_CONSTINT
) {
2385 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2386 if(constant
->idx
== ins
->src
[0].register_idx
) {
2387 control_values
= constant
->value
;
2393 if(control_values
) {
2394 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2395 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2396 control_values
[0], shader
->baseShader
.cur_loop_depth
);
2398 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2399 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2400 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2401 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2403 shader
->baseShader
.cur_loop_depth
++;
2406 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2408 glsl_src_param_t src0_param
;
2410 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2411 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2414 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2416 glsl_src_param_t src0_param
;
2417 glsl_src_param_t src1_param
;
2419 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2420 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2422 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2423 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2426 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2428 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2431 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2433 shader_addline(ins
->ctx
->buffer
, "break;\n");
2436 /* FIXME: According to MSDN the compare is done per component. */
2437 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2439 glsl_src_param_t src0_param
;
2440 glsl_src_param_t src1_param
;
2442 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2443 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2445 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
2446 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2449 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
2451 shader_addline(ins
->ctx
->buffer
, "}\n");
2452 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].register_idx
);
2455 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
2457 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].register_idx
);
2460 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
2462 glsl_src_param_t src1_param
;
2464 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2465 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].register_idx
);
2468 /*********************************************
2469 * Pixel Shader Specific Code begins here
2470 ********************************************/
2471 static void pshader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
2473 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2474 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2475 DWORD shader_version
= ins
->ctx
->reg_maps
->shader_version
;
2476 glsl_sample_function_t sample_function
;
2477 DWORD sample_flags
= 0;
2478 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
2480 DWORD mask
= 0, swizzle
;
2482 /* 1.0-1.4: Use destination register as sampler source.
2483 * 2.0+: Use provided sampler source. */
2484 if (shader_version
< WINED3DPS_VERSION(2,0)) sampler_idx
= ins
->dst
[0].register_idx
;
2485 else sampler_idx
= ins
->src
[1].register_idx
;
2486 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2488 if (shader_version
< WINED3DPS_VERSION(1,4))
2490 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2492 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2493 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
2494 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2495 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2496 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2497 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2498 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2499 case WINED3DTTFF_COUNT4
:
2500 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2504 else if (shader_version
< WINED3DPS_VERSION(2,0))
2506 DWORD src_mod
= ins
->src
[0].modifiers
;
2508 if (src_mod
== WINED3DSPSM_DZ
) {
2509 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2510 mask
= WINED3DSP_WRITEMASK_2
;
2511 } else if (src_mod
== WINED3DSPSM_DW
) {
2512 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2513 mask
= WINED3DSP_WRITEMASK_3
;
2516 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
2518 /* ps 2.0 texldp instruction always divides by the fourth component. */
2519 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2520 mask
= WINED3DSP_WRITEMASK_3
;
2524 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2525 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2526 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2529 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2530 mask
|= sample_function
.coord_mask
;
2532 if (shader_version
< WINED3DPS_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
2533 else swizzle
= ins
->src
[1].swizzle
;
2535 /* 1.0-1.3: Use destination register as coordinate source.
2536 1.4+: Use provided coordinate source register. */
2537 if (shader_version
< WINED3DPS_VERSION(1,4))
2540 shader_glsl_write_mask_to_str(mask
, coord_mask
);
2541 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2542 "T%u%s", sampler_idx
, coord_mask
);
2544 glsl_src_param_t coord_param
;
2545 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
2546 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
2548 glsl_src_param_t bias
;
2549 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2550 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
2551 "%s", coord_param
.param_str
);
2553 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2554 "%s", coord_param
.param_str
);
2559 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
2561 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2562 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2563 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
2564 glsl_sample_function_t sample_function
;
2565 glsl_src_param_t coord_param
, dx_param
, dy_param
;
2566 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
2569 DWORD swizzle
= ins
->src
[1].swizzle
;
2571 if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD
)) {
2572 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2573 return pshader_glsl_tex(ins
);
2576 sampler_idx
= ins
->src
[1].register_idx
;
2577 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2578 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2579 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2580 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2583 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2584 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2585 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
2586 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
2588 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
2589 "%s", coord_param
.param_str
);
2592 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
2594 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2595 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2596 glsl_sample_function_t sample_function
;
2597 glsl_src_param_t coord_param
, lod_param
;
2598 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
2601 DWORD swizzle
= ins
->src
[1].swizzle
;
2603 sampler_idx
= ins
->src
[1].register_idx
;
2604 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2605 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2606 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2607 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2609 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2610 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2612 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2614 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
))
2616 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2617 * However, they seem to work just fine in fragment shaders as well. */
2618 WARN("Using %s in fragment shader.\n", sample_function
.name
);
2620 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
2621 "%s", coord_param
.param_str
);
2624 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
2626 /* FIXME: Make this work for more than just 2D textures */
2627 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2628 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2630 if (ins
->ctx
->reg_maps
->shader_version
!= WINED3DPS_VERSION(1,4))
2634 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2635 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2636 ins
->dst
[0].register_idx
, dst_mask
);
2638 DWORD reg
= ins
->src
[0].register_idx
;
2639 DWORD src_mod
= ins
->src
[0].modifiers
;
2640 char dst_swizzle
[6];
2642 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2644 if (src_mod
== WINED3DSPSM_DZ
) {
2645 glsl_src_param_t div_param
;
2646 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2647 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2649 if (mask_size
> 1) {
2650 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2652 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2654 } else if (src_mod
== WINED3DSPSM_DW
) {
2655 glsl_src_param_t div_param
;
2656 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2657 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2659 if (mask_size
> 1) {
2660 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2662 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2665 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2670 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2671 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2672 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2673 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2675 glsl_src_param_t src0_param
;
2676 glsl_sample_function_t sample_function
;
2677 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
2678 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2679 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2682 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2684 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2685 * scalar, and projected sampling would require 4.
2687 * It is a dependent read - not valid with conditional NP2 textures
2689 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2690 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
2695 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2696 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
2700 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2701 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
2705 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2706 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
2710 FIXME("Unexpected mask size %u\n", mask_size
);
2715 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2716 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2717 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
2719 glsl_src_param_t src0_param
;
2720 DWORD dstreg
= ins
->dst
[0].register_idx
;
2721 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2723 unsigned int mask_size
;
2725 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2726 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2727 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2729 if (mask_size
> 1) {
2730 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2732 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2736 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2737 * Calculate the depth as dst.x / dst.y */
2738 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
2740 glsl_dst_param_t dst_param
;
2742 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2744 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2745 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2746 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2747 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2750 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2751 dst_param
.reg_name
, dst_param
.reg_name
);
2754 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2755 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2756 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2757 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2759 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2761 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2762 DWORD dstreg
= ins
->dst
[0].register_idx
;
2763 glsl_src_param_t src0_param
;
2765 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2767 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2768 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2771 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2772 * Calculate the 1st of a 2-row matrix multiplication. */
2773 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2775 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2776 DWORD reg
= ins
->dst
[0].register_idx
;
2777 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2778 glsl_src_param_t src0_param
;
2780 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2781 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2784 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2785 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2786 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2788 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2789 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2790 DWORD reg
= ins
->dst
[0].register_idx
;
2791 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2792 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2793 glsl_src_param_t src0_param
;
2795 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2796 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2797 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2800 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2802 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2803 DWORD reg
= ins
->dst
[0].register_idx
;
2804 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2805 glsl_src_param_t src0_param
;
2806 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
2807 glsl_sample_function_t sample_function
;
2809 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2810 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2812 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2814 /* Sample the texture using the calculated coordinates */
2815 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
2818 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2819 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2820 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2822 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2823 glsl_src_param_t src0_param
;
2824 DWORD reg
= ins
->dst
[0].register_idx
;
2825 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2826 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2827 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
2828 glsl_sample_function_t sample_function
;
2830 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2831 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2833 /* Dependent read, not valid with conditional NP2 */
2834 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2836 /* Sample the texture using the calculated coordinates */
2837 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
2839 current_state
->current_row
= 0;
2842 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2843 * Perform the 3rd row of a 3x3 matrix multiply */
2844 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
2846 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2847 glsl_src_param_t src0_param
;
2849 DWORD reg
= ins
->dst
[0].register_idx
;
2850 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2851 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2853 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2855 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2856 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2857 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2859 current_state
->current_row
= 0;
2862 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2863 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2864 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2866 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2867 DWORD reg
= ins
->dst
[0].register_idx
;
2868 glsl_src_param_t src0_param
;
2869 glsl_src_param_t src1_param
;
2870 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2871 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2872 WINED3DSAMPLER_TEXTURE_TYPE stype
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
2873 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2874 glsl_sample_function_t sample_function
;
2876 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2877 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2879 /* Perform the last matrix multiply operation */
2880 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2881 /* Reflection calculation */
2882 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2884 /* Dependent read, not valid with conditional NP2 */
2885 shader_glsl_get_sample_function(stype
, 0, &sample_function
);
2887 /* Sample the texture */
2888 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
2890 current_state
->current_row
= 0;
2893 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2894 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2895 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2897 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2898 DWORD reg
= ins
->dst
[0].register_idx
;
2899 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2900 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2901 glsl_src_param_t src0_param
;
2902 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2903 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
2904 glsl_sample_function_t sample_function
;
2906 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2908 /* Perform the last matrix multiply operation */
2909 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2911 /* Construct the eye-ray vector from w coordinates */
2912 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2913 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2914 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2916 /* Dependent read, not valid with conditional NP2 */
2917 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2919 /* Sample the texture using the calculated coordinates */
2920 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
2922 current_state
->current_row
= 0;
2925 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2926 * Apply a fake bump map transform.
2927 * texbem is pshader <= 1.3 only, this saves a few version checks
2929 static void pshader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
2931 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2932 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2933 glsl_sample_function_t sample_function
;
2934 glsl_src_param_t coord_param
;
2935 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
2941 sampler_idx
= ins
->dst
[0].register_idx
;
2942 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2944 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2945 /* Dependent read, not valid with conditional NP2 */
2946 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2947 mask
= sample_function
.coord_mask
;
2949 shader_glsl_write_mask_to_str(mask
, coord_mask
);
2951 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2952 * so we can't let the GL handle this.
2954 if (flags
& WINED3DTTFF_PROJECTED
) {
2956 char coord_div_mask
[3];
2957 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2958 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2959 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2960 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2961 case WINED3DTTFF_COUNT4
:
2962 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2964 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
2965 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2968 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
2970 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2971 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
2972 coord_param
.param_str
, coord_mask
);
2974 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
2976 glsl_src_param_t luminance_param
;
2977 glsl_dst_param_t dst_param
;
2979 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
2980 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2982 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
2983 dst_param
.reg_name
, dst_param
.mask_str
,
2984 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
2988 static void pshader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
2990 glsl_src_param_t src0_param
, src1_param
;
2991 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
2993 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2994 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2996 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2997 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
2998 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3001 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3002 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3003 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3005 glsl_src_param_t src0_param
;
3006 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
3007 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3008 glsl_sample_function_t sample_function
;
3010 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3012 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3013 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3014 "%s.wx", src0_param
.reg_name
);
3017 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3018 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3019 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3021 glsl_src_param_t src0_param
;
3022 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
3023 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3024 glsl_sample_function_t sample_function
;
3026 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3028 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3029 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3030 "%s.yz", src0_param
.reg_name
);
3033 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3034 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3035 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3037 glsl_src_param_t src0_param
;
3038 DWORD sampler_idx
= ins
->dst
[0].register_idx
;
3039 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3040 glsl_sample_function_t sample_function
;
3042 /* Dependent read, not valid with conditional NP2 */
3043 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3044 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3046 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3047 "%s", src0_param
.param_str
);
3050 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3051 * If any of the first 3 components are < 0, discard this pixel */
3052 static void pshader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3054 glsl_dst_param_t dst_param
;
3056 /* The argument is a destination parameter, and no writemasks are allowed */
3057 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3058 if ((ins
->ctx
->reg_maps
->shader_version
>= WINED3DPS_VERSION(2,0)))
3060 /* 2.0 shaders compare all 4 components in texkill */
3061 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3063 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3064 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3065 * 4 components are defined, only the first 3 are used
3067 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3071 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3072 * dst = dot2(src0, src1) + src2 */
3073 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3075 glsl_src_param_t src0_param
;
3076 glsl_src_param_t src1_param
;
3077 glsl_src_param_t src2_param
;
3079 unsigned int mask_size
;
3081 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3082 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3084 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3085 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3086 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3088 if (mask_size
> 1) {
3089 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3090 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3092 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3093 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3097 static void pshader_glsl_input_pack(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
,
3098 const struct wined3d_shader_semantic
*semantics_in
, const struct shader_reg_maps
*reg_maps
,
3099 enum vertexprocessing_mode vertexprocessing
)
3102 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3104 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3106 DWORD usage
, usage_idx
;
3110 if (!reg_maps
->packed_input
[i
]) continue;
3112 usage
= semantics_in
[i
].usage
;
3113 usage_idx
= semantics_in
[i
].usage_idx
;
3114 shader_glsl_get_write_mask(&semantics_in
[i
].reg
, reg_mask
);
3118 case WINED3DDECLUSAGE_TEXCOORD
:
3119 if (usage_idx
< 8 && vertexprocessing
== pretransformed
)
3120 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3121 This
->input_reg_map
[i
], reg_mask
, usage_idx
, reg_mask
);
3123 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3124 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3127 case WINED3DDECLUSAGE_COLOR
:
3129 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3130 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3131 else if (usage_idx
== 1)
3132 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3133 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3135 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3136 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3140 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3141 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3147 /*********************************************
3148 * Vertex Shader Specific Code begins here
3149 ********************************************/
3151 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
3152 glsl_program_key_t
*key
;
3154 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
3155 key
->vshader
= entry
->vshader
;
3156 key
->pshader
= entry
->pshader
;
3157 key
->vs_args
= entry
->vs_args
;
3158 key
->ps_args
= entry
->ps_args
;
3160 hash_table_put(priv
->glsl_program_lookup
, key
, entry
);
3163 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
3164 IWineD3DVertexShader
*vshader
, IWineD3DPixelShader
*pshader
, struct vs_compile_args
*vs_args
,
3165 struct ps_compile_args
*ps_args
) {
3166 glsl_program_key_t key
;
3168 key
.vshader
= vshader
;
3169 key
.pshader
= pshader
;
3170 key
.vs_args
= *vs_args
;
3171 key
.ps_args
= *ps_args
;
3173 return hash_table_get(priv
->glsl_program_lookup
, &key
);
3176 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const WineD3D_GL_Info
*gl_info
,
3177 struct glsl_shader_prog_link
*entry
)
3179 glsl_program_key_t
*key
;
3181 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
3182 key
->vshader
= entry
->vshader
;
3183 key
->pshader
= entry
->pshader
;
3184 key
->vs_args
= entry
->vs_args
;
3185 key
->ps_args
= entry
->ps_args
;
3186 hash_table_remove(priv
->glsl_program_lookup
, key
);
3188 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3189 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3190 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3191 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3192 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3193 HeapFree(GetProcessHeap(), 0, entry
);
3196 static void handle_ps3_input(SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
, const DWORD
*map
,
3197 const struct wined3d_shader_semantic
*semantics_in
, const struct shader_reg_maps
*reg_maps_in
,
3198 const struct wined3d_shader_semantic
*semantics_out
, const struct shader_reg_maps
*reg_maps_out
)
3201 DWORD usage
, usage_idx
, usage_out
, usage_idx_out
;
3204 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
3205 char reg_mask
[6], reg_mask_out
[6];
3206 char destination
[50];
3208 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3210 if (!semantics_out
) {
3211 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3212 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
3213 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3216 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
3217 if (!reg_maps_in
->packed_input
[i
]) continue;
3220 if (in_idx
>= (in_count
+ 2)) {
3221 FIXME("More input varyings declared than supported, expect issues\n");
3224 else if (map
[i
] == ~0U)
3226 /* Declared, but not read register */
3230 if (in_idx
== in_count
) {
3231 sprintf(destination
, "gl_FrontColor");
3232 } else if (in_idx
== in_count
+ 1) {
3233 sprintf(destination
, "gl_FrontSecondaryColor");
3235 sprintf(destination
, "IN[%u]", in_idx
);
3238 usage
= semantics_in
[i
].usage
;
3239 usage_idx
= semantics_in
[i
].usage_idx
;
3240 set
[map
[i
]] = shader_glsl_get_write_mask(&semantics_in
[i
].reg
, reg_mask
);
3242 if(!semantics_out
) {
3244 case WINED3DDECLUSAGE_COLOR
:
3246 shader_addline(buffer
, "%s%s = front_color%s;\n",
3247 destination
, reg_mask
, reg_mask
);
3248 else if (usage_idx
== 1)
3249 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
3250 destination
, reg_mask
, reg_mask
);
3252 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3253 destination
, reg_mask
, reg_mask
);
3256 case WINED3DDECLUSAGE_TEXCOORD
:
3257 if (usage_idx
< 8) {
3258 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
3259 destination
, reg_mask
, usage_idx
, reg_mask
);
3261 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3262 destination
, reg_mask
, reg_mask
);
3266 case WINED3DDECLUSAGE_FOG
:
3267 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3268 destination
, reg_mask
, reg_mask
);
3272 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3273 destination
, reg_mask
, reg_mask
);
3277 for(j
= 0; j
< MAX_REG_OUTPUT
; j
++) {
3278 if (!reg_maps_out
->packed_output
[j
]) continue;
3280 usage_out
= semantics_out
[j
].usage
;
3281 usage_idx_out
= semantics_out
[j
].usage_idx
;
3282 shader_glsl_get_write_mask(&semantics_out
[j
].reg
, reg_mask_out
);
3284 if(usage
== usage_out
&&
3285 usage_idx
== usage_idx_out
) {
3286 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3287 destination
, reg_mask
, j
, reg_mask
);
3292 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3293 destination
, reg_mask
, reg_mask
);
3298 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3299 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3300 * input varyings are assigned above, if the optimizer works properly.
3302 for(i
= 0; i
< in_count
+ 2; i
++) {
3303 if(set
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3304 unsigned int size
= 0;
3305 memset(reg_mask
, 0, sizeof(reg_mask
));
3306 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
3307 reg_mask
[size
] = 'x';
3310 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3311 reg_mask
[size
] = 'y';
3314 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3315 reg_mask
[size
] = 'z';
3318 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3319 reg_mask
[size
] = 'w';
3323 if (i
== in_count
) {
3324 sprintf(destination
, "gl_FrontColor");
3325 } else if (i
== in_count
+ 1) {
3326 sprintf(destination
, "gl_FrontSecondaryColor");
3328 sprintf(destination
, "IN[%u]", i
);
3332 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3334 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3339 HeapFree(GetProcessHeap(), 0, set
);
3342 static GLhandleARB
generate_param_reorder_function(IWineD3DVertexShader
*vertexshader
,
3343 IWineD3DPixelShader
*pixelshader
, const WineD3D_GL_Info
*gl_info
)
3345 GLhandleARB ret
= 0;
3346 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3347 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3348 IWineD3DDeviceImpl
*device
;
3349 DWORD vs_major
= WINED3DSHADER_VERSION_MAJOR(vs
->baseShader
.reg_maps
.shader_version
);
3350 DWORD ps_major
= ps
? WINED3DSHADER_VERSION_MAJOR(ps
->baseShader
.reg_maps
.shader_version
) : 0;
3352 SHADER_BUFFER buffer
;
3353 DWORD usage
, usage_idx
, writemask
;
3355 const struct wined3d_shader_semantic
*semantics_out
;
3357 shader_buffer_init(&buffer
);
3359 shader_addline(&buffer
, "#version 120\n");
3361 if(vs_major
< 3 && ps_major
< 3) {
3362 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3363 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3365 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
3366 if((GLINFO_LOCATION
).set_texcoord_w
&& ps_major
== 0 && vs_major
> 0 &&
3367 !device
->frag_pipe
->ffp_proj_control
) {
3368 shader_addline(&buffer
, "void order_ps_input() {\n");
3369 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3370 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3371 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3372 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3375 shader_addline(&buffer
, "}\n");
3377 shader_addline(&buffer
, "void order_ps_input() { /* do nothing */ }\n");
3379 } else if(ps_major
< 3 && vs_major
>= 3) {
3380 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3381 semantics_out
= vs
->semantics_out
;
3383 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3384 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3385 if (!vs
->baseShader
.reg_maps
.packed_output
[i
]) continue;
3387 usage
= semantics_out
[i
].usage
;
3388 usage_idx
= semantics_out
[i
].usage_idx
;
3389 writemask
= shader_glsl_get_write_mask(&semantics_out
[i
].reg
, reg_mask
);
3392 case WINED3DDECLUSAGE_COLOR
:
3394 shader_addline(&buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3395 else if (usage_idx
== 1)
3396 shader_addline(&buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3399 case WINED3DDECLUSAGE_POSITION
:
3400 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3403 case WINED3DDECLUSAGE_TEXCOORD
:
3404 if (usage_idx
< 8) {
3405 if(!(GLINFO_LOCATION
).set_texcoord_w
|| ps_major
> 0) writemask
|= WINED3DSP_WRITEMASK_3
;
3407 shader_addline(&buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3408 usage_idx
, reg_mask
, i
, reg_mask
);
3409 if(!(writemask
& WINED3DSP_WRITEMASK_3
)) {
3410 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", usage_idx
);
3415 case WINED3DDECLUSAGE_PSIZE
:
3416 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3419 case WINED3DDECLUSAGE_FOG
:
3420 shader_addline(&buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3427 shader_addline(&buffer
, "}\n");
3429 } else if(ps_major
>= 3 && vs_major
>= 3) {
3430 semantics_out
= vs
->semantics_out
;
3432 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3433 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3434 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3436 /* First, sort out position and point size. Those are not passed to the pixel shader */
3437 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3438 if (!vs
->baseShader
.reg_maps
.packed_output
[i
]) continue;
3440 usage
= semantics_out
[i
].usage
;
3441 usage_idx
= semantics_out
[i
].usage_idx
;
3442 shader_glsl_get_write_mask(&semantics_out
[i
].reg
, reg_mask
);
3445 case WINED3DDECLUSAGE_POSITION
:
3446 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3449 case WINED3DDECLUSAGE_PSIZE
:
3450 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3458 /* Then, fix the pixel shader input */
3459 handle_ps3_input(&buffer
, gl_info
, ps
->input_reg_map
,
3460 ps
->semantics_in
, &ps
->baseShader
.reg_maps
, semantics_out
, &vs
->baseShader
.reg_maps
);
3462 shader_addline(&buffer
, "}\n");
3463 } else if(ps_major
>= 3 && vs_major
< 3) {
3464 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3465 shader_addline(&buffer
, "void order_ps_input() {\n");
3466 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3467 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3468 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3470 handle_ps3_input(&buffer
, gl_info
, ps
->input_reg_map
, ps
->semantics_in
, &ps
->baseShader
.reg_maps
, NULL
, NULL
);
3471 shader_addline(&buffer
, "}\n");
3473 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3476 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3477 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3478 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
.buffer
, NULL
));
3479 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3480 GL_EXTCALL(glCompileShaderARB(ret
));
3481 checkGLcall("glCompileShaderARB(ret)");
3483 shader_buffer_free(&buffer
);
3487 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const WineD3D_GL_Info
*gl_info
,
3488 GLhandleARB programId
, char prefix
)
3490 const local_constant
*lconst
;
3495 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3496 value
= (const float *)lconst
->value
;
3497 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3498 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3499 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3501 checkGLcall("Hardcoding local constants\n");
3504 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3505 * It sets the programId on the current StateBlock (because it should be called
3506 * inside of the DrawPrimitive() part of the render loop).
3508 * If a program for the given combination does not exist, create one, and store
3509 * the program in the hash table. If it creates a program, it will link the
3510 * given objects, too.
3512 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
3513 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3514 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3515 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3516 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
3517 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
3518 struct glsl_shader_prog_link
*entry
= NULL
;
3519 GLhandleARB programId
= 0;
3520 GLhandleARB reorder_shader_id
= 0;
3523 GLhandleARB vshader_id
, pshader_id
;
3524 struct ps_compile_args ps_compile_args
;
3525 struct vs_compile_args vs_compile_args
;
3528 find_vs_compile_args((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
, This
->stateBlock
, &vs_compile_args
);
3530 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3531 memset(&vs_compile_args
, 0, sizeof(vs_compile_args
));
3534 find_ps_compile_args((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
, This
->stateBlock
, &ps_compile_args
);
3536 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3537 memset(&ps_compile_args
, 0, sizeof(ps_compile_args
));
3539 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
3541 priv
->glsl_program
= entry
;
3545 /* If we get to this point, then no matching program exists, so we create one */
3546 programId
= GL_EXTCALL(glCreateProgramObjectARB());
3547 TRACE("Created new GLSL shader program %u\n", programId
);
3549 /* Create the entry */
3550 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
3551 entry
->programId
= programId
;
3552 entry
->vshader
= vshader
;
3553 entry
->pshader
= pshader
;
3554 entry
->vs_args
= vs_compile_args
;
3555 entry
->ps_args
= ps_compile_args
;
3556 entry
->constant_version
= 0;
3557 /* Add the hash table entry */
3558 add_glsl_program_entry(priv
, entry
);
3560 /* Set the current program */
3561 priv
->glsl_program
= entry
;
3564 vshader_id
= find_gl_vshader((IWineD3DVertexShaderImpl
*) vshader
, &vs_compile_args
);
3569 /* Attach GLSL vshader */
3571 const unsigned int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
3574 reorder_shader_id
= generate_param_reorder_function(vshader
, pshader
, gl_info
);
3575 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
3576 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
3577 checkGLcall("glAttachObjectARB");
3578 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3581 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
3583 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
3584 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
3585 checkGLcall("glAttachObjectARB");
3587 /* Bind vertex attributes to a corresponding index number to match
3588 * the same index numbers as ARB_vertex_programs (makes loading
3589 * vertex attributes simpler). With this method, we can use the
3590 * exact same code to load the attributes later for both ARB and
3593 * We have to do this here because we need to know the Program ID
3594 * in order to make the bindings work, and it has to be done prior
3595 * to linking the GLSL program. */
3596 for (i
= 0; i
< max_attribs
; ++i
) {
3597 if (((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.attributes
[i
]) {
3598 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
3599 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
3602 checkGLcall("glBindAttribLocationARB");
3604 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
3608 pshader_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) pshader
, &ps_compile_args
);
3613 /* Attach GLSL pshader */
3615 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
3616 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
3617 checkGLcall("glAttachObjectARB");
3619 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
3622 /* Link the program */
3623 TRACE("Linking GLSL shader program %u\n", programId
);
3624 GL_EXTCALL(glLinkProgramARB(programId
));
3625 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
3627 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
3628 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
3629 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
3630 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3632 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3633 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
3634 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3636 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
3637 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
3638 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
3639 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3641 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3642 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
3643 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3647 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*)pshader
)->numbumpenvmatconsts
; i
++) {
3649 sprintf(name
, "bumpenvmat%d", ((IWineD3DPixelShaderImpl
*)pshader
)->bumpenvmatconst
[i
].texunit
);
3650 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3651 sprintf(name
, "luminancescale%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3652 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3653 sprintf(name
, "luminanceoffset%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3654 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3658 if (use_ps
&& ps_compile_args
.np2_fixup
) {
3660 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3661 if (ps_compile_args
.np2_fixup
& (1 << i
)) {
3662 sprintf(name
, "PsamplerNP2Fixup%u", i
);
3663 entry
->np2Fixup_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3665 entry
->np2Fixup_location
[i
] = -1;
3670 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
3671 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
3672 checkGLcall("Find glsl program uniform locations");
3675 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.reg_maps
.shader_version
) >= 3
3676 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> GL_LIMITS(glsl_varyings
) / 4)
3678 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
3679 entry
->vertex_color_clamp
= GL_FALSE
;
3681 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
3684 /* Set the shader to allow uniform loading on it */
3685 GL_EXTCALL(glUseProgramObjectARB(programId
));
3686 checkGLcall("glUseProgramObjectARB(programId)");
3688 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3689 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3690 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3691 * vertex shader with fixed function pixel processing is used we make sure that the card
3692 * supports enough samplers to allow the max number of vertex samplers with all possible
3693 * fixed function fragment processing setups. So once the program is linked these samplers
3697 /* Load vertex shader samplers */
3698 shader_glsl_load_vsamplers(gl_info
, This
->texUnitMap
, programId
);
3701 /* Load pixel shader samplers */
3702 shader_glsl_load_psamplers(gl_info
, This
->texUnitMap
, programId
);
3705 /* If the local constants do not have to be loaded with the environment constants,
3706 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3709 if(pshader
&& !((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.load_local_constsF
) {
3710 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
3712 if(vshader
&& !((IWineD3DVertexShaderImpl
*)vshader
)->baseShader
.load_local_constsF
) {
3713 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
3717 static GLhandleARB
create_glsl_blt_shader(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
3719 GLhandleARB program_id
;
3720 GLhandleARB vshader_id
, pshader_id
;
3721 static const char *blt_vshader
[] =
3726 " gl_Position = gl_Vertex;\n"
3727 " gl_FrontColor = vec4(1.0);\n"
3728 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3732 static const char *blt_pshaders
[tex_type_count
] =
3738 "uniform sampler2D sampler;\n"
3741 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3747 "uniform samplerCube sampler;\n"
3750 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3754 "#extension GL_ARB_texture_rectangle : enable\n"
3755 "uniform sampler2DRect sampler;\n"
3758 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3762 if (!blt_pshaders
[tex_type
])
3764 FIXME("tex_type %#x not supported\n", tex_type
);
3768 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3769 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
3770 GL_EXTCALL(glCompileShaderARB(vshader_id
));
3772 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3773 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshaders
[tex_type
], NULL
));
3774 GL_EXTCALL(glCompileShaderARB(pshader_id
));
3776 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
3777 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
3778 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
3779 GL_EXTCALL(glLinkProgramARB(program_id
));
3781 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
3783 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3786 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
3787 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
3791 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
3792 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3793 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3794 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3795 GLhandleARB program_id
= 0;
3796 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
3798 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3800 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
3801 else priv
->glsl_program
= NULL
;
3803 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3805 if (old_vertex_color_clamp
!= current_vertex_color_clamp
) {
3806 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
3807 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
3808 checkGLcall("glClampColorARB");
3810 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3814 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3815 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3816 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3817 checkGLcall("glUseProgramObjectARB");
3820 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
3821 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3822 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3823 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3824 GLhandleARB
*blt_program
= &priv
->depth_blt_program
[tex_type
];
3826 if (!*blt_program
) {
3828 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
);
3829 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
3830 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
3831 GL_EXTCALL(glUniform1iARB(loc
, 0));
3833 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
3837 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
3838 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3839 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3840 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3841 GLhandleARB program_id
;
3843 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3844 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3846 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3847 checkGLcall("glUseProgramObjectARB");
3850 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
3851 const struct list
*linked_programs
;
3852 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
3853 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3854 struct shader_glsl_priv
*priv
= device
->shader_priv
;
3855 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
3856 IWineD3DPixelShaderImpl
*ps
= NULL
;
3857 IWineD3DVertexShaderImpl
*vs
= NULL
;
3859 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3860 * can be called from IWineD3DBaseShader::Release
3862 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
);
3865 ps
= (IWineD3DPixelShaderImpl
*) This
;
3866 if(ps
->num_gl_shaders
== 0) return;
3867 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->pshader
== iface
)
3868 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
3870 vs
= (IWineD3DVertexShaderImpl
*) This
;
3871 if(vs
->num_gl_shaders
== 0) return;
3872 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->vshader
== iface
)
3873 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
3876 linked_programs
= &This
->baseShader
.linked_programs
;
3878 TRACE("Deleting linked programs\n");
3879 if (linked_programs
->next
) {
3880 struct glsl_shader_prog_link
*entry
, *entry2
;
3883 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
3884 delete_glsl_program_entry(priv
, gl_info
, entry
);
3887 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
3888 delete_glsl_program_entry(priv
, gl_info
, entry
);
3897 for(i
= 0; i
< ps
->num_gl_shaders
; i
++) {
3898 TRACE("deleting pshader %u\n", ps
->gl_shaders
[i
].prgId
);
3899 GL_EXTCALL(glDeleteObjectARB(ps
->gl_shaders
[i
].prgId
));
3900 checkGLcall("glDeleteObjectARB");
3903 HeapFree(GetProcessHeap(), 0, ps
->gl_shaders
);
3904 ps
->gl_shaders
= NULL
;
3905 ps
->num_gl_shaders
= 0;
3906 ps
->shader_array_size
= 0;
3911 for(i
= 0; i
< vs
->num_gl_shaders
; i
++) {
3912 TRACE("deleting vshader %u\n", vs
->gl_shaders
[i
].prgId
);
3913 GL_EXTCALL(glDeleteObjectARB(vs
->gl_shaders
[i
].prgId
));
3914 checkGLcall("glDeleteObjectARB");
3917 HeapFree(GetProcessHeap(), 0, vs
->gl_shaders
);
3918 vs
->gl_shaders
= NULL
;
3919 vs
->num_gl_shaders
= 0;
3920 vs
->shader_array_size
= 0;
3924 static unsigned int glsl_program_key_hash(const void *key
)
3926 const glsl_program_key_t
*k
= key
;
3928 unsigned int hash
= ((DWORD_PTR
) k
->vshader
) | ((DWORD_PTR
) k
->pshader
) << 16;
3929 hash
+= ~(hash
<< 15);
3930 hash
^= (hash
>> 10);
3931 hash
+= (hash
<< 3);
3932 hash
^= (hash
>> 6);
3933 hash
+= ~(hash
<< 11);
3934 hash
^= (hash
>> 16);
3939 static BOOL
glsl_program_key_compare(const void *keya
, const void *keyb
)
3941 const glsl_program_key_t
*ka
= keya
;
3942 const glsl_program_key_t
*kb
= keyb
;
3944 return ka
->vshader
== kb
->vshader
&& ka
->pshader
== kb
->pshader
&&
3945 (memcmp(&ka
->ps_args
, &kb
->ps_args
, sizeof(kb
->ps_args
)) == 0) &&
3946 (memcmp(&ka
->vs_args
, &kb
->vs_args
, sizeof(kb
->vs_args
)) == 0);
3949 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
3951 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
3952 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
3956 ERR("Failed to allocate memory\n");
3960 heap
->entries
= mem
;
3961 heap
->entries
[1].version
= 0;
3962 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
3968 static void constant_heap_free(struct constant_heap
*heap
)
3970 HeapFree(GetProcessHeap(), 0, heap
->entries
);
3973 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
3974 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3975 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3976 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
3977 SIZE_T stack_size
= wined3d_log2i(max(GL_LIMITS(vshader_constantsF
), GL_LIMITS(pshader_constantsF
))) + 1;
3979 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
3982 ERR("Failed to allocate memory.\n");
3983 HeapFree(GetProcessHeap(), 0, priv
);
3984 return E_OUTOFMEMORY
;
3987 if (!constant_heap_init(&priv
->vconst_heap
, GL_LIMITS(vshader_constantsF
)))
3989 ERR("Failed to initialize vertex shader constant heap\n");
3990 HeapFree(GetProcessHeap(), 0, priv
->stack
);
3991 HeapFree(GetProcessHeap(), 0, priv
);
3992 return E_OUTOFMEMORY
;
3995 if (!constant_heap_init(&priv
->pconst_heap
, GL_LIMITS(pshader_constantsF
)))
3997 ERR("Failed to initialize pixel shader constant heap\n");
3998 constant_heap_free(&priv
->vconst_heap
);
3999 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4000 HeapFree(GetProcessHeap(), 0, priv
);
4001 return E_OUTOFMEMORY
;
4004 priv
->glsl_program_lookup
= hash_table_create(glsl_program_key_hash
, glsl_program_key_compare
);
4005 priv
->next_constant_version
= 1;
4007 This
->shader_priv
= priv
;
4011 static void shader_glsl_free(IWineD3DDevice
*iface
) {
4012 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4013 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4014 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4017 for (i
= 0; i
< tex_type_count
; ++i
)
4019 if (priv
->depth_blt_program
[i
])
4021 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program
[i
]));
4025 hash_table_destroy(priv
->glsl_program_lookup
, NULL
, NULL
);
4026 constant_heap_free(&priv
->pconst_heap
);
4027 constant_heap_free(&priv
->vconst_heap
);
4029 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4030 This
->shader_priv
= NULL
;
4033 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
4034 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4038 static GLuint
shader_glsl_generate_pshader(IWineD3DPixelShader
*iface
,
4039 SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
)
4041 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
4042 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4043 CONST DWORD
*function
= This
->baseShader
.function
;
4044 const char *fragcolor
;
4045 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
4047 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4048 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4050 shader_addline(buffer
, "#version 120\n");
4052 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
4053 shader_addline(buffer
, "#extension GL_ARB_draw_buffers : enable\n");
4055 if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD
) && reg_maps
->usestexldd
) {
4056 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4058 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
4059 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4060 * drivers write a warning if we don't do so
4062 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4065 /* Base Declarations */
4066 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, args
);
4068 /* Pack 3.0 inputs */
4069 if (reg_maps
->shader_version
>= WINED3DPS_VERSION(3,0) && args
->vp_mode
!= vertexshader
) {
4070 pshader_glsl_input_pack(iface
, buffer
, This
->semantics_in
, reg_maps
, args
->vp_mode
);
4073 /* Base Shader Body */
4074 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
);
4076 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4077 if (reg_maps
->shader_version
< WINED3DPS_VERSION(2,0))
4079 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4080 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
4081 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4083 shader_addline(buffer
, "gl_FragColor = R0;\n");
4086 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
4087 fragcolor
= "gl_FragData[0]";
4089 fragcolor
= "gl_FragColor";
4091 if(args
->srgb_correction
) {
4092 shader_addline(buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
4093 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
4094 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
4095 shader_addline(buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
4096 shader_addline(buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
4097 shader_addline(buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
4098 shader_addline(buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
4099 shader_addline(buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
4101 /* Pixel shader < 3.0 do not replace the fog stage.
4102 * This implements linear fog computation and blending.
4103 * TODO: non linear fog
4104 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4105 * -1/(e-s) and e/(e-s) respectively.
4107 if(reg_maps
->shader_version
< WINED3DPS_VERSION(3,0)) {
4109 case FOG_OFF
: break;
4111 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4112 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
4113 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4114 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
4117 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4118 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4119 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4120 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
4123 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4124 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4125 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4126 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
4131 shader_addline(buffer
, "}\n");
4133 TRACE("Compiling shader object %u\n", shader_obj
);
4134 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4135 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4136 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
4138 /* Store the shader object */
4142 static GLuint
shader_glsl_generate_vshader(IWineD3DVertexShader
*iface
,
4143 SHADER_BUFFER
*buffer
, const struct vs_compile_args
*args
)
4145 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
4146 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4147 CONST DWORD
*function
= This
->baseShader
.function
;
4148 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
4150 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4151 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4153 shader_addline(buffer
, "#version 120\n");
4155 /* Base Declarations */
4156 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, NULL
);
4158 /* Base Shader Body */
4159 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
);
4161 /* Unpack 3.0 outputs */
4162 if (reg_maps
->shader_version
>= WINED3DVS_VERSION(3,0)) shader_addline(buffer
, "order_ps_input(OUT);\n");
4163 else shader_addline(buffer
, "order_ps_input();\n");
4165 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4166 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4167 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4168 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4170 if(args
->fog_src
== VS_FOG_Z
) {
4171 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4172 } else if (!reg_maps
->fog
) {
4173 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4176 /* Write the final position.
4178 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4179 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4180 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4181 * contains 1.0 to allow a mad.
4183 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4184 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4186 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4188 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4189 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4190 * which is the same as z = z * 2 - w.
4192 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4194 shader_addline(buffer
, "}\n");
4196 TRACE("Compiling shader object %u\n", shader_obj
);
4197 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4198 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4199 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
4204 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
4206 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4207 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4208 * vs_nv_version which is based on NV_vertex_program.
4209 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4210 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4211 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4212 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4214 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
4215 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4217 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4218 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
4219 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
4221 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4222 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4223 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4224 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4225 * in max native instructions. Intel and others also offer the info in this extension but they
4226 * don't support GLSL (at least on Windows).
4228 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4229 * of instructions is 512 or less we have to do with ps2.0 hardware.
4230 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4232 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
4233 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4235 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4237 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
);
4239 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4240 * Direct3D minimum requirement.
4242 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4243 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4245 * The problem is that the refrast clamps temporary results in the shader to
4246 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4247 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4248 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4249 * offer a way to query this.
4251 pCaps
->PixelShader1xMaxValue
= 8.0;
4252 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
4255 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4257 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4259 TRACE("Checking support for fixup:\n");
4260 dump_color_fixup_desc(fixup
);
4263 /* We support everything except YUV conversions. */
4264 if (!is_yuv_fixup(fixup
))
4270 TRACE("[FAILED]\n");
4274 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4276 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4277 /* WINED3DSIH_ADD */ shader_glsl_arith
,
4278 /* WINED3DSIH_BEM */ pshader_glsl_bem
,
4279 /* WINED3DSIH_BREAK */ shader_glsl_break
,
4280 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
4281 /* WINED3DSIH_BREAKP */ NULL
,
4282 /* WINED3DSIH_CALL */ shader_glsl_call
,
4283 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
4284 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
4285 /* WINED3DSIH_CND */ shader_glsl_cnd
,
4286 /* WINED3DSIH_CRS */ shader_glsl_cross
,
4287 /* WINED3DSIH_DCL */ NULL
,
4288 /* WINED3DSIH_DEF */ NULL
,
4289 /* WINED3DSIH_DEFB */ NULL
,
4290 /* WINED3DSIH_DEFI */ NULL
,
4291 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add
,
4292 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
4293 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
4294 /* WINED3DSIH_DST */ shader_glsl_dst
,
4295 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
4296 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
4297 /* WINED3DSIH_ELSE */ shader_glsl_else
,
4298 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
4299 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
4300 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
4301 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
4302 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
4303 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
4304 /* WINED3DSIH_IF */ shader_glsl_if
,
4305 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
4306 /* WINED3DSIH_LABEL */ shader_glsl_label
,
4307 /* WINED3DSIH_LIT */ shader_glsl_lit
,
4308 /* WINED3DSIH_LOG */ shader_glsl_log
,
4309 /* WINED3DSIH_LOGP */ shader_glsl_log
,
4310 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
4311 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
4312 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
4313 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
4314 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
4315 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
4316 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
4317 /* WINED3DSIH_MAD */ shader_glsl_mad
,
4318 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
4319 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
4320 /* WINED3DSIH_MOV */ shader_glsl_mov
,
4321 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
4322 /* WINED3DSIH_MUL */ shader_glsl_arith
,
4323 /* WINED3DSIH_NOP */ NULL
,
4324 /* WINED3DSIH_NRM */ shader_glsl_map2gl
,
4325 /* WINED3DSIH_PHASE */ NULL
,
4326 /* WINED3DSIH_POW */ shader_glsl_pow
,
4327 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
4328 /* WINED3DSIH_REP */ shader_glsl_rep
,
4329 /* WINED3DSIH_RET */ NULL
,
4330 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
4331 /* WINED3DSIH_SETP */ NULL
,
4332 /* WINED3DSIH_SGE */ shader_glsl_compare
,
4333 /* WINED3DSIH_SGN */ shader_glsl_map2gl
,
4334 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
4335 /* WINED3DSIH_SLT */ shader_glsl_compare
,
4336 /* WINED3DSIH_SUB */ shader_glsl_arith
,
4337 /* WINED3DSIH_TEX */ pshader_glsl_tex
,
4338 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem
,
4339 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem
,
4340 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord
,
4341 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth
,
4342 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3
,
4343 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex
,
4344 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill
,
4345 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
4346 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
4347 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth
,
4348 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad
,
4349 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex
,
4350 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3
,
4351 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4352 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad
,
4353 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec
,
4354 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex
,
4355 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec
,
4356 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar
,
4357 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb
,
4358 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb
,
4361 const shader_backend_t glsl_shader_backend
= {
4362 shader_glsl_instruction_handler_table
,
4364 shader_glsl_select_depth_blt
,
4365 shader_glsl_deselect_depth_blt
,
4366 shader_glsl_update_float_vertex_constants
,
4367 shader_glsl_update_float_pixel_constants
,
4368 shader_glsl_load_constants
,
4369 shader_glsl_load_np2fixup_constants
,
4370 shader_glsl_destroy
,
4373 shader_glsl_dirty_const
,
4374 shader_glsl_generate_pshader
,
4375 shader_glsl_generate_vshader
,
4376 shader_glsl_get_caps
,
4377 shader_glsl_color_fixup_supported
,