wined3d: Correct implementation of D3DSIO_LOOP.
[wine/wine-kai.git] / dlls / wined3d / glsl_shader.c
blob91961ebdc542a4ec4e26776b187323d407b340df
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "config.h"
22 #include <stdio.h>
23 #include "wined3d_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
27 #define GLINFO_LOCATION (*gl_info)
29 /** Prints the GLSL info log which will contain error messages if they exist */
30 void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
32 int infologLength = 0;
33 char *infoLog;
35 GL_EXTCALL(glGetObjectParameterivARB(obj,
36 GL_OBJECT_INFO_LOG_LENGTH_ARB,
37 &infologLength));
39 /* A size of 1 is just a null-terminated string, so the log should be bigger than
40 * that if there are errors. */
41 if (infologLength > 1)
43 infoLog = (char *)HeapAlloc(GetProcessHeap(), 0, infologLength);
44 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
45 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
46 HeapFree(GetProcessHeap(), 0, infoLog);
50 /**
51 * Loads (pixel shader) samplers
53 void shader_glsl_load_psamplers(
54 WineD3D_GL_Info *gl_info,
55 IWineD3DStateBlock* iface) {
57 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
58 GLhandleARB programId = stateBlock->shaderPrgId;
59 GLhandleARB name_loc;
60 int i;
61 char sampler_name[20];
63 for (i=0; i< GL_LIMITS(textures); ++i) {
64 if (stateBlock->textures[i] != NULL) {
65 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
66 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
67 if (name_loc != -1) {
68 TRACE_(d3d_shader)("Loading %s for texture %d\n", sampler_name, i);
69 GL_EXTCALL(glUniform1iARB(name_loc, i));
70 checkGLcall("glUniform1iARB");
76 /**
77 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
78 * When @constants_set == NULL, it will load all the constants.
80 void shader_glsl_load_constantsF(
81 WineD3D_GL_Info *gl_info,
82 GLhandleARB programId,
83 unsigned max_constants,
84 float* constants,
85 BOOL* constants_set,
86 char is_pshader) {
88 GLhandleARB tmp_loc;
89 int i;
90 char tmp_name[7];
91 const char* prefix = is_pshader? "PC":"VC";
93 for (i=0; i<max_constants; ++i) {
94 if (NULL == constants_set || constants_set[i]) {
96 TRACE("Loading constants %i: %f, %f, %f, %f\n", i,
97 constants[i * sizeof(float) + 0], constants[i * sizeof(float) + 1],
98 constants[i * sizeof(float) + 2], constants[i * sizeof(float) + 3]);
100 /* TODO: Benchmark and see if it would be beneficial to store the
101 * locations of the constants to avoid looking up each time */
102 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
103 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
104 if (tmp_loc != -1) {
105 /* We found this uniform name in the program - go ahead and send the data */
106 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, &constants[i * sizeof(float)]));
107 checkGLcall("glUniform4fvARB");
113 /**
114 * Loads integer constants (aka uniforms) into the currently set GLSL program.
115 * When @constants_set == NULL, it will load all the constants.
117 void shader_glsl_load_constantsI(
118 WineD3D_GL_Info *gl_info,
119 GLhandleARB programId,
120 unsigned max_constants,
121 int* constants,
122 BOOL* constants_set,
123 char is_pshader) {
125 GLhandleARB tmp_loc;
126 int i;
127 char tmp_name[7];
128 const char* prefix = is_pshader? "PI":"VI";
130 for (i=0; i<max_constants; ++i) {
131 if (NULL == constants_set || constants_set[i]) {
133 TRACE("Loading constants %i: %i, %i, %i, %i\n",
134 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
136 /* TODO: Benchmark and see if it would be beneficial to store the
137 * locations of the constants to avoid looking up each time */
138 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
139 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
140 if (tmp_loc != -1) {
141 /* We found this uniform name in the program - go ahead and send the data */
142 GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, &constants[i*4]));
143 checkGLcall("glUniform4ivARB");
149 /**
150 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
151 * When @constants_set == NULL, it will load all the constants.
153 void shader_glsl_load_constantsB(
154 WineD3D_GL_Info *gl_info,
155 GLhandleARB programId,
156 unsigned max_constants,
157 BOOL* constants,
158 BOOL* constants_set,
159 char is_pshader) {
161 GLhandleARB tmp_loc;
162 int i;
163 char tmp_name[7];
164 const char* prefix = is_pshader? "PB":"VB";
166 for (i=0; i<max_constants; ++i) {
167 if (NULL == constants_set || constants_set[i]) {
169 TRACE("Loading constants %i: %i;\n", i, constants[i*4]);
171 /* TODO: Benchmark and see if it would be beneficial to store the
172 * locations of the constants to avoid looking up each time */
173 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
174 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
175 if (tmp_loc != -1) {
176 /* We found this uniform name in the program - go ahead and send the data */
177 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i*4]));
178 checkGLcall("glUniform1ivARB");
187 * Loads the app-supplied constants into the currently set GLSL program.
189 void shader_glsl_load_constants(
190 IWineD3DStateBlock* iface,
191 char usePixelShader,
192 char useVertexShader) {
194 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
195 WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info;
196 GLhandleARB programId = stateBlock->shaderPrgId;
198 if (programId == 0) {
199 /* No GLSL program set - nothing to do. */
200 return;
203 if (useVertexShader) {
204 IWineD3DVertexShaderImpl* vshader = (IWineD3DVertexShaderImpl*) stateBlock->vertexShader;
205 IWineD3DVertexDeclarationImpl* vertexDeclaration =
206 (IWineD3DVertexDeclarationImpl*) vshader->vertexDeclaration;
208 if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) {
209 /* Load DirectX 8 float constants/uniforms for vertex shader */
210 shader_glsl_load_constantsF(gl_info, programId, WINED3D_VSHADER_MAX_CONSTANTS,
211 vertexDeclaration->constants, NULL, 0);
214 /* Load DirectX 9 float constants/uniforms for vertex shader */
215 shader_glsl_load_constantsF(gl_info, programId, WINED3D_VSHADER_MAX_CONSTANTS,
216 stateBlock->vertexShaderConstantF,
217 stateBlock->set.vertexShaderConstantsF, 0);
219 /* Load DirectX 9 integer constants/uniforms for vertex shader */
220 shader_glsl_load_constantsI(gl_info, programId, MAX_CONST_I,
221 stateBlock->vertexShaderConstantI,
222 stateBlock->set.vertexShaderConstantsI, 0);
224 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
225 shader_glsl_load_constantsB(gl_info, programId, MAX_CONST_B,
226 stateBlock->vertexShaderConstantB,
227 stateBlock->set.vertexShaderConstantsB, 0);
230 if (usePixelShader) {
232 /* Load pixel shader samplers */
233 shader_glsl_load_psamplers(gl_info, iface);
235 /* Load DirectX 9 float constants/uniforms for pixel shader */
236 shader_glsl_load_constantsF(gl_info, programId, WINED3D_PSHADER_MAX_CONSTANTS,
237 stateBlock->pixelShaderConstantF,
238 stateBlock->set.pixelShaderConstantsF, 1);
240 /* Load DirectX 9 integer constants/uniforms for pixel shader */
241 shader_glsl_load_constantsI(gl_info, programId, MAX_CONST_I,
242 stateBlock->pixelShaderConstantI,
243 stateBlock->set.pixelShaderConstantsI, 1);
245 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
246 shader_glsl_load_constantsB(gl_info, programId, MAX_CONST_B,
247 stateBlock->pixelShaderConstantB,
248 stateBlock->set.pixelShaderConstantsB, 1);
252 /** Generate the variable & register declarations for the GLSL output target */
253 void shader_generate_glsl_declarations(
254 IWineD3DBaseShader *iface,
255 shader_reg_maps* reg_maps,
256 SHADER_BUFFER* buffer) {
258 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
259 int i;
261 /* There are some minor differences between pixel and vertex shaders */
262 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
263 char prefix = pshader ? 'P' : 'V';
265 /* Declare the constants (aka uniforms) */
266 if (This->baseShader.limits.constant_float > 0)
267 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, This->baseShader.limits.constant_float);
269 if (This->baseShader.limits.constant_int > 0)
270 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
272 if (This->baseShader.limits.constant_bool > 0)
273 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
275 /* Declare texture samplers */
276 for (i = 0; i < This->baseShader.limits.sampler; i++) {
277 if (reg_maps->samplers[i]) {
279 DWORD stype = reg_maps->samplers[i] & D3DSP_TEXTURETYPE_MASK;
280 switch (stype) {
282 case D3DSTT_2D:
283 shader_addline(buffer, "uniform sampler2D %csampler%lu;\n", prefix, i);
284 break;
285 case D3DSTT_CUBE:
286 shader_addline(buffer, "uniform samplerCube %csampler%lu;\n", prefix, i);
287 break;
288 case D3DSTT_VOLUME:
289 shader_addline(buffer, "uniform sampler3D %csampler%lu;\n", prefix, i);
290 break;
291 default:
292 shader_addline(buffer, "uniform unsupported_sampler %csampler%lu;\n", prefix, i);
293 FIXME("Unrecognized sampler type: %#lx\n", stype);
294 break;
299 /* Declare address variables */
300 for (i = 0; i < This->baseShader.limits.address; i++) {
301 if (reg_maps->address[i])
302 shader_addline(buffer, "ivec4 A%ld;\n", i);
305 /* Declare texture coordinate temporaries and initialize them */
306 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
307 if (reg_maps->texcoord[i])
308 shader_addline(buffer, "vec4 T%lu = gl_TexCoord[%lu];\n", i, i);
311 /* Declare input register temporaries */
312 for (i=0; i < This->baseShader.limits.packed_input; i++) {
313 if (reg_maps->packed_input[i])
314 shader_addline(buffer, "vec4 IN%lu;\n", i);
317 /* Declare output register temporaries */
318 for (i = 0; i < This->baseShader.limits.packed_output; i++) {
319 if (reg_maps->packed_output[i])
320 shader_addline(buffer, "vec4 OUT%lu;\n", i);
323 /* Declare temporary variables */
324 for(i = 0; i < This->baseShader.limits.temporary; i++) {
325 if (reg_maps->temporary[i])
326 shader_addline(buffer, "vec4 R%lu;\n", i);
329 /* Declare attributes */
330 for (i = 0; i < This->baseShader.limits.attributes; i++) {
331 if (reg_maps->attributes[i])
332 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
335 /* Declare loop register aL */
336 if (reg_maps->loop) {
337 shader_addline(buffer, "int aL;\n");
338 shader_addline(buffer, "int tmpInt;\n");
341 /* Temporary variables for matrix operations */
342 shader_addline(buffer, "vec4 tmp0;\n");
343 shader_addline(buffer, "vec4 tmp1;\n");
345 /* Start the main program */
346 shader_addline(buffer, "void main() {\n");
349 /*****************************************************************************
350 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
352 * For more information, see http://wiki.winehq.org/DirectX-Shaders
353 ****************************************************************************/
355 /* Prototypes */
356 static void shader_glsl_add_param(
357 SHADER_OPCODE_ARG* arg,
358 const DWORD param,
359 const DWORD addr_token,
360 BOOL is_input,
361 char *reg_name,
362 char *reg_mask,
363 char *out_str);
365 /** Used for opcode modifiers - They multiply the result by the specified amount */
366 static const char* shift_glsl_tab[] = {
367 "", /* 0 (none) */
368 "2.0 * ", /* 1 (x2) */
369 "4.0 * ", /* 2 (x4) */
370 "8.0 * ", /* 3 (x8) */
371 "16.0 * ", /* 4 (x16) */
372 "32.0 * ", /* 5 (x32) */
373 "", /* 6 (x64) */
374 "", /* 7 (x128) */
375 "", /* 8 (d256) */
376 "", /* 9 (d128) */
377 "", /* 10 (d64) */
378 "", /* 11 (d32) */
379 "0.0625 * ", /* 12 (d16) */
380 "0.125 * ", /* 13 (d8) */
381 "0.25 * ", /* 14 (d4) */
382 "0.5 * " /* 15 (d2) */
385 /** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4("
386 * Will also change the reg_mask if necessary (not all register types are equal in DX vs GL) */
387 static void shader_glsl_add_dst(DWORD param, const char* reg_name, char* reg_mask, char* outStr) {
389 int shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT;
390 char cast[6];
392 if ((shader_get_regtype(param) == D3DSPR_RASTOUT)
393 && ((param & D3DSP_REGNUM_MASK) != 0)) {
394 /* gl_FogFragCoord or glPointSize - both floats */
395 strcpy(cast, "float");
396 strcpy(reg_mask, "");
398 } else if (reg_name[0] == 'A') {
399 /* Address register for vertex shaders (ivec4) */
400 strcpy(cast, "ivec4");
402 } else {
403 /* Everything else should be a 4 component float vector */
404 strcpy(cast, "vec4");
407 sprintf(outStr, "%s%s = %s%s(", reg_name, reg_mask, shift_glsl_tab[shift], cast);
410 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
411 static void shader_glsl_gen_modifier (
412 const DWORD instr,
413 const char *in_reg,
414 const char *in_regswizzle,
415 char *out_str) {
417 out_str[0] = 0;
419 switch (instr & D3DSP_SRCMOD_MASK) {
420 case D3DSPSM_NONE:
421 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
422 break;
423 case D3DSPSM_NEG:
424 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
425 break;
426 case D3DSPSM_BIAS:
427 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
428 break;
429 case D3DSPSM_BIASNEG:
430 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
431 break;
432 case D3DSPSM_SIGN:
433 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
434 break;
435 case D3DSPSM_SIGNNEG:
436 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
437 break;
438 case D3DSPSM_COMP:
439 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
440 break;
441 case D3DSPSM_X2:
442 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
443 break;
444 case D3DSPSM_X2NEG:
445 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
446 break;
447 case D3DSPSM_DZ: /* reg1_db = { reg1.r/b, reg1.g/b, ...} The g & a components are undefined, so we'll leave them alone */
448 sprintf(out_str, "vec4(%s.r / %s.b, %s.g / %s.b, %s.b, %s.a)", in_reg, in_reg, in_reg, in_reg, in_reg, in_reg);
449 break;
450 case D3DSPSM_DW:
451 sprintf(out_str, "vec4(%s.r / %s.a, %s.g / %s.a, %s.b, %s.a)", in_reg, in_reg, in_reg, in_reg, in_reg, in_reg);
452 break;
453 case D3DSPSM_ABS:
454 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
455 break;
456 case D3DSPSM_ABSNEG:
457 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
458 break;
459 default:
460 FIXME("Unhandled modifier %lu\n", (instr & D3DSP_SRCMOD_MASK));
461 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
465 /** Writes the GLSL variable name that corresponds to the register that the
466 * DX opcode parameter is trying to access */
467 static void shader_glsl_get_register_name(
468 const DWORD param,
469 const DWORD addr_token,
470 char* regstr,
471 BOOL* is_color,
472 SHADER_OPCODE_ARG* arg) {
474 /* oPos, oFog and oPts in D3D */
475 const char* hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
477 DWORD reg = param & D3DSP_REGNUM_MASK;
478 DWORD regtype = shader_get_regtype(param);
479 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
480 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
481 char tmpStr[50];
483 *is_color = FALSE;
485 switch (regtype) {
486 case D3DSPR_TEMP:
487 sprintf(tmpStr, "R%lu", reg);
488 break;
489 case D3DSPR_INPUT:
490 if (pshader) {
491 /* Pixel shaders >= 3.0 */
492 if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
493 sprintf(tmpStr, "IN%lu", reg);
494 else {
495 if (reg==0)
496 strcpy(tmpStr, "gl_Color");
497 else
498 strcpy(tmpStr, "gl_SecondaryColor");
500 } else {
501 IWineD3DVertexShaderImpl *vshader = (IWineD3DVertexShaderImpl*) arg->shader;
503 if (vshader->arrayUsageMap[WINED3DSHADERDECLUSAGE_DIFFUSE] &&
504 reg == (vshader->arrayUsageMap[WINED3DSHADERDECLUSAGE_DIFFUSE] & D3DSP_REGNUM_MASK))
505 *is_color = TRUE;
507 if (vshader->arrayUsageMap[WINED3DSHADERDECLUSAGE_SPECULAR] &&
508 reg == (vshader->arrayUsageMap[WINED3DSHADERDECLUSAGE_SPECULAR] & D3DSP_REGNUM_MASK))
509 *is_color = TRUE;
511 /* FIXME: Shaders in 8.1 appear to not require a dcl statement - use
512 * the reg value from the vertex declaration. However, arrayUsageMap is not initialized
513 * in that case - how can we know if an input contains color data or not? */
515 sprintf(tmpStr, "attrib%lu", reg);
517 break;
518 case D3DSPR_CONST:
520 const char* prefix = pshader? "PC":"VC";
522 if (arg->reg_maps->constantsF[reg]) {
523 /* Use a local constant declared by "def" */
525 if (param & D3DVS_ADDRMODE_RELATIVE) {
526 /* FIXME: Copy all constants (local & global) into a single array
527 * to handle this case where we want a relative address from a
528 * local constant. */
529 FIXME("Relative addressing not yet supported on named constants\n");
530 } else {
531 sprintf(tmpStr, "%s%lu", prefix, reg);
533 } else {
534 /* Use a global constant declared in Set____ShaderConstantF() */
535 if (param & D3DVS_ADDRMODE_RELATIVE) {
536 /* Relative addressing on shaders 2.0+ have a relative address token,
537 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
538 if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
539 char relStr[100], relReg[50], relMask[6];
540 shader_glsl_add_param(arg, addr_token, 0, TRUE, relReg, relMask, relStr);
541 sprintf(tmpStr, "%s[%s + %lu]", prefix, relStr, reg);
542 } else {
543 sprintf(tmpStr, "%s[A0.x + %lu]", prefix, reg);
545 } else {
546 /* Just a normal global constant - no relative addressing */
547 sprintf(tmpStr, "%s[%lu]", prefix, reg);
550 break;
552 case D3DSPR_CONSTINT:
553 if (arg->reg_maps->constantsI[reg]) {
554 /* Integer vector was defined locally using "defi" */
555 sprintf(tmpStr, "I%lu", reg);
556 } else {
557 /* Uniform integer value - pixel or vertex specific */
558 if (pshader) {
559 sprintf(tmpStr, "PI[%lu]", reg);
560 } else {
561 sprintf(tmpStr, "VI[%lu]", reg);
564 break;
565 case D3DSPR_CONSTBOOL:
566 if (arg->reg_maps->constantsB[reg]) {
567 /* Boolean was defined locally using "defb" */
568 sprintf(tmpStr, "B%lu", reg);
569 } else {
570 /* Uniform boolean value - pixel or vertex specific */
571 if (pshader) {
572 sprintf(tmpStr, "PB[%lu]", reg);
573 } else {
574 sprintf(tmpStr, "VB[%lu]", reg);
577 break;
578 case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */
579 if (pshader) {
580 sprintf(tmpStr, "T%lu", reg);
581 } else {
582 sprintf(tmpStr, "A%lu", reg);
584 break;
585 case D3DSPR_LOOP:
586 sprintf(tmpStr, "aL");
587 break;
588 case D3DSPR_SAMPLER:
589 if (pshader)
590 sprintf(tmpStr, "Psampler%lu", reg);
591 else
592 sprintf(tmpStr, "Vsampler%lu", reg);
593 break;
594 case D3DSPR_COLOROUT:
595 if (reg == 0)
596 sprintf(tmpStr, "gl_FragColor");
597 else {
598 /* TODO: See GL_ARB_draw_buffers */
599 FIXME("Unsupported write to render target %lu\n", reg);
600 sprintf(tmpStr, "unsupported_register");
602 break;
603 case D3DSPR_RASTOUT:
604 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
605 break;
606 case D3DSPR_DEPTHOUT:
607 sprintf(tmpStr, "gl_FragDepth");
608 break;
609 case D3DSPR_ATTROUT:
610 if (reg == 0) {
611 sprintf(tmpStr, "gl_FrontColor");
612 } else {
613 sprintf(tmpStr, "gl_FrontSecondaryColor");
615 break;
616 case D3DSPR_TEXCRDOUT:
617 /* Vertex shaders >= 3.0: D3DSPR_OUTPUT */
618 if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
619 sprintf(tmpStr, "OUT%lu", reg);
620 else
621 sprintf(tmpStr, "gl_TexCoord[%lu]", reg);
622 break;
623 default:
624 FIXME("Unhandled register name Type(%ld)\n", regtype);
625 sprintf(tmpStr, "unrecognized_register");
626 break;
629 strcat(regstr, tmpStr);
632 /* Writes the GLSL writemask for the destination register */
633 static void shader_glsl_get_output_register_swizzle(
634 const DWORD param,
635 char *write_mask) {
637 *write_mask = 0;
638 if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) {
639 strcat(write_mask, ".");
640 if (param & D3DSP_WRITEMASK_0) strcat(write_mask, "x");
641 if (param & D3DSP_WRITEMASK_1) strcat(write_mask, "y");
642 if (param & D3DSP_WRITEMASK_2) strcat(write_mask, "z");
643 if (param & D3DSP_WRITEMASK_3) strcat(write_mask, "w");
647 static void shader_glsl_get_input_register_swizzle(
648 const DWORD param,
649 BOOL is_color,
650 char *reg_mask) {
652 const char swizzle_reg_chars_color_fix[] = "zyxw";
653 const char swizzle_reg_chars[] = "xyzw";
654 const char* swizzle_regs = NULL;
656 /** operand input */
657 DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT;
658 DWORD swizzle_x = swizzle & 0x03;
659 DWORD swizzle_y = (swizzle >> 2) & 0x03;
660 DWORD swizzle_z = (swizzle >> 4) & 0x03;
661 DWORD swizzle_w = (swizzle >> 6) & 0x03;
663 if (is_color) {
664 swizzle_regs = swizzle_reg_chars_color_fix;
665 } else {
666 swizzle_regs = swizzle_reg_chars;
670 * swizzle bits fields:
671 * WWZZYYXX
673 if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { /* D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */
674 if (is_color) {
675 sprintf(reg_mask, ".%c%c%c%c",
676 swizzle_regs[swizzle_x],
677 swizzle_regs[swizzle_y],
678 swizzle_regs[swizzle_z],
679 swizzle_regs[swizzle_w]);
681 return ;
683 if (swizzle_x == swizzle_y &&
684 swizzle_x == swizzle_z &&
685 swizzle_x == swizzle_w)
687 sprintf(reg_mask, ".%c", swizzle_regs[swizzle_x]);
688 } else {
689 sprintf(reg_mask, ".%c%c%c%c",
690 swizzle_regs[swizzle_x],
691 swizzle_regs[swizzle_y],
692 swizzle_regs[swizzle_z],
693 swizzle_regs[swizzle_w]);
697 /** From a given parameter token, generate the corresponding GLSL string.
698 * Also, return the actual register name and swizzle in case the
699 * caller needs this information as well. */
700 static void shader_glsl_add_param(
701 SHADER_OPCODE_ARG* arg,
702 const DWORD param,
703 const DWORD addr_token,
704 BOOL is_input,
705 char *reg_name,
706 char *reg_mask,
707 char *out_str) {
709 BOOL is_color = FALSE;
710 reg_mask[0] = reg_name[0] = out_str[0] = 0;
712 shader_glsl_get_register_name(param, addr_token, reg_name, &is_color, arg);
714 if (is_input) {
715 shader_glsl_get_input_register_swizzle(param, is_color, reg_mask);
716 shader_glsl_gen_modifier(param, reg_name, reg_mask, out_str);
717 } else {
718 shader_glsl_get_output_register_swizzle(param, reg_mask);
719 sprintf(out_str, "%s%s", reg_name, reg_mask);
723 /** Process GLSL instruction modifiers */
724 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
726 if (0 != (arg->dst & D3DSP_DSTMOD_MASK)) {
727 DWORD mask = arg->dst & D3DSP_DSTMOD_MASK;
728 char dst_reg[50];
729 char dst_mask[6];
730 char dst_str[100];
732 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
734 if (mask & D3DSPDM_SATURATE) {
735 /* _SAT means to clamp the value of the register to between 0 and 1 */
736 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_reg, dst_mask, dst_reg, dst_mask);
738 if (mask & D3DSPDM_MSAMPCENTROID) {
739 FIXME("_centroid modifier not handled\n");
741 if (mask & D3DSPDM_PARTIALPRECISION) {
742 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
747 /*****************************************************************************
749 * Begin processing individual instruction opcodes
751 ****************************************************************************/
753 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
754 void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
756 CONST SHADER_OPCODE* curOpcode = arg->opcode;
757 SHADER_BUFFER* buffer = arg->buffer;
758 char tmpLine[256];
759 char dst_reg[50], src0_reg[50], src1_reg[50];
760 char dst_mask[6], src0_mask[6], src1_mask[6];
761 char dst_str[100], src0_str[100], src1_str[100];
763 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
764 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
765 shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
766 shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
767 strcat(tmpLine, "vec4(");
768 strcat(tmpLine, src0_str);
769 strcat(tmpLine, ")");
771 /* Determine the GLSL operator to use based on the opcode */
772 switch (curOpcode->opcode) {
773 case D3DSIO_MUL: strcat(tmpLine, " * "); break;
774 case D3DSIO_ADD: strcat(tmpLine, " + "); break;
775 case D3DSIO_SUB: strcat(tmpLine, " - "); break;
776 default:
777 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
778 break;
780 shader_addline(buffer, "%svec4(%s))%s;\n", tmpLine, src1_str, dst_mask);
783 /* Process the D3DSIO_MOV opcode using GLSL (dst = src) */
784 void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
786 SHADER_BUFFER* buffer = arg->buffer;
787 char tmpLine[256];
788 char dst_str[100], src0_str[100];
789 char dst_reg[50], src0_reg[50];
790 char dst_mask[6], src0_mask[6];
792 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
793 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
794 shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
795 shader_addline(buffer, "%s%s)%s;\n", tmpLine, src0_str, dst_mask);
798 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
799 void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
801 CONST SHADER_OPCODE* curOpcode = arg->opcode;
802 SHADER_BUFFER* buffer = arg->buffer;
803 char tmpDest[100];
804 char dst_str[100], src0_str[100], src1_str[100];
805 char dst_reg[50], src0_reg[50], src1_reg[50];
806 char dst_mask[6], src0_mask[6], src1_mask[6];
807 char cast[6];
809 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
810 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
811 shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
813 shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpDest);
815 /* Need to cast the src vectors to vec3 for dp3, and vec4 for dp4 */
816 if (curOpcode->opcode == D3DSIO_DP4)
817 strcpy(cast, "vec4(");
818 else
819 strcpy(cast, "vec3(");
821 shader_addline(buffer, "%sdot(%s%s), %s%s)))%s;\n",
822 tmpDest, cast, src0_str, cast, src1_str, dst_mask);
825 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
826 void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
828 CONST SHADER_OPCODE* curOpcode = arg->opcode;
829 SHADER_BUFFER* buffer = arg->buffer;
830 char tmpLine[256];
831 char dst_str[100], src_str[100];
832 char dst_reg[50], src_reg[50];
833 char dst_mask[6], src_mask[6];
834 unsigned i;
836 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
838 shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
840 /* Determine the GLSL function to use based on the opcode */
841 /* TODO: Possibly make this a table for faster lookups */
842 switch (curOpcode->opcode) {
843 case D3DSIO_MIN: strcat(tmpLine, "min"); break;
844 case D3DSIO_MAX: strcat(tmpLine, "max"); break;
845 case D3DSIO_RSQ: strcat(tmpLine, "inversesqrt"); break;
846 case D3DSIO_ABS: strcat(tmpLine, "abs"); break;
847 case D3DSIO_FRC: strcat(tmpLine, "fract"); break;
848 case D3DSIO_POW: strcat(tmpLine, "pow"); break;
849 case D3DSIO_CRS: strcat(tmpLine, "cross"); break;
850 case D3DSIO_NRM: strcat(tmpLine, "normalize"); break;
851 case D3DSIO_LOGP:
852 case D3DSIO_LOG: strcat(tmpLine, "log2"); break;
853 case D3DSIO_EXPP:
854 case D3DSIO_EXP: strcat(tmpLine, "exp2"); break;
855 case D3DSIO_SGE: strcat(tmpLine, "greaterThanEqual"); break;
856 case D3DSIO_SLT: strcat(tmpLine, "lessThan"); break;
857 case D3DSIO_SGN: strcat(tmpLine, "sign"); break;
858 default:
859 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
860 break;
863 strcat(tmpLine, "(");
865 if (curOpcode->num_params > 0) {
866 strcat(tmpLine, "vec4(");
867 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src_reg, src_mask, src_str);
868 strcat(tmpLine, src_str);
869 strcat(tmpLine, ")");
870 for (i = 2; i < curOpcode->num_params; ++i) {
871 strcat(tmpLine, ", vec4(");
872 shader_glsl_add_param(arg, arg->src[i-1], arg->src_addr[i-1], TRUE, src_reg, src_mask, src_str);
873 strcat(tmpLine, src_str);
874 strcat(tmpLine, ")");
877 shader_addline(buffer, "%s))%s;\n", tmpLine, dst_mask);
881 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
882 void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
884 char tmpLine[256];
885 char dst_str[100], src_str[100];
886 char dst_reg[50], src_reg[50];
887 char dst_mask[6], src_mask[6];
889 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
890 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src_reg, src_mask, src_str);
891 shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
892 strcat(tmpLine, "1.0 / ");
893 shader_addline(arg->buffer, "%s%s)%s;\n", tmpLine, src_str, dst_mask);
896 /** Process signed comparison opcodes in GLSL. */
897 void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
899 char tmpLine[256];
900 char dst_str[100], src0_str[100], src1_str[100];
901 char dst_reg[50], src0_reg[50], src1_reg[50];
902 char dst_mask[6], src0_mask[6], src1_mask[6];
904 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
905 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
906 shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
908 /* If we are comparing vectors and not scalars, we should process this through map2gl using the GLSL functions. */
909 if (strlen(src0_mask) != 2) {
910 shader_glsl_map2gl(arg);
911 } else {
912 char compareStr[3];
913 compareStr[0] = 0;
914 shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
916 switch (arg->opcode->opcode) {
917 case D3DSIO_SLT: strcpy(compareStr, "<"); break;
918 case D3DSIO_SGE: strcpy(compareStr, ">="); break;
919 default:
920 FIXME("Can't handle opcode %s\n", arg->opcode->name);
922 shader_addline(arg->buffer, "%s(float(%s) %s float(%s)) ? 1.0 : 0.0)%s;\n",
923 tmpLine, src0_str, compareStr, src1_str, dst_mask);
927 /** Process CMP instruction in GLSL (dst = src0.x > 0.0 ? src1.x : src2.x), per channel */
928 void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
930 char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
931 char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
932 char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
934 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
935 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
936 shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
937 shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
939 /* FIXME: This isn't correct - doesn't take the dst's swizzle into account. */
940 shader_addline(arg->buffer, "%s.x = (%s.x > 0.0) ? %s.x : %s.x;\n", dst_reg, src0_reg, src1_reg, src2_reg);
941 shader_addline(arg->buffer, "%s.y = (%s.y > 0.0) ? %s.y : %s.y;\n", dst_reg, src0_reg, src1_reg, src2_reg);
942 shader_addline(arg->buffer, "%s.z = (%s.z > 0.0) ? %s.z : %s.z;\n", dst_reg, src0_reg, src1_reg, src2_reg);
943 shader_addline(arg->buffer, "%s.w = (%s.w > 0.0) ? %s.w : %s.w;\n", dst_reg, src0_reg, src1_reg, src2_reg);
946 /** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */
947 void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
949 char tmpLine[256];
950 char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
951 char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
952 char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
954 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
955 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
956 shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
957 shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
958 shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
959 shader_addline(arg->buffer, "%s(%s < 0.5) ? %s : %s)%s;\n",
960 tmpLine, src0_str, src1_str, src2_str, dst_mask);
963 /** GLSL code generation for D3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
964 void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
966 char tmpLine[256];
967 char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
968 char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
969 char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
971 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
972 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
973 shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
974 shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
975 shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
977 shader_addline(arg->buffer, "%s(vec4(%s) * vec4(%s)) + vec4(%s))%s;\n",
978 tmpLine, src0_str, src1_str, src2_str, dst_mask);
981 /** Handles transforming all D3DSIO_M?x? opcodes for
982 Vertex shaders to GLSL codes */
983 void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
984 int i;
985 int nComponents = 0;
986 SHADER_OPCODE_ARG tmpArg;
988 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
990 /* Set constants for the temporary argument */
991 tmpArg.shader = arg->shader;
992 tmpArg.buffer = arg->buffer;
993 tmpArg.src[0] = arg->src[0];
994 tmpArg.src_addr[0] = arg->src_addr[0];
995 tmpArg.reg_maps = arg->reg_maps;
997 switch(arg->opcode->opcode) {
998 case D3DSIO_M4x4:
999 nComponents = 4;
1000 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4];
1001 break;
1002 case D3DSIO_M4x3:
1003 nComponents = 3;
1004 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4];
1005 break;
1006 case D3DSIO_M3x4:
1007 nComponents = 4;
1008 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
1009 break;
1010 case D3DSIO_M3x3:
1011 nComponents = 3;
1012 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
1013 break;
1014 case D3DSIO_M3x2:
1015 nComponents = 2;
1016 tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3];
1017 break;
1018 default:
1019 break;
1022 for (i = 0; i < nComponents; i++) {
1023 tmpArg.dst = ((arg->dst) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<<i);
1024 tmpArg.src[1] = arg->src[1]+i;
1025 tmpArg.src_addr[1] = arg->src[1]+i;
1026 shader_glsl_dot(&tmpArg);
1031 The LRP instruction performs a component-wise linear interpolation
1032 between the second and third operands using the first operand as the
1033 blend factor. Equation: (dst = src2 * (src1 - src0) + src0)
1035 void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
1037 char tmpLine[256];
1038 char dst_str[100], src0_str[100], src1_str[100], src2_str[100];
1039 char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50];
1040 char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6];
1042 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
1043 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
1044 shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
1045 shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str);
1047 shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine);
1049 shader_addline(arg->buffer, "%s(%s * (%s - %s) + %s))%s;\n",
1050 tmpLine, src2_str, src1_str, src0_str, src0_str, dst_mask);
1053 /** Process the D3DSIO_DEF opcode into a GLSL string - creates a local vec4
1054 * float constant, and stores it's usage on the regmaps. */
1055 void shader_glsl_def(SHADER_OPCODE_ARG* arg) {
1057 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
1059 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
1060 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
1061 const char* prefix = pshader? "PC":"VC";
1063 shader_addline(arg->buffer,
1064 "const vec4 %s%lu = { %f, %f, %f, %f };\n", prefix, reg,
1065 *((const float *)(arg->src + 0)),
1066 *((const float *)(arg->src + 1)),
1067 *((const float *)(arg->src + 2)),
1068 *((const float *)(arg->src + 3)) );
1070 arg->reg_maps->constantsF[reg] = 1;
1073 /** Process the D3DSIO_DEFI opcode into a GLSL string - creates a local ivec4
1074 * integer constant, and stores it's usage on the regmaps. */
1075 void shader_glsl_defi(SHADER_OPCODE_ARG* arg) {
1077 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
1079 shader_addline(arg->buffer,
1080 "const ivec4 I%lu = { %ld, %ld, %ld, %ld };\n", reg,
1081 (long)arg->src[0], (long)arg->src[1],
1082 (long)arg->src[2], (long)arg->src[3]);
1084 arg->reg_maps->constantsI[reg] = 1;
1087 /** Process the D3DSIO_DEFB opcode into a GLSL string - creates a local boolean
1088 * constant, and stores it's usage on the regmaps. */
1089 void shader_glsl_defb(SHADER_OPCODE_ARG* arg) {
1091 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
1093 shader_addline(arg->buffer, "const bool B%lu = %s;\n", reg, (arg->src[0]) ? "true" : "false");
1095 arg->reg_maps->constantsB[reg] = 1;
1098 /** Process the D3DSIO_LIT instruction in GLSL:
1099 * dst.x = dst.w = 1.0
1100 * dst.y = (src0.x > 0) ? src0.x
1101 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1102 * where src.w is clamped at +- 128
1104 void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
1106 char dst_str[100], src0_str[100];
1107 char dst_reg[50], src0_reg[50];
1108 char dst_mask[6], src0_mask[6];
1110 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
1111 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
1113 shader_addline(arg->buffer,
1114 "%s = vec4(1.0, (%s.x > 0.0 ? %s.x : 0.0), (%s.x > 0.0 ? ((%s.y > 0.0) ? pow(%s.y, clamp(%s.w, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s;\n",
1115 dst_str, src0_reg, src0_reg, src0_reg, src0_reg, src0_reg, src0_reg, dst_mask);
1118 /** Process the D3DSIO_DST instruction in GLSL:
1119 * dst.x = 1.0
1120 * dst.y = src0.x * src0.y
1121 * dst.z = src0.z
1122 * dst.w = src1.w
1124 void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
1126 char dst_str[100], src0_str[100], src1_str[100];
1127 char dst_reg[50], src0_reg[50], src1_reg[50];
1128 char dst_mask[6], src0_mask[6], src1_mask[6];
1130 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
1131 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
1132 shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str);
1134 shader_addline(arg->buffer, "%s = vec4(1.0, %s.x * %s.y, %s.z, %s.w)%s;\n",
1135 dst_str, src0_reg, src1_reg, src0_reg, src1_reg, dst_mask);
1138 /** Process the D3DSIO_SINCOS instruction in GLSL:
1139 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1140 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1142 * dst.x = cos(src0.?)
1143 * dst.y = sin(src0.?)
1144 * dst.z = dst.z
1145 * dst.w = dst.w
1147 void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
1149 char dst_str[100], src0_str[100];
1150 char dst_reg[50], src0_reg[50];
1151 char dst_mask[6], src0_mask[6];
1153 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
1154 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
1156 shader_addline(arg->buffer, "%s = vec4(cos(%s), sin(%s), %s.z, %s.w)%s;\n",
1157 dst_str, src0_str, src0_str, dst_reg, dst_reg, dst_mask);
1160 /** Process the D3DSIO_LOOP instruction in GLSL:
1161 * Start a for() loop where src0.y is the initial value of aL,
1162 * increment aL by src0.z for a total of src0.x iterations.
1163 * Need to use a temporary variable for this operation.
1165 void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
1167 char src0_str[100];
1168 char src0_reg[50];
1169 char src0_mask[6];
1171 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str);
1173 shader_addline(arg->buffer, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
1174 src0_reg, src0_reg, src0_reg);
1177 /** Process the D3DSIO_ENDLOOP instruction in GLSL:
1178 * End the for() loop
1180 void shader_glsl_endloop(SHADER_OPCODE_ARG* arg) {
1182 shader_addline(arg->buffer, "}\n");
1186 /*********************************************
1187 * Pixel Shader Specific Code begins here
1188 ********************************************/
1189 void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
1191 /* FIXME: Make this work for more than just 2D textures */
1193 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1194 SHADER_BUFFER* buffer = arg->buffer;
1195 DWORD hex_version = This->baseShader.hex_version;
1197 char dst_str[100], dst_reg[50], dst_mask[6];
1198 char coord_str[100], coord_reg[50], coord_mask[6];
1199 char sampler_str[100], sampler_reg[50], sampler_mask[6];
1200 DWORD reg_dest_code = arg->dst & D3DSP_REGNUM_MASK;
1201 DWORD sampler_code, sampler_type;
1203 /* All versions have a destination register */
1204 shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str);
1206 /* 1.0-1.3: Use destination register as coordinate source.
1207 1.4+: Use provided coordinate source register. */
1208 if (hex_version < D3DPS_VERSION(1,4))
1209 strcpy(coord_reg, dst_reg);
1210 else
1211 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, coord_reg, coord_mask, coord_str);
1213 /* 1.0-1.4: Use destination register as coordinate source.
1214 * 2.0+: Use provided coordinate source register. */
1215 if (hex_version < D3DPS_VERSION(2,0)) {
1216 sprintf(sampler_str, "Psampler%lu", reg_dest_code);
1217 sampler_code = reg_dest_code;
1219 else {
1220 shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, sampler_reg, sampler_mask, sampler_str);
1221 sampler_code = arg->src[1] & D3DSP_REGNUM_MASK;
1224 sampler_type = arg->reg_maps->samplers[sampler_code] & D3DSP_TEXTURETYPE_MASK;
1225 switch(sampler_type) {
1227 case D3DSTT_2D:
1228 shader_addline(buffer, "%s = texture2D(%s, %s.st);\n", dst_str, sampler_str, coord_reg);
1229 break;
1230 case D3DSTT_CUBE:
1231 shader_addline(buffer, "%s = textureCube(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
1232 break;
1233 case D3DSTT_VOLUME:
1234 shader_addline(buffer, "%s = texture3D(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
1235 break;
1236 default:
1237 shader_addline(buffer, "%s = unrecognized_stype(%s, %s.stp);\n", dst_str, sampler_str, coord_reg);
1238 FIXME("Unrecognized sampler type: %#lx;\n", sampler_type);
1239 break;
1243 void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
1245 /* FIXME: Make this work for more than just 2D textures */
1247 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1248 SHADER_BUFFER* buffer = arg->buffer;
1249 DWORD hex_version = This->baseShader.hex_version;
1251 char tmpStr[100];
1252 char tmpReg[50];
1253 char tmpMask[6];
1254 tmpReg[0] = 0;
1256 shader_glsl_add_param(arg, arg->dst, 0, FALSE, tmpReg, tmpMask, tmpStr);
1258 if (hex_version != D3DPS_VERSION(1,4)) {
1259 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
1260 shader_addline(buffer, "%s = gl_TexCoord[%lu];\n", tmpReg, reg);
1261 } else {
1262 DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK;
1263 shader_addline(buffer, "%s = gl_TexCoord[%lu]%s;\n", tmpStr, reg2, tmpMask);
1267 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1269 /* FIXME: Make this work for more than just 2D textures */
1271 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
1272 SHADER_BUFFER* buffer = arg->buffer;
1273 char src0_str[100];
1274 char src0_name[50];
1275 char src0_mask[6];
1277 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
1278 shader_addline(buffer, "tmp0.x = dot(vec3(T%lu), vec3(%s));\n", reg, src0_name, src0_mask, src0_str);
1281 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1283 /* FIXME: Make this work for more than just 2D textures */
1285 DWORD reg = arg->dst & D3DSP_REGNUM_MASK;
1286 SHADER_BUFFER* buffer = arg->buffer;
1287 char src0_str[100];
1288 char src0_name[50];
1289 char src0_mask[6];
1291 shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str);
1292 shader_addline(buffer, "tmp0.y = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str);
1293 shader_addline(buffer, "T%lu = texture2D(Psampler%lu, tmp0.st);\n", reg, reg);
1296 void pshader_glsl_input_pack(
1297 SHADER_BUFFER* buffer,
1298 DWORD* semantics_in) {
1300 unsigned int i;
1302 for (i = 0; i < WINED3DSHADERDECLUSAGE_MAX_USAGE; i++) {
1304 DWORD reg = semantics_in[i];
1305 unsigned int regnum = reg & D3DSP_REGNUM_MASK;
1306 char reg_mask[6];
1308 /* Uninitialized */
1309 if (!reg) continue;
1311 shader_glsl_get_output_register_swizzle(reg, reg_mask);
1313 switch(i) {
1315 case WINED3DSHADERDECLUSAGE_DIFFUSE:
1316 shader_addline(buffer, "IN%lu%s = vec4(gl_Color)%s;\n",
1317 regnum, reg_mask, reg_mask);
1318 break;
1320 case WINED3DSHADERDECLUSAGE_SPECULAR:
1321 shader_addline(buffer, "IN%lu%s = vec4(gl_SecondaryColor)%s;\n",
1322 regnum, reg_mask, reg_mask);
1323 break;
1325 case WINED3DSHADERDECLUSAGE_TEXCOORD0:
1326 case WINED3DSHADERDECLUSAGE_TEXCOORD1:
1327 case WINED3DSHADERDECLUSAGE_TEXCOORD2:
1328 case WINED3DSHADERDECLUSAGE_TEXCOORD3:
1329 case WINED3DSHADERDECLUSAGE_TEXCOORD4:
1330 case WINED3DSHADERDECLUSAGE_TEXCOORD5:
1331 case WINED3DSHADERDECLUSAGE_TEXCOORD6:
1332 case WINED3DSHADERDECLUSAGE_TEXCOORD7:
1333 shader_addline(buffer, "IN%lu%s = vec4(gl_TexCoord[%lu])%s;\n",
1334 regnum, reg_mask, i - WINED3DSHADERDECLUSAGE_TEXCOORD0, reg_mask );
1335 break;
1337 case WINED3DSHADERDECLUSAGE_FOG:
1338 shader_addline(buffer, "IN%lu%s = vec4(gl_FogFragCoord)%s;\n",
1339 regnum, reg_mask, reg_mask);
1340 break;
1342 default:
1343 shader_addline(buffer, "IN%lu%s = vec4(unsupported_input)%s;\n",
1344 regnum, reg_mask, reg_mask);
1349 /*********************************************
1350 * Vertex Shader Specific Code begins here
1351 ********************************************/
1353 void vshader_glsl_output_unpack(
1354 SHADER_BUFFER* buffer,
1355 DWORD* semantics_out) {
1357 unsigned int i;
1359 for (i = 0; i < WINED3DSHADERDECLUSAGE_MAX_USAGE; i++) {
1361 DWORD reg = semantics_out[i];
1362 unsigned int regnum = reg & D3DSP_REGNUM_MASK;
1363 char reg_mask[6];
1365 /* Uninitialized */
1366 if (!reg) continue;
1368 shader_glsl_get_output_register_swizzle(reg, reg_mask);
1370 switch(i) {
1372 case WINED3DSHADERDECLUSAGE_DIFFUSE:
1373 shader_addline(buffer, "gl_FrontColor%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
1374 break;
1376 case WINED3DSHADERDECLUSAGE_SPECULAR:
1377 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
1378 break;
1380 case WINED3DSHADERDECLUSAGE_POSITION:
1381 shader_addline(buffer, "gl_Position%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
1382 break;
1384 case WINED3DSHADERDECLUSAGE_TEXCOORD0:
1385 case WINED3DSHADERDECLUSAGE_TEXCOORD1:
1386 case WINED3DSHADERDECLUSAGE_TEXCOORD2:
1387 case WINED3DSHADERDECLUSAGE_TEXCOORD3:
1388 case WINED3DSHADERDECLUSAGE_TEXCOORD4:
1389 case WINED3DSHADERDECLUSAGE_TEXCOORD5:
1390 case WINED3DSHADERDECLUSAGE_TEXCOORD6:
1391 case WINED3DSHADERDECLUSAGE_TEXCOORD7:
1392 shader_addline(buffer, "gl_TexCoord[%lu]%s = OUT%lu%s;\n",
1393 i - WINED3DSHADERDECLUSAGE_TEXCOORD0, reg_mask, regnum, reg_mask);
1394 break;
1396 case WINED3DSHADERDECLUSAGE_PSIZE:
1397 shader_addline(buffer, "gl_PointSize = OUT%lu.x;\n", regnum);
1398 break;
1400 case WINED3DSHADERDECLUSAGE_FOG:
1401 shader_addline(buffer, "gl_FogFragCoord%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);
1402 break;
1404 default:
1405 shader_addline(buffer, "unsupported_output%s = OUT%lu%s;\n", reg_mask, regnum, reg_mask);