2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 * D3D shader asm has swizzles on source parameters, and write masks for
24 * destination parameters. GLSL uses swizzles for both. The result of this is
25 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
26 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
27 * mask for the destination parameter into account.
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
37 #define GLINFO_LOCATION (*gl_info)
52 } glsl_sample_function_t
;
54 /** Prints the GLSL info log which will contain error messages if they exist */
55 void print_glsl_info_log(WineD3D_GL_Info
*gl_info
, GLhandleARB obj
) {
57 int infologLength
= 0;
60 GL_EXTCALL(glGetObjectParameterivARB(obj
,
61 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
64 /* A size of 1 is just a null-terminated string, so the log should be bigger than
65 * that if there are errors. */
66 if (infologLength
> 1)
68 infoLog
= (char *)HeapAlloc(GetProcessHeap(), 0, infologLength
);
69 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
70 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
71 HeapFree(GetProcessHeap(), 0, infoLog
);
76 * Loads (pixel shader) samplers
78 static void shader_glsl_load_psamplers(
79 WineD3D_GL_Info
*gl_info
,
80 IWineD3DStateBlock
* iface
) {
82 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
83 GLhandleARB programId
= stateBlock
->glsl_program
->programId
;
86 char sampler_name
[20];
88 for (i
=0; i
< GL_LIMITS(samplers
); ++i
) {
89 if (stateBlock
->textures
[i
] != NULL
) {
90 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
91 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
93 TRACE("Loading %s for texture %d\n", sampler_name
, i
);
94 GL_EXTCALL(glUniform1iARB(name_loc
, i
));
95 checkGLcall("glUniform1iARB");
102 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
103 * When constant_list == NULL, it will load all the constants.
105 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
,
106 unsigned int max_constants
, float* constants
, GLhandleARB
*constant_locations
,
107 struct list
*constant_list
) {
108 constants_entry
*constant
;
109 local_constant
* lconst
;
114 if (TRACE_ON(d3d_shader
)) {
115 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
120 tmp_loc
= constant_locations
[i
];
122 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
123 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
124 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
129 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
134 tmp_loc
= constant_locations
[i
];
136 /* We found this uniform name in the program - go ahead and send the data */
137 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
141 checkGLcall("glUniform4fvARB()");
143 /* Load immediate constants */
144 if (TRACE_ON(d3d_shader
)) {
145 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
146 tmp_loc
= constant_locations
[lconst
->idx
];
148 GLfloat
* values
= (GLfloat
*)lconst
->value
;
149 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
150 values
[0], values
[1], values
[2], values
[3]);
154 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
155 tmp_loc
= constant_locations
[lconst
->idx
];
157 /* We found this uniform name in the program - go ahead and send the data */
158 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (GLfloat
*)lconst
->value
));
161 checkGLcall("glUniform4fvARB()");
165 * Loads integer constants (aka uniforms) into the currently set GLSL program.
166 * When @constants_set == NULL, it will load all the constants.
168 static void shader_glsl_load_constantsI(
169 IWineD3DBaseShaderImpl
* This
,
170 WineD3D_GL_Info
*gl_info
,
171 GLhandleARB programId
,
172 unsigned max_constants
,
174 BOOL
* constants_set
) {
179 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
180 const char* prefix
= is_pshader
? "PI":"VI";
183 for (i
=0; i
<max_constants
; ++i
) {
184 if (NULL
== constants_set
|| constants_set
[i
]) {
186 TRACE_(d3d_constants
)("Loading constants %i: %i, %i, %i, %i\n",
187 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
189 /* TODO: Benchmark and see if it would be beneficial to store the
190 * locations of the constants to avoid looking up each time */
191 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
192 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
194 /* We found this uniform name in the program - go ahead and send the data */
195 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, &constants
[i
*4]));
196 checkGLcall("glUniform4ivARB");
201 /* Load immediate constants */
202 ptr
= list_head(&This
->baseShader
.constantsI
);
204 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
205 unsigned int idx
= lconst
->idx
;
206 GLint
* values
= (GLint
*) lconst
->value
;
208 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
209 values
[0], values
[1], values
[2], values
[3]);
211 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
212 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
214 /* We found this uniform name in the program - go ahead and send the data */
215 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, values
));
216 checkGLcall("glUniform4ivARB");
218 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
223 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
224 * When @constants_set == NULL, it will load all the constants.
226 static void shader_glsl_load_constantsB(
227 IWineD3DBaseShaderImpl
* This
,
228 WineD3D_GL_Info
*gl_info
,
229 GLhandleARB programId
,
230 unsigned max_constants
,
232 BOOL
* constants_set
) {
237 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
238 const char* prefix
= is_pshader
? "PB":"VB";
241 for (i
=0; i
<max_constants
; ++i
) {
242 if (NULL
== constants_set
|| constants_set
[i
]) {
244 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
*4]);
246 /* TODO: Benchmark and see if it would be beneficial to store the
247 * locations of the constants to avoid looking up each time */
248 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
249 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
251 /* We found this uniform name in the program - go ahead and send the data */
252 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
*4]));
253 checkGLcall("glUniform1ivARB");
258 /* Load immediate constants */
259 ptr
= list_head(&This
->baseShader
.constantsB
);
261 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
262 unsigned int idx
= lconst
->idx
;
263 GLint
* values
= (GLint
*) lconst
->value
;
265 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
267 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
268 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
270 /* We found this uniform name in the program - go ahead and send the data */
271 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
272 checkGLcall("glUniform1ivARB");
274 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
281 * Loads the app-supplied constants into the currently set GLSL program.
283 void shader_glsl_load_constants(
284 IWineD3DDevice
* device
,
286 char useVertexShader
) {
288 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
289 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
290 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*) deviceImpl
->wineD3D
)->gl_info
;
292 GLhandleARB
*constant_locations
;
293 struct list
*constant_list
;
294 GLhandleARB programId
;
297 if (!stateBlock
->glsl_program
) {
298 /* No GLSL program set - nothing to do. */
301 programId
= stateBlock
->glsl_program
->programId
;
303 if (useVertexShader
) {
304 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
307 constant_locations
= stateBlock
->glsl_program
->vuniformF_locations
;
308 constant_list
= &stateBlock
->set_vconstantsF
;
310 /* Load DirectX 9 float constants/uniforms for vertex shader */
311 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
312 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
314 /* Load DirectX 9 integer constants/uniforms for vertex shader */
315 shader_glsl_load_constantsI(vshader
, gl_info
, programId
, MAX_CONST_I
,
316 stateBlock
->vertexShaderConstantI
,
317 stateBlock
->set
.vertexShaderConstantsI
);
319 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
320 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
321 stateBlock
->vertexShaderConstantB
,
322 stateBlock
->set
.vertexShaderConstantsB
);
324 /* Upload the position fixup params */
325 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
326 checkGLcall("glGetUniformLocationARB");
327 GL_EXTCALL(glUniform4fvARB(pos
, 1, &deviceImpl
->posFixup
[0]));
328 checkGLcall("glUniform4fvARB");
331 if (usePixelShader
) {
333 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
335 constant_locations
= stateBlock
->glsl_program
->puniformF_locations
;
336 constant_list
= &stateBlock
->set_pconstantsF
;
338 /* Load pixel shader samplers */
339 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*) stateBlock
);
341 /* Load DirectX 9 float constants/uniforms for pixel shader */
342 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
343 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
345 /* Load DirectX 9 integer constants/uniforms for pixel shader */
346 shader_glsl_load_constantsI(pshader
, gl_info
, programId
, MAX_CONST_I
,
347 stateBlock
->pixelShaderConstantI
,
348 stateBlock
->set
.pixelShaderConstantsI
);
350 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
351 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
352 stateBlock
->pixelShaderConstantB
,
353 stateBlock
->set
.pixelShaderConstantsB
);
355 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
356 * It can't be 0 for a valid texbem instruction.
358 if(((IWineD3DPixelShaderImpl
*) pshader
)->needsbumpmat
!= -1) {
359 float *data
= (float *) &stateBlock
->textureState
[(int) ((IWineD3DPixelShaderImpl
*) pshader
)->needsbumpmat
][WINED3DTSS_BUMPENVMAT00
];
360 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "bumpenvmat"));
361 checkGLcall("glGetUniformLocationARB");
362 GL_EXTCALL(glUniformMatrix2fvARB(pos
, 1, 0, data
));
363 checkGLcall("glUniform4fvARB");
368 /** Generate the variable & register declarations for the GLSL output target */
369 void shader_generate_glsl_declarations(
370 IWineD3DBaseShader
*iface
,
371 shader_reg_maps
* reg_maps
,
372 SHADER_BUFFER
* buffer
,
373 WineD3D_GL_Info
* gl_info
) {
375 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
378 /* There are some minor differences between pixel and vertex shaders */
379 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
380 char prefix
= pshader
? 'P' : 'V';
382 /* Prototype the subroutines */
383 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
384 if (reg_maps
->labels
[i
])
385 shader_addline(buffer
, "void subroutine%lu();\n", i
);
388 /* Declare the constants (aka uniforms) */
389 if (This
->baseShader
.limits
.constant_float
> 0) {
390 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
391 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
392 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
395 if (This
->baseShader
.limits
.constant_int
> 0)
396 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
398 if (This
->baseShader
.limits
.constant_bool
> 0)
399 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
402 shader_addline(buffer
, "uniform vec4 posFixup;\n");
403 else if(reg_maps
->bumpmat
!= -1)
404 shader_addline(buffer
, "uniform mat2 bumpenvmat;\n");
406 /* Declare texture samplers */
407 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
408 if (reg_maps
->samplers
[i
]) {
410 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
414 shader_addline(buffer
, "uniform sampler1D %csampler%lu;\n", prefix
, i
);
417 shader_addline(buffer
, "uniform sampler2D %csampler%lu;\n", prefix
, i
);
419 case WINED3DSTT_CUBE
:
420 shader_addline(buffer
, "uniform samplerCube %csampler%lu;\n", prefix
, i
);
422 case WINED3DSTT_VOLUME
:
423 shader_addline(buffer
, "uniform sampler3D %csampler%lu;\n", prefix
, i
);
426 shader_addline(buffer
, "uniform unsupported_sampler %csampler%lu;\n", prefix
, i
);
427 FIXME("Unrecognized sampler type: %#x\n", stype
);
433 /* Declare address variables */
434 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
435 if (reg_maps
->address
[i
])
436 shader_addline(buffer
, "ivec4 A%d;\n", i
);
439 /* Declare texture coordinate temporaries and initialize them */
440 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
441 if (reg_maps
->texcoord
[i
])
442 shader_addline(buffer
, "vec4 T%lu = gl_TexCoord[%lu];\n", i
, i
);
445 /* Declare input register temporaries */
446 for (i
=0; i
< This
->baseShader
.limits
.packed_input
; i
++) {
447 if (reg_maps
->packed_input
[i
])
448 shader_addline(buffer
, "vec4 IN%lu;\n", i
);
451 /* Declare output register temporaries */
452 for (i
= 0; i
< This
->baseShader
.limits
.packed_output
; i
++) {
453 if (reg_maps
->packed_output
[i
])
454 shader_addline(buffer
, "vec4 OUT%lu;\n", i
);
457 /* Declare temporary variables */
458 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
459 if (reg_maps
->temporary
[i
])
460 shader_addline(buffer
, "vec4 R%lu;\n", i
);
463 /* Declare attributes */
464 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
465 if (reg_maps
->attributes
[i
])
466 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
469 /* Declare loop register aL */
470 if (reg_maps
->loop
) {
471 shader_addline(buffer
, "int aL;\n");
472 shader_addline(buffer
, "int tmpInt;\n");
475 /* Temporary variables for matrix operations */
476 shader_addline(buffer
, "vec4 tmp0;\n");
477 shader_addline(buffer
, "vec4 tmp1;\n");
479 /* Start the main program */
480 shader_addline(buffer
, "void main() {\n");
483 /*****************************************************************************
484 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
486 * For more information, see http://wiki.winehq.org/DirectX-Shaders
487 ****************************************************************************/
490 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
491 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
493 /** Used for opcode modifiers - They multiply the result by the specified amount */
494 static const char * const shift_glsl_tab
[] = {
496 "2.0 * ", /* 1 (x2) */
497 "4.0 * ", /* 2 (x4) */
498 "8.0 * ", /* 3 (x8) */
499 "16.0 * ", /* 4 (x16) */
500 "32.0 * ", /* 5 (x32) */
507 "0.0625 * ", /* 12 (d16) */
508 "0.125 * ", /* 13 (d8) */
509 "0.25 * ", /* 14 (d4) */
510 "0.5 * " /* 15 (d2) */
513 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
514 static void shader_glsl_gen_modifier (
517 const char *in_regswizzle
,
522 if (instr
== WINED3DSIO_TEXKILL
)
525 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
526 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
528 case WINED3DSPSM_NONE
:
529 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
531 case WINED3DSPSM_NEG
:
532 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
534 case WINED3DSPSM_NOT
:
535 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
537 case WINED3DSPSM_BIAS
:
538 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
540 case WINED3DSPSM_BIASNEG
:
541 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
543 case WINED3DSPSM_SIGN
:
544 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
546 case WINED3DSPSM_SIGNNEG
:
547 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
549 case WINED3DSPSM_COMP
:
550 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
553 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
555 case WINED3DSPSM_X2NEG
:
556 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
558 case WINED3DSPSM_ABS
:
559 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
561 case WINED3DSPSM_ABSNEG
:
562 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
565 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
566 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
570 /** Writes the GLSL variable name that corresponds to the register that the
571 * DX opcode parameter is trying to access */
572 static void shader_glsl_get_register_name(
574 const DWORD addr_token
,
577 SHADER_OPCODE_ARG
* arg
) {
579 /* oPos, oFog and oPts in D3D */
580 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
582 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
583 DWORD regtype
= shader_get_regtype(param
);
584 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
585 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
586 WineD3D_GL_Info
* gl_info
= &((IWineD3DImpl
*)deviceImpl
->wineD3D
)->gl_info
;
588 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
594 case WINED3DSPR_TEMP
:
595 sprintf(tmpStr
, "R%u", reg
);
597 case WINED3DSPR_INPUT
:
599 /* Pixel shaders >= 3.0 */
600 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
601 sprintf(tmpStr
, "IN%u", reg
);
604 strcpy(tmpStr
, "gl_Color");
606 strcpy(tmpStr
, "gl_SecondaryColor");
609 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
611 sprintf(tmpStr
, "attrib%u", reg
);
614 case WINED3DSPR_CONST
:
616 const char* prefix
= pshader
? "PC":"VC";
618 /* Relative addressing */
619 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
621 /* Relative addressing on shaders 2.0+ have a relative address token,
622 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
623 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
624 glsl_src_param_t rel_param
;
625 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
626 sprintf(tmpStr
, "%s[%s + %u]", prefix
, rel_param
.param_str
, reg
);
628 sprintf(tmpStr
, "%s[A0.x + %u]", prefix
, reg
);
631 sprintf(tmpStr
, "%s[%u]", prefix
, reg
);
635 case WINED3DSPR_CONSTINT
:
637 sprintf(tmpStr
, "PI[%u]", reg
);
639 sprintf(tmpStr
, "VI[%u]", reg
);
641 case WINED3DSPR_CONSTBOOL
:
643 sprintf(tmpStr
, "PB[%u]", reg
);
645 sprintf(tmpStr
, "VB[%u]", reg
);
647 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
649 sprintf(tmpStr
, "T%u", reg
);
651 sprintf(tmpStr
, "A%u", reg
);
654 case WINED3DSPR_LOOP
:
655 sprintf(tmpStr
, "aL");
657 case WINED3DSPR_SAMPLER
:
659 sprintf(tmpStr
, "Psampler%u", reg
);
661 sprintf(tmpStr
, "Vsampler%u", reg
);
663 case WINED3DSPR_COLOROUT
:
664 if (reg
>= GL_LIMITS(buffers
)) {
665 WARN("Write to render target %u, only %d supported\n", reg
, 4);
667 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
668 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
669 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
670 sprintf(tmpStr
, "gl_FragColor");
673 case WINED3DSPR_RASTOUT
:
674 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
676 case WINED3DSPR_DEPTHOUT
:
677 sprintf(tmpStr
, "gl_FragDepth");
679 case WINED3DSPR_ATTROUT
:
681 sprintf(tmpStr
, "gl_FrontColor");
683 sprintf(tmpStr
, "gl_FrontSecondaryColor");
686 case WINED3DSPR_TEXCRDOUT
:
687 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
688 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
689 sprintf(tmpStr
, "OUT%u", reg
);
691 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
694 FIXME("Unhandled register name Type(%d)\n", regtype
);
695 sprintf(tmpStr
, "unrecognized_register");
699 strcat(regstr
, tmpStr
);
702 /* Get the GLSL write mask for the destination register */
703 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
704 char *ptr
= write_mask
;
705 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
706 DWORD reg_type
= shader_get_regtype(param
);
708 /* gl_FogFragCoord, gl_PointSize and gl_FragDepth are floats, fixup the write mask. */
709 if (((reg_type
== WINED3DSPR_RASTOUT
) && ((param
& WINED3DSP_REGNUM_MASK
) != 0))
710 || reg_type
== WINED3DSPR_DEPTHOUT
) {
711 mask
= WINED3DSP_WRITEMASK_0
;
714 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
715 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
716 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
717 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
725 static size_t shader_glsl_get_write_mask_size(DWORD write_mask
) {
728 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
729 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
730 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
731 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
736 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
737 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
738 * but addressed as "rgba". To fix this we need to swap the register's x
739 * and z components. */
740 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
741 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
742 char *ptr
= swizzle_str
;
745 /* swizzle bits fields: wwzzyyxx */
746 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
747 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
748 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
749 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
754 /* From a given parameter token, generate the corresponding GLSL string.
755 * Also, return the actual register name and swizzle in case the
756 * caller needs this information as well. */
757 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
758 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
) {
759 BOOL is_color
= FALSE
;
762 src_param
->reg_name
[0] = '\0';
763 src_param
->param_str
[0] = '\0';
764 swizzle_str
[0] = '\0';
766 shader_glsl_get_register_name(param
, addr_token
, src_param
->reg_name
, &is_color
, arg
);
768 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
769 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
772 /* From a given parameter token, generate the corresponding GLSL string.
773 * Also, return the actual register name and swizzle in case the
774 * caller needs this information as well. */
775 static DWORD
shader_glsl_add_dst_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
776 const DWORD addr_token
, glsl_dst_param_t
*dst_param
) {
777 BOOL is_color
= FALSE
;
779 dst_param
->mask_str
[0] = '\0';
780 dst_param
->reg_name
[0] = '\0';
782 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
783 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
786 /* Append the destination part of the instruction to the buffer, return the effective write mask */
787 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
) {
788 glsl_dst_param_t dst_param
;
792 shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
793 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, arg
->dst_addr
, &dst_param
);
794 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
799 /** Process GLSL instruction modifiers */
800 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
802 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
804 if (arg
->opcode
->dst_token
&& mask
!= 0) {
805 glsl_dst_param_t dst_param
;
807 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
809 if (mask
& WINED3DSPDM_SATURATE
) {
810 /* _SAT means to clamp the value of the register to between 0 and 1 */
811 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
812 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
814 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
815 FIXME("_centroid modifier not handled\n");
817 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
818 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
823 static inline const char* shader_get_comp_op(
824 const DWORD opcode
) {
826 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
828 case COMPARISON_GT
: return ">";
829 case COMPARISON_EQ
: return "==";
830 case COMPARISON_GE
: return ">=";
831 case COMPARISON_LT
: return "<";
832 case COMPARISON_NE
: return "!=";
833 case COMPARISON_LE
: return "<=";
835 FIXME("Unrecognized comparison value: %u\n", op
);
840 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, glsl_sample_function_t
*sample_function
) {
841 /* Note that there's no such thing as a projected cube texture. */
842 switch(sampler_type
) {
844 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
845 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
848 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
849 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
851 case WINED3DSTT_CUBE
:
852 sample_function
->name
= "textureCube";
853 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
855 case WINED3DSTT_VOLUME
:
856 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
857 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
860 sample_function
->name
= "";
861 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
867 /*****************************************************************************
869 * Begin processing individual instruction opcodes
871 ****************************************************************************/
873 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
874 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
875 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
876 SHADER_BUFFER
* buffer
= arg
->buffer
;
877 glsl_src_param_t src0_param
;
878 glsl_src_param_t src1_param
;
882 /* Determine the GLSL operator to use based on the opcode */
883 switch (curOpcode
->opcode
) {
884 case WINED3DSIO_MUL
: op
= '*'; break;
885 case WINED3DSIO_ADD
: op
= '+'; break;
886 case WINED3DSIO_SUB
: op
= '-'; break;
889 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
893 write_mask
= shader_glsl_append_dst(buffer
, arg
);
894 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
895 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
896 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
899 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
900 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
901 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
902 SHADER_BUFFER
* buffer
= arg
->buffer
;
903 glsl_src_param_t src0_param
;
906 write_mask
= shader_glsl_append_dst(buffer
, arg
);
907 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
909 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
910 * shader versions WINED3DSIO_MOVA is used for this. */
911 if ((WINED3DSHADER_VERSION_MAJOR(shader
->baseShader
.hex_version
) == 1 &&
912 !shader_is_pshader_version(shader
->baseShader
.hex_version
) &&
913 shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
) ||
914 arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
915 /* We need to *round* to the nearest int here. */
916 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
918 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
920 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
923 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
927 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
928 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
929 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
930 SHADER_BUFFER
* buffer
= arg
->buffer
;
931 glsl_src_param_t src0_param
;
932 glsl_src_param_t src1_param
;
933 DWORD dst_write_mask
, src_write_mask
;
936 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
937 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
939 /* dp3 works on vec3, dp4 on vec4 */
940 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
941 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
943 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
946 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, &src0_param
);
947 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, &src1_param
);
950 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
952 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
956 /* Note that this instruction has some restrictions. The destination write mask
957 * can't contain the w component, and the source swizzles have to be .xyzw */
958 void shader_glsl_cross(SHADER_OPCODE_ARG
*arg
) {
959 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
960 glsl_src_param_t src0_param
;
961 glsl_src_param_t src1_param
;
964 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
965 shader_glsl_append_dst(arg
->buffer
, arg
);
966 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
967 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
968 shader_addline(arg
->buffer
, "cross(%s, %s).%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
971 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
972 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
973 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
974 SHADER_BUFFER
* buffer
= arg
->buffer
;
975 glsl_src_param_t src_param
;
976 const char *instruction
;
981 /* Determine the GLSL function to use based on the opcode */
982 /* TODO: Possibly make this a table for faster lookups */
983 switch (curOpcode
->opcode
) {
984 case WINED3DSIO_MIN
: instruction
= "min"; break;
985 case WINED3DSIO_MAX
: instruction
= "max"; break;
986 case WINED3DSIO_RSQ
: instruction
= "inversesqrt"; break;
987 case WINED3DSIO_ABS
: instruction
= "abs"; break;
988 case WINED3DSIO_FRC
: instruction
= "fract"; break;
989 case WINED3DSIO_POW
: instruction
= "pow"; break;
990 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
991 case WINED3DSIO_LOGP
:
992 case WINED3DSIO_LOG
: instruction
= "log2"; break;
993 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
994 case WINED3DSIO_SGN
: instruction
= "sign"; break;
995 default: instruction
= "";
996 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1000 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1002 arguments
[0] = '\0';
1003 if (curOpcode
->num_params
> 0) {
1004 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src_param
);
1005 strcat(arguments
, src_param
.param_str
);
1006 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1007 strcat(arguments
, ", ");
1008 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, &src_param
);
1009 strcat(arguments
, src_param
.param_str
);
1013 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1016 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1017 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1018 * dst.x = 2^(floor(src))
1019 * dst.y = src - floor(src)
1020 * dst.z = 2^src (partial precision is allowed, but optional)
1022 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1023 * dst = 2^src; (partial precision is allowed, but optional)
1025 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1026 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1027 glsl_src_param_t src_param
;
1029 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1031 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1034 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1035 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1036 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1037 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1039 shader_glsl_append_dst(arg
->buffer
, arg
);
1040 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1041 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1046 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1047 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1049 if (mask_size
> 1) {
1050 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1052 shader_addline(arg
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1057 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1058 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1059 glsl_src_param_t src_param
;
1063 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1064 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1065 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1067 if (mask_size
> 1) {
1068 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1070 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1074 /** Process signed comparison opcodes in GLSL. */
1075 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1076 glsl_src_param_t src0_param
;
1077 glsl_src_param_t src1_param
;
1081 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1082 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1083 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1084 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1086 if (mask_size
> 1) {
1087 const char *compare
;
1089 switch(arg
->opcode
->opcode
) {
1090 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1091 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1092 default: compare
= "";
1093 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1096 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1097 src0_param
.param_str
, src1_param
.param_str
);
1099 const char *compare
;
1101 switch(arg
->opcode
->opcode
) {
1102 case WINED3DSIO_SLT
: compare
= "<"; break;
1103 case WINED3DSIO_SGE
: compare
= ">="; break;
1104 default: compare
= "";
1105 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1108 shader_addline(arg
->buffer
, "(%s %s %s) ? 1.0 : 0.0);\n",
1109 src0_param
.param_str
, compare
, src1_param
.param_str
);
1113 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1114 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1115 glsl_src_param_t src0_param
;
1116 glsl_src_param_t src1_param
;
1117 glsl_src_param_t src2_param
;
1121 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1122 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1124 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1125 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1126 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1128 if (mask_size
> 1) {
1129 shader_addline(arg
->buffer
, "mix(%s, %s, vec%d(lessThan(%s, vec%d(0.0)))));\n",
1130 src1_param
.param_str
, src2_param
.param_str
, mask_size
, src0_param
.param_str
, mask_size
);
1132 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1133 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1137 /** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */
1138 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1139 * the compare is done per component of src0. */
1140 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1141 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1142 glsl_src_param_t src0_param
;
1143 glsl_src_param_t src1_param
;
1144 glsl_src_param_t src2_param
;
1148 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1150 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(1, 4)) {
1152 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1154 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1155 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1158 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1159 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1161 if (mask_size
> 1) {
1162 shader_addline(arg
->buffer
, "mix(%s, %s, vec%d(lessThan(%s, vec%d(0.5)))));\n",
1163 src2_param
.param_str
, src1_param
.param_str
, mask_size
, src0_param
.param_str
, mask_size
);
1165 shader_addline(arg
->buffer
, "%s < 0.5 ? %s : %s);\n",
1166 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1170 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1171 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1172 glsl_src_param_t src0_param
;
1173 glsl_src_param_t src1_param
;
1174 glsl_src_param_t src2_param
;
1177 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1178 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1179 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1180 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1181 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n",
1182 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1185 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1186 Vertex shaders to GLSL codes */
1187 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1189 int nComponents
= 0;
1190 SHADER_OPCODE_ARG tmpArg
;
1192 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1194 /* Set constants for the temporary argument */
1195 tmpArg
.shader
= arg
->shader
;
1196 tmpArg
.buffer
= arg
->buffer
;
1197 tmpArg
.src
[0] = arg
->src
[0];
1198 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1199 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1200 tmpArg
.reg_maps
= arg
->reg_maps
;
1202 switch(arg
->opcode
->opcode
) {
1203 case WINED3DSIO_M4x4
:
1205 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1207 case WINED3DSIO_M4x3
:
1209 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1211 case WINED3DSIO_M3x4
:
1213 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1215 case WINED3DSIO_M3x3
:
1217 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1219 case WINED3DSIO_M3x2
:
1221 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1227 for (i
= 0; i
< nComponents
; i
++) {
1228 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1229 tmpArg
.src
[1] = arg
->src
[1]+i
;
1230 shader_glsl_dot(&tmpArg
);
1235 The LRP instruction performs a component-wise linear interpolation
1236 between the second and third operands using the first operand as the
1237 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1238 This is equivalent to mix(src2, src1, src0);
1240 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1241 glsl_src_param_t src0_param
;
1242 glsl_src_param_t src1_param
;
1243 glsl_src_param_t src2_param
;
1246 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1248 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1249 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1250 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1252 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n",
1253 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
1256 /** Process the WINED3DSIO_LIT instruction in GLSL:
1257 * dst.x = dst.w = 1.0
1258 * dst.y = (src0.x > 0) ? src0.x
1259 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1260 * where src.w is clamped at +- 128
1262 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1263 glsl_src_param_t src0_param
;
1264 glsl_src_param_t src1_param
;
1265 glsl_src_param_t src3_param
;
1268 shader_glsl_append_dst(arg
->buffer
, arg
);
1269 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1271 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1272 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
1273 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
1275 shader_addline(arg
->buffer
, "vec4(1.0, (%s > 0.0 ? %s : 0.0), (%s > 0.0 ? ((%s > 0.0) ? pow(%s, clamp(%s, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s);\n",
1276 src0_param
.param_str
, src0_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
, src1_param
.param_str
, src3_param
.param_str
, dst_mask
);
1279 /** Process the WINED3DSIO_DST instruction in GLSL:
1281 * dst.y = src0.x * src0.y
1285 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1286 glsl_src_param_t src0y_param
;
1287 glsl_src_param_t src0z_param
;
1288 glsl_src_param_t src1y_param
;
1289 glsl_src_param_t src1w_param
;
1292 shader_glsl_append_dst(arg
->buffer
, arg
);
1293 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1295 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
1296 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
1297 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
1298 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
1300 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1301 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
1304 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1305 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1306 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1308 * dst.x = cos(src0.?)
1309 * dst.y = sin(src0.?)
1313 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1314 glsl_src_param_t src0_param
;
1317 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1318 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1320 switch (write_mask
) {
1321 case WINED3DSP_WRITEMASK_0
:
1322 shader_addline(arg
->buffer
, "cos(%s));\n", src0_param
.param_str
);
1325 case WINED3DSP_WRITEMASK_1
:
1326 shader_addline(arg
->buffer
, "sin(%s));\n", src0_param
.param_str
);
1329 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
1330 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1334 ERR("Write mask should be .x, .y or .xy\n");
1339 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1340 * Start a for() loop where src1.y is the initial value of aL,
1341 * increment aL by src1.z for a total of src1.x iterations.
1342 * Need to use a temporary variable for this operation.
1344 /* FIXME: I don't think nested loops will work correctly this way. */
1345 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
1346 glsl_src_param_t src1_param
;
1348 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
1350 shader_addline(arg
->buffer
, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
1351 src1_param
.reg_name
, src1_param
.reg_name
, src1_param
.reg_name
);
1354 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
1355 shader_addline(arg
->buffer
, "}\n");
1358 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
1359 glsl_src_param_t src0_param
;
1361 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1362 shader_addline(arg
->buffer
, "for (tmpInt = 0; tmpInt < %s; tmpInt++) {\n", src0_param
.param_str
);
1365 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
1366 glsl_src_param_t src0_param
;
1368 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1369 shader_addline(arg
->buffer
, "if (%s) {\n", src0_param
.param_str
);
1372 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
1373 glsl_src_param_t src0_param
;
1374 glsl_src_param_t src1_param
;
1376 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1377 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1379 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
1380 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
1383 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
1384 shader_addline(arg
->buffer
, "} else {\n");
1387 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
1388 shader_addline(arg
->buffer
, "break;\n");
1391 /* FIXME: According to MSDN the compare is done per component. */
1392 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
1393 glsl_src_param_t src0_param
;
1394 glsl_src_param_t src1_param
;
1396 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1397 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1399 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
1400 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
1403 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
1405 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1406 shader_addline(arg
->buffer
, "}\n");
1407 shader_addline(arg
->buffer
, "void subroutine%lu () {\n", snum
);
1410 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
1411 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1412 shader_addline(arg
->buffer
, "subroutine%lu();\n", snum
);
1415 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
1416 glsl_src_param_t src1_param
;
1418 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1419 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1420 shader_addline(arg
->buffer
, "if (%s) subroutine%lu();\n", src1_param
.param_str
, snum
);
1423 /*********************************************
1424 * Pixel Shader Specific Code begins here
1425 ********************************************/
1426 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
1427 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1428 DWORD hex_version
= This
->baseShader
.hex_version
;
1429 char dst_swizzle
[6];
1430 glsl_sample_function_t sample_function
;
1436 /* All versions have a destination register */
1437 shader_glsl_append_dst(arg
->buffer
, arg
);
1439 /* 1.0-1.4: Use destination register as sampler source.
1440 * 2.0+: Use provided sampler source. */
1441 if (hex_version
< WINED3DPS_VERSION(1,4)) {
1442 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1445 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1446 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1448 if (flags
& WINED3DTTFF_PROJECTED
) {
1450 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
1451 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
1452 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
1453 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
1454 case WINED3DTTFF_COUNT4
:
1455 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
1460 } else if (hex_version
< WINED3DPS_VERSION(2,0)) {
1461 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1462 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1464 if (src_mod
== WINED3DSPSM_DZ
) {
1466 mask
= WINED3DSP_WRITEMASK_2
;
1467 } else if (src_mod
== WINED3DSPSM_DW
) {
1469 mask
= WINED3DSP_WRITEMASK_3
;
1474 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1475 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
1476 /* ps 2.0 texldp instruction always divides by the fourth component. */
1478 mask
= WINED3DSP_WRITEMASK_3
;
1484 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1485 shader_glsl_get_sample_function(sampler_type
, projected
, &sample_function
);
1486 mask
|= sample_function
.coord_mask
;
1488 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1489 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
1491 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
1494 /* 1.0-1.3: Use destination register as coordinate source.
1495 1.4+: Use provided coordinate source register. */
1496 if (hex_version
< WINED3DPS_VERSION(1,4)) {
1498 shader_glsl_get_write_mask(mask
, coord_mask
);
1499 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
1500 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
1502 glsl_src_param_t coord_param
;
1503 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, &coord_param
);
1504 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
1505 sample_function
.name
, sampler_idx
, coord_param
.param_str
, dst_swizzle
);
1509 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
1511 /* FIXME: Make this work for more than just 2D textures */
1513 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1514 SHADER_BUFFER
* buffer
= arg
->buffer
;
1515 DWORD hex_version
= This
->baseShader
.hex_version
;
1519 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1520 shader_glsl_get_write_mask(write_mask
, dst_mask
);
1522 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
1523 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1524 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
1526 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1527 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
1528 char dst_swizzle
[6];
1530 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
1532 if (src_mod
== WINED3DSPSM_DZ
) {
1533 glsl_src_param_t div_param
;
1534 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1535 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
1537 if (mask_size
> 1) {
1538 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
1540 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
1542 } else if (src_mod
== WINED3DSPSM_DW
) {
1543 glsl_src_param_t div_param
;
1544 size_t mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1545 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
1547 if (mask_size
> 1) {
1548 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
1550 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
1553 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
1558 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
1559 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1560 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1561 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
1562 glsl_src_param_t src0_param
;
1564 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1565 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1567 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1569 shader_glsl_append_dst(arg
->buffer
, arg
);
1570 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1571 shader_addline(arg
->buffer
, "texture1D(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
1572 sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
1575 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
1576 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1577 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
1578 glsl_src_param_t src0_param
;
1579 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1580 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1584 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1585 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
1586 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1588 if (mask_size
> 1) {
1589 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
1591 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
1595 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
1596 * Calculate the depth as dst.x / dst.y */
1597 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
1598 glsl_dst_param_t dst_param
;
1600 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1602 shader_addline(arg
->buffer
, "gl_FragDepth = %s.x / %s.y;\n", dst_param
.reg_name
, dst_param
.reg_name
);
1605 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
1606 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1607 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1608 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1610 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
1611 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1612 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1613 glsl_src_param_t src0_param
;
1615 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1617 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
1618 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
1621 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
1622 * Calculate the 1st of a 2-row matrix multiplication. */
1623 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
1624 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1625 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1626 SHADER_BUFFER
* buffer
= arg
->buffer
;
1627 glsl_src_param_t src0_param
;
1629 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1630 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
1633 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
1634 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
1635 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
1637 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1638 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1639 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1640 SHADER_BUFFER
* buffer
= arg
->buffer
;
1641 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1642 glsl_src_param_t src0_param
;
1644 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1645 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
1646 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1649 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
1650 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1651 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1652 SHADER_BUFFER
* buffer
= arg
->buffer
;
1653 glsl_src_param_t src0_param
;
1656 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1657 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
1659 shader_glsl_append_dst(buffer
, arg
);
1660 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1662 /* Sample the texture using the calculated coordinates */
1663 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
1666 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
1667 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
1668 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
1669 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1670 glsl_src_param_t src0_param
;
1672 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1673 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1674 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1675 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1676 glsl_sample_function_t sample_function
;
1678 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1679 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
1681 shader_glsl_append_dst(arg
->buffer
, arg
);
1682 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1683 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1685 /* Sample the texture using the calculated coordinates */
1686 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
1688 current_state
->current_row
= 0;
1691 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
1692 * Perform the 3rd row of a 3x3 matrix multiply */
1693 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
1694 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1695 glsl_src_param_t src0_param
;
1697 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1698 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1699 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1701 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1703 shader_glsl_append_dst(arg
->buffer
, arg
);
1704 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1705 shader_addline(arg
->buffer
, "vec4(tmp.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
1707 current_state
->current_row
= 0;
1710 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
1711 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1712 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
1714 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1715 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1716 glsl_src_param_t src0_param
;
1717 glsl_src_param_t src1_param
;
1719 SHADER_BUFFER
* buffer
= arg
->buffer
;
1720 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1721 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1722 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1723 glsl_sample_function_t sample_function
;
1725 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1726 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1728 /* Perform the last matrix multiply operation */
1729 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
1731 /* Calculate reflection vector, 2*(tmp0.src1)*tmp0-src1
1732 * This is equivalent to reflect(-src1, tmp0); */
1733 shader_addline(buffer
, "tmp0.xyz = reflect(-(%s), tmp0.xyz);\n", src1_param
.param_str
);
1735 shader_glsl_append_dst(buffer
, arg
);
1736 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1737 shader_glsl_get_sample_function(stype
, FALSE
, &sample_function
);
1739 /* Sample the texture */
1740 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
1742 current_state
->current_row
= 0;
1745 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
1746 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1747 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
1749 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1750 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1751 SHADER_BUFFER
* buffer
= arg
->buffer
;
1752 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1753 glsl_src_param_t src0_param
;
1755 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1756 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1757 glsl_sample_function_t sample_function
;
1759 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1761 /* Perform the last matrix multiply operation */
1762 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
1764 /* Construct the eye-ray vector from w coordinates */
1765 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
1766 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
1768 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(tmp0.tmp1)*tmp0-tmp1
1769 * This is equivalent to reflect(-tmp1, tmp0); */
1770 shader_addline(buffer
, "tmp0.xyz = reflect(-tmp1.xyz, tmp0.xyz);\n");
1772 shader_glsl_append_dst(buffer
, arg
);
1773 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1774 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1776 /* Sample the texture using the calculated coordinates */
1777 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
1779 current_state
->current_row
= 0;
1782 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
1783 * Apply a fake bump map transform.
1784 * texbem is pshader <= 1.3 only, this saves a few version checks
1786 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
1787 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1788 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1789 char dst_swizzle
[6];
1790 glsl_sample_function_t sample_function
;
1791 glsl_src_param_t coord_param
;
1798 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1799 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
1801 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1802 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1803 mask
= sample_function
.coord_mask
;
1805 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
1807 shader_glsl_get_write_mask(mask
, coord_mask
);
1809 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1810 * so we can't let the GL handle this.
1812 if (flags
& WINED3DTTFF_PROJECTED
) {
1814 char coord_div_mask
[3];
1815 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
1816 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
1817 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
1818 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
1819 case WINED3DTTFF_COUNT4
:
1820 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
1822 shader_glsl_get_write_mask(div_mask
, coord_div_mask
);
1823 shader_addline(arg
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
1826 shader_glsl_append_dst(arg
->buffer
, arg
);
1827 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &coord_param
);
1828 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
1829 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, coord_param
.param_str
, coord_mask
, dst_swizzle
);
1832 void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
) {
1833 glsl_src_param_t src0_param
, src1_param
;
1835 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src0_param
);
1836 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src1_param
);
1838 shader_glsl_append_dst(arg
->buffer
, arg
);
1839 shader_addline(arg
->buffer
, "%s + bumpenvmat * %s);\n",
1840 src0_param
.param_str
, src1_param
.param_str
);
1843 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
1844 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
1845 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
1846 glsl_src_param_t src0_param
;
1847 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1850 shader_glsl_append_dst(arg
->buffer
, arg
);
1851 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1852 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1854 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
1857 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
1858 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
1859 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
1860 glsl_src_param_t src0_param
;
1861 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1864 shader_glsl_append_dst(arg
->buffer
, arg
);
1865 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1866 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1868 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
1871 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
1872 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
1873 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
1874 glsl_src_param_t src0_param
;
1876 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1877 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
1878 glsl_sample_function_t sample_function
;
1880 shader_glsl_append_dst(arg
->buffer
, arg
);
1881 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1882 shader_glsl_get_sample_function(sampler_type
, FALSE
, &sample_function
);
1883 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
1885 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_param
.param_str
, dst_mask
);
1888 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
1889 * If any of the first 3 components are < 0, discard this pixel */
1890 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
1891 glsl_dst_param_t dst_param
;
1893 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1894 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
1897 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
1898 * dst = dot2(src0, src1) + src2 */
1899 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
1900 glsl_src_param_t src0_param
;
1901 glsl_src_param_t src1_param
;
1902 glsl_src_param_t src2_param
;
1906 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1907 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1909 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
1910 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
1911 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
1913 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1916 void pshader_glsl_input_pack(
1917 SHADER_BUFFER
* buffer
,
1918 semantic
* semantics_in
) {
1922 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
1924 DWORD usage_token
= semantics_in
[i
].usage
;
1925 DWORD register_token
= semantics_in
[i
].reg
;
1926 DWORD usage
, usage_idx
;
1930 if (!usage_token
) continue;
1931 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
1932 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
1933 shader_glsl_get_write_mask(register_token
, reg_mask
);
1937 case WINED3DDECLUSAGE_COLOR
:
1939 shader_addline(buffer
, "IN%u%s = vec4(gl_Color)%s;\n",
1940 i
, reg_mask
, reg_mask
);
1941 else if (usage_idx
== 1)
1942 shader_addline(buffer
, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
1943 i
, reg_mask
, reg_mask
);
1945 shader_addline(buffer
, "IN%u%s = vec4(unsupported_color_input)%s;\n",
1946 i
, reg_mask
, reg_mask
);
1949 case WINED3DDECLUSAGE_TEXCOORD
:
1950 shader_addline(buffer
, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
1951 i
, reg_mask
, usage_idx
, reg_mask
);
1954 case WINED3DDECLUSAGE_FOG
:
1955 shader_addline(buffer
, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
1956 i
, reg_mask
, reg_mask
);
1960 shader_addline(buffer
, "IN%u%s = vec4(unsupported_input)%s;\n",
1961 i
, reg_mask
, reg_mask
);
1966 /*********************************************
1967 * Vertex Shader Specific Code begins here
1968 ********************************************/
1970 void vshader_glsl_output_unpack(
1971 SHADER_BUFFER
* buffer
,
1972 semantic
* semantics_out
) {
1976 for (i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
1978 DWORD usage_token
= semantics_out
[i
].usage
;
1979 DWORD register_token
= semantics_out
[i
].reg
;
1980 DWORD usage
, usage_idx
;
1984 if (!usage_token
) continue;
1986 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
1987 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
1988 shader_glsl_get_write_mask(register_token
, reg_mask
);
1992 case WINED3DDECLUSAGE_COLOR
:
1994 shader_addline(buffer
, "gl_FrontColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1995 else if (usage_idx
== 1)
1996 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1998 shader_addline(buffer
, "unsupported_color_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2001 case WINED3DDECLUSAGE_POSITION
:
2002 shader_addline(buffer
, "gl_Position%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2005 case WINED3DDECLUSAGE_TEXCOORD
:
2006 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT%u%s;\n",
2007 usage_idx
, reg_mask
, i
, reg_mask
);
2010 case WINED3DDECLUSAGE_PSIZE
:
2011 shader_addline(buffer
, "gl_PointSize = OUT%u.x;\n", i
);
2014 case WINED3DDECLUSAGE_FOG
:
2015 shader_addline(buffer
, "gl_FogFragCoord = OUT%u%s;\n", i
, reg_mask
);
2019 shader_addline(buffer
, "unsupported_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
2024 static void add_glsl_program_entry(IWineD3DDeviceImpl
*device
, struct glsl_shader_prog_link
*entry
) {
2025 glsl_program_key_t
*key
;
2027 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2028 key
->vshader
= entry
->vshader
;
2029 key
->pshader
= entry
->pshader
;
2031 hash_table_put(device
->glsl_program_lookup
, key
, entry
);
2034 static struct glsl_shader_prog_link
*get_glsl_program_entry(IWineD3DDeviceImpl
*device
,
2035 GLhandleARB vshader
, GLhandleARB pshader
) {
2036 glsl_program_key_t key
;
2038 key
.vshader
= vshader
;
2039 key
.pshader
= pshader
;
2041 return (struct glsl_shader_prog_link
*)hash_table_get(device
->glsl_program_lookup
, &key
);
2044 void delete_glsl_program_entry(IWineD3DDevice
*iface
, struct glsl_shader_prog_link
*entry
) {
2045 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2046 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2047 glsl_program_key_t
*key
;
2049 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2050 key
->vshader
= entry
->vshader
;
2051 key
->pshader
= entry
->pshader
;
2052 hash_table_remove(This
->glsl_program_lookup
, key
);
2054 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
2055 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
2056 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
2057 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
2058 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
2059 HeapFree(GetProcessHeap(), 0, entry
);
2062 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
2063 * It sets the programId on the current StateBlock (because it should be called
2064 * inside of the DrawPrimitive() part of the render loop).
2066 * If a program for the given combination does not exist, create one, and store
2067 * the program in the hash table. If it creates a program, it will link the
2068 * given objects, too.
2070 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
2071 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2072 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2073 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
2074 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
2075 struct glsl_shader_prog_link
*entry
= NULL
;
2076 GLhandleARB programId
= 0;
2080 GLhandleARB vshader_id
= use_vs
? ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.prgId
: 0;
2081 GLhandleARB pshader_id
= use_ps
? ((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.prgId
: 0;
2082 entry
= get_glsl_program_entry(This
, vshader_id
, pshader_id
);
2084 This
->stateBlock
->glsl_program
= entry
;
2088 /* If we get to this point, then no matching program exists, so we create one */
2089 programId
= GL_EXTCALL(glCreateProgramObjectARB());
2090 TRACE("Created new GLSL shader program %u\n", programId
);
2092 /* Create the entry */
2093 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
2094 entry
->programId
= programId
;
2095 entry
->vshader
= vshader_id
;
2096 entry
->pshader
= pshader_id
;
2097 /* Add the hash table entry */
2098 add_glsl_program_entry(This
, entry
);
2100 /* Set the current program */
2101 This
->stateBlock
->glsl_program
= entry
;
2103 /* Attach GLSL vshader */
2105 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
2108 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
2109 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
2110 checkGLcall("glAttachObjectARB");
2112 /* Bind vertex attributes to a corresponding index number to match
2113 * the same index numbers as ARB_vertex_programs (makes loading
2114 * vertex attributes simpler). With this method, we can use the
2115 * exact same code to load the attributes later for both ARB and
2118 * We have to do this here because we need to know the Program ID
2119 * in order to make the bindings work, and it has to be done prior
2120 * to linking the GLSL program. */
2121 for (i
= 0; i
< max_attribs
; ++i
) {
2122 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
2123 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
2125 checkGLcall("glBindAttribLocationARB");
2127 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
2130 /* Attach GLSL pshader */
2132 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
2133 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
2134 checkGLcall("glAttachObjectARB");
2136 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
2139 /* Link the program */
2140 TRACE("Linking GLSL shader program %u\n", programId
);
2141 GL_EXTCALL(glLinkProgramARB(programId
));
2142 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
2144 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
2145 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
2146 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
2147 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2149 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
2150 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
2151 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
2152 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2156 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
2157 GLhandleARB program_id
;
2158 GLhandleARB vshader_id
, pshader_id
;
2159 const char *blt_vshader
[] = {
2162 " gl_Position = gl_Vertex;\n"
2163 " gl_FrontColor = vec4(1.0);\n"
2164 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
2165 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
2169 const char *blt_pshader
[] = {
2170 "uniform sampler2D sampler;\n"
2173 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
2177 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
2178 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
2179 GL_EXTCALL(glCompileShaderARB(vshader_id
));
2181 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
2182 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
2183 GL_EXTCALL(glCompileShaderARB(pshader_id
));
2185 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
2186 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
2187 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
2188 GL_EXTCALL(glLinkProgramARB(program_id
));
2190 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
2195 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
2196 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2197 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2198 GLhandleARB program_id
= 0;
2200 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
2201 else This
->stateBlock
->glsl_program
= NULL
;
2203 program_id
= This
->stateBlock
->glsl_program
? This
->stateBlock
->glsl_program
->programId
: 0;
2204 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
2205 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2206 checkGLcall("glUseProgramObjectARB");
2209 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
2210 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2211 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2212 static GLhandleARB program_id
= 0;
2213 static GLhandleARB loc
= -1;
2216 program_id
= create_glsl_blt_shader(gl_info
);
2217 loc
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "sampler"));
2220 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2221 GL_EXTCALL(glUniform1iARB(loc
, 0));
2224 static void shader_glsl_cleanup(IWineD3DDevice
*iface
) {
2225 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2226 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2227 GL_EXTCALL(glUseProgramObjectARB(0));
2230 const shader_backend_t glsl_shader_backend
= {
2231 &shader_glsl_select
,
2232 &shader_glsl_select_depth_blt
,
2233 &shader_glsl_load_constants
,
2234 &shader_glsl_cleanup