wined3d: Make use_vs() and use_ps() work on a stateblock instead of a device.
[wine/testsucceed.git] / dlls / wined3d / glsl_shader.c
blobff14fa3c723b5140666ea02b21cb5eb2c07fc66a
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
31 #include "config.h"
32 #include <limits.h>
33 #include <stdio.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 #define GLINFO_LOCATION (*gl_info)
43 typedef struct {
44 char reg_name[150];
45 char mask_str[6];
46 } glsl_dst_param_t;
48 typedef struct {
49 char reg_name[150];
50 char param_str[100];
51 } glsl_src_param_t;
53 typedef struct {
54 const char *name;
55 DWORD coord_mask;
56 } glsl_sample_function_t;
58 enum heap_node_op
60 HEAP_NODE_TRAVERSE_LEFT,
61 HEAP_NODE_TRAVERSE_RIGHT,
62 HEAP_NODE_POP,
65 struct constant_entry
67 unsigned int idx;
68 unsigned int version;
71 struct constant_heap
73 struct constant_entry *entries;
74 unsigned int *positions;
75 unsigned int size;
78 /* GLSL shader private data */
79 struct shader_glsl_priv {
80 struct hash_table_t *glsl_program_lookup;
81 struct glsl_shader_prog_link *glsl_program;
82 struct constant_heap vconst_heap;
83 struct constant_heap pconst_heap;
84 unsigned char *stack;
85 GLhandleARB depth_blt_program[tex_type_count];
86 UINT next_constant_version;
89 /* Struct to maintain data about a linked GLSL program */
90 struct glsl_shader_prog_link {
91 struct list vshader_entry;
92 struct list pshader_entry;
93 GLhandleARB programId;
94 GLhandleARB *vuniformF_locations;
95 GLhandleARB *puniformF_locations;
96 GLhandleARB vuniformI_locations[MAX_CONST_I];
97 GLhandleARB puniformI_locations[MAX_CONST_I];
98 GLhandleARB posFixup_location;
99 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
100 GLhandleARB luminancescale_location[MAX_TEXTURES];
101 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
102 GLhandleARB ycorrection_location;
103 GLenum vertex_color_clamp;
104 GLhandleARB vshader;
105 IWineD3DPixelShader *pshader;
106 struct ps_compile_args ps_args;
107 UINT constant_version;
110 typedef struct {
111 GLhandleARB vshader;
112 IWineD3DPixelShader *pshader;
113 struct ps_compile_args ps_args;
114 } glsl_program_key_t;
117 /** Prints the GLSL info log which will contain error messages if they exist */
118 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
120 int infologLength = 0;
121 char *infoLog;
122 unsigned int i;
123 BOOL is_spam;
125 static const char * const spam[] =
127 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
128 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
129 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
130 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
131 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
132 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
133 "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
134 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
135 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
136 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
139 GL_EXTCALL(glGetObjectParameterivARB(obj,
140 GL_OBJECT_INFO_LOG_LENGTH_ARB,
141 &infologLength));
143 /* A size of 1 is just a null-terminated string, so the log should be bigger than
144 * that if there are errors. */
145 if (infologLength > 1)
147 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
148 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
150 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
151 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
152 is_spam = FALSE;
154 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
155 if(strcmp(infoLog, spam[i]) == 0) {
156 is_spam = TRUE;
157 break;
160 if(is_spam) {
161 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
162 } else {
163 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
165 HeapFree(GetProcessHeap(), 0, infoLog);
170 * Loads (pixel shader) samplers
172 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
174 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
175 GLhandleARB name_loc;
176 int i;
177 char sampler_name[20];
179 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
180 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
181 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
182 if (name_loc != -1) {
183 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
184 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
185 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
186 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
187 checkGLcall("glUniform1iARB");
188 } else {
189 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
195 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
197 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
198 GLhandleARB name_loc;
199 char sampler_name[20];
200 int i;
202 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
203 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
204 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
205 if (name_loc != -1) {
206 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
207 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
208 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
209 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
210 checkGLcall("glUniform1iARB");
211 } else {
212 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
218 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
219 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
221 int stack_idx = 0;
222 unsigned int heap_idx = 1;
223 unsigned int idx;
225 if (heap->entries[heap_idx].version <= version) return;
227 idx = heap->entries[heap_idx].idx;
228 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
229 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
231 while (stack_idx >= 0)
233 /* Note that we fall through to the next case statement. */
234 switch(stack[stack_idx])
236 case HEAP_NODE_TRAVERSE_LEFT:
238 unsigned int left_idx = heap_idx << 1;
239 if (left_idx < heap->size && heap->entries[left_idx].version > version)
241 heap_idx = left_idx;
242 idx = heap->entries[heap_idx].idx;
243 if (constant_locations[idx] != -1)
244 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
246 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
247 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
248 break;
252 case HEAP_NODE_TRAVERSE_RIGHT:
254 unsigned int right_idx = (heap_idx << 1) + 1;
255 if (right_idx < heap->size && heap->entries[right_idx].version > version)
257 heap_idx = right_idx;
258 idx = heap->entries[heap_idx].idx;
259 if (constant_locations[idx] != -1)
260 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
262 stack[stack_idx++] = HEAP_NODE_POP;
263 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
264 break;
268 case HEAP_NODE_POP:
270 heap_idx >>= 1;
271 --stack_idx;
272 break;
276 checkGLcall("walk_constant_heap()");
279 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
281 GLfloat clamped_constant[4];
283 if (location == -1) return;
285 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
286 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
287 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
288 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
290 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
293 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
294 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
296 int stack_idx = 0;
297 unsigned int heap_idx = 1;
298 unsigned int idx;
300 if (heap->entries[heap_idx].version <= version) return;
302 idx = heap->entries[heap_idx].idx;
303 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
304 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
306 while (stack_idx >= 0)
308 /* Note that we fall through to the next case statement. */
309 switch(stack[stack_idx])
311 case HEAP_NODE_TRAVERSE_LEFT:
313 unsigned int left_idx = heap_idx << 1;
314 if (left_idx < heap->size && heap->entries[left_idx].version > version)
316 heap_idx = left_idx;
317 idx = heap->entries[heap_idx].idx;
318 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
320 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
321 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
322 break;
326 case HEAP_NODE_TRAVERSE_RIGHT:
328 unsigned int right_idx = (heap_idx << 1) + 1;
329 if (right_idx < heap->size && heap->entries[right_idx].version > version)
331 heap_idx = right_idx;
332 idx = heap->entries[heap_idx].idx;
333 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
335 stack[stack_idx++] = HEAP_NODE_POP;
336 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
337 break;
341 case HEAP_NODE_POP:
343 heap_idx >>= 1;
344 --stack_idx;
345 break;
349 checkGLcall("walk_constant_heap_clamped()");
352 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
353 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
354 const float *constants, const GLhandleARB *constant_locations, const struct constant_heap *heap,
355 unsigned char *stack, UINT version)
357 const local_constant *lconst;
359 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
360 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1
361 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version))
362 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
363 else
364 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
366 if (!This->baseShader.load_local_constsF)
368 TRACE("No need to load local float constants for this shader\n");
369 return;
372 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
373 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
375 GLhandleARB location = constant_locations[lconst->idx];
376 /* We found this uniform name in the program - go ahead and send the data */
377 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
379 checkGLcall("glUniform4fvARB()");
382 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
383 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
384 const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
386 unsigned int i;
387 struct list* ptr;
389 for (i = 0; constants_set; constants_set >>= 1, ++i)
391 if (!(constants_set & 1)) continue;
393 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
394 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
396 /* We found this uniform name in the program - go ahead and send the data */
397 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
398 checkGLcall("glUniform4ivARB");
401 /* Load immediate constants */
402 ptr = list_head(&This->baseShader.constantsI);
403 while (ptr) {
404 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
405 unsigned int idx = lconst->idx;
406 const GLint *values = (const GLint *)lconst->value;
408 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
409 values[0], values[1], values[2], values[3]);
411 /* We found this uniform name in the program - go ahead and send the data */
412 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
413 checkGLcall("glUniform4ivARB");
414 ptr = list_next(&This->baseShader.constantsI, ptr);
418 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
419 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
420 GLhandleARB programId, const BOOL *constants, WORD constants_set)
422 GLhandleARB tmp_loc;
423 unsigned int i;
424 char tmp_name[8];
425 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
426 const char* prefix = is_pshader? "PB":"VB";
427 struct list* ptr;
429 /* TODO: Benchmark and see if it would be beneficial to store the
430 * locations of the constants to avoid looking up each time */
431 for (i = 0; constants_set; constants_set >>= 1, ++i)
433 if (!(constants_set & 1)) continue;
435 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
437 /* TODO: Benchmark and see if it would be beneficial to store the
438 * locations of the constants to avoid looking up each time */
439 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
440 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
441 if (tmp_loc != -1)
443 /* We found this uniform name in the program - go ahead and send the data */
444 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
445 checkGLcall("glUniform1ivARB");
449 /* Load immediate constants */
450 ptr = list_head(&This->baseShader.constantsB);
451 while (ptr) {
452 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
453 unsigned int idx = lconst->idx;
454 const GLint *values = (const GLint *)lconst->value;
456 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
458 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
459 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
460 if (tmp_loc != -1) {
461 /* We found this uniform name in the program - go ahead and send the data */
462 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
463 checkGLcall("glUniform1ivARB");
465 ptr = list_next(&This->baseShader.constantsB, ptr);
469 static void reset_program_constant_version(void *value, void *context)
471 struct glsl_shader_prog_link *entry = (struct glsl_shader_prog_link *)value;
472 entry->constant_version = 0;
476 * Loads the app-supplied constants into the currently set GLSL program.
478 static void shader_glsl_load_constants(
479 IWineD3DDevice* device,
480 char usePixelShader,
481 char useVertexShader) {
483 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
484 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
485 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
486 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
488 GLhandleARB programId;
489 struct glsl_shader_prog_link *prog = priv->glsl_program;
490 UINT constant_version;
491 int i;
493 if (!prog) {
494 /* No GLSL program set - nothing to do. */
495 return;
497 programId = prog->programId;
498 constant_version = prog->constant_version;
500 if (useVertexShader) {
501 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
503 /* Load DirectX 9 float constants/uniforms for vertex shader */
504 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
505 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
507 /* Load DirectX 9 integer constants/uniforms for vertex shader */
508 if(vshader->baseShader.uses_int_consts) {
509 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
510 stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
513 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
514 if(vshader->baseShader.uses_bool_consts) {
515 shader_glsl_load_constantsB(vshader, gl_info, programId,
516 stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
519 /* Upload the position fixup params */
520 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
521 checkGLcall("glUniform4fvARB");
524 if (usePixelShader) {
526 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
528 /* Load DirectX 9 float constants/uniforms for pixel shader */
529 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
530 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
532 /* Load DirectX 9 integer constants/uniforms for pixel shader */
533 if(pshader->baseShader.uses_int_consts) {
534 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
535 stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
538 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
539 if(pshader->baseShader.uses_bool_consts) {
540 shader_glsl_load_constantsB(pshader, gl_info, programId,
541 stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
544 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
545 * It can't be 0 for a valid texbem instruction.
547 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
548 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
549 int stage = ps->luminanceconst[i].texunit;
551 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
552 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
553 checkGLcall("glUniformMatrix2fvARB");
555 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
556 * is set too, so we can check that in the needsbumpmat check
558 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
559 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
560 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
562 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
563 checkGLcall("glUniform1fvARB");
564 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
565 checkGLcall("glUniform1fvARB");
569 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
570 float correction_params[4];
571 if(deviceImpl->render_offscreen) {
572 correction_params[0] = 0.0;
573 correction_params[1] = 1.0;
574 } else {
575 /* position is window relative, not viewport relative */
576 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
577 correction_params[1] = -1.0;
579 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
583 if (priv->next_constant_version == UINT_MAX)
585 TRACE("Max constant version reached, resetting to 0.\n");
586 hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
587 priv->next_constant_version = 1;
589 else
591 prog->constant_version = priv->next_constant_version++;
595 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
596 unsigned int heap_idx, DWORD new_version)
598 struct constant_entry *entries = heap->entries;
599 unsigned int *positions = heap->positions;
600 unsigned int parent_idx;
602 while (heap_idx > 1)
604 parent_idx = heap_idx >> 1;
606 if (new_version <= entries[parent_idx].version) break;
608 entries[heap_idx] = entries[parent_idx];
609 positions[entries[parent_idx].idx] = heap_idx;
610 heap_idx = parent_idx;
613 entries[heap_idx].version = new_version;
614 entries[heap_idx].idx = idx;
615 positions[idx] = heap_idx;
618 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
620 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
621 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
622 struct constant_heap *heap = &priv->vconst_heap;
623 UINT i;
625 for (i = start; i < count + start; ++i)
627 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
628 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
629 else
630 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
634 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
636 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
637 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
638 struct constant_heap *heap = &priv->pconst_heap;
639 UINT i;
641 for (i = start; i < count + start; ++i)
643 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
644 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
645 else
646 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
650 /** Generate the variable & register declarations for the GLSL output target */
651 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
652 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
653 const struct ps_compile_args *ps_args)
655 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
656 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
657 DWORD shader_version = reg_maps->shader_version;
658 unsigned int i, extra_constants_needed = 0;
659 const local_constant *lconst;
661 /* There are some minor differences between pixel and vertex shaders */
662 char pshader = shader_is_pshader_version(shader_version);
663 char prefix = pshader ? 'P' : 'V';
665 /* Prototype the subroutines */
666 for (i = 0; i < This->baseShader.limits.label; i++) {
667 if (reg_maps->labels[i])
668 shader_addline(buffer, "void subroutine%u();\n", i);
671 /* Declare the constants (aka uniforms) */
672 if (This->baseShader.limits.constant_float > 0) {
673 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
674 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
675 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
678 if (This->baseShader.limits.constant_int > 0)
679 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
681 if (This->baseShader.limits.constant_bool > 0)
682 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
684 if(!pshader) {
685 shader_addline(buffer, "uniform vec4 posFixup;\n");
686 /* Predeclaration; This function is added at link time based on the pixel shader.
687 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
688 * that. We know the input to the reorder function at vertex shader compile time, so
689 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
690 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
691 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
692 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
693 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
694 * inout.
696 if (shader_version >= WINED3DVS_VERSION(3, 0))
698 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
699 } else {
700 shader_addline(buffer, "void order_ps_input();\n");
702 } else {
703 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
705 ps_impl->numbumpenvmatconsts = 0;
706 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
707 if(!reg_maps->bumpmat[i]) {
708 continue;
711 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
712 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
714 if(reg_maps->luminanceparams) {
715 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
716 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
717 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
718 extra_constants_needed++;
719 } else {
720 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
723 extra_constants_needed++;
724 ps_impl->numbumpenvmatconsts++;
727 if(ps_args->srgb_correction) {
728 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
729 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
730 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
731 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
733 if(reg_maps->vpos || reg_maps->usesdsy) {
734 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
735 shader_addline(buffer, "uniform vec4 ycorrection;\n");
736 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
737 extra_constants_needed++;
738 } else {
739 /* This happens because we do not have proper tracking of the constant registers that are
740 * actually used, only the max limit of the shader version
742 FIXME("Cannot find a free uniform for vpos correction params\n");
743 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
744 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
745 device->render_offscreen ? 1.0 : -1.0);
747 shader_addline(buffer, "vec4 vpos;\n");
751 /* Declare texture samplers */
752 for (i = 0; i < This->baseShader.limits.sampler; i++) {
753 if (reg_maps->samplers[i]) {
755 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
756 switch (stype) {
758 case WINED3DSTT_1D:
759 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
760 break;
761 case WINED3DSTT_2D:
762 if(device->stateBlock->textures[i] &&
763 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
764 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
765 } else {
766 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
768 break;
769 case WINED3DSTT_CUBE:
770 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
771 break;
772 case WINED3DSTT_VOLUME:
773 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
774 break;
775 default:
776 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
777 FIXME("Unrecognized sampler type: %#x\n", stype);
778 break;
783 /* Declare address variables */
784 for (i = 0; i < This->baseShader.limits.address; i++) {
785 if (reg_maps->address[i])
786 shader_addline(buffer, "ivec4 A%d;\n", i);
789 /* Declare texture coordinate temporaries and initialize them */
790 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
791 if (reg_maps->texcoord[i])
792 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
795 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
796 * helper function shader that is linked in at link time
798 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
800 if (use_vs(device->stateBlock))
802 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
803 } else {
804 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
805 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
806 * pixel shader that reads the fixed function color into the packed input registers.
808 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
812 /* Declare output register temporaries */
813 if(This->baseShader.limits.packed_output) {
814 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
817 /* Declare temporary variables */
818 for(i = 0; i < This->baseShader.limits.temporary; i++) {
819 if (reg_maps->temporary[i])
820 shader_addline(buffer, "vec4 R%u;\n", i);
823 /* Declare attributes */
824 for (i = 0; i < This->baseShader.limits.attributes; i++) {
825 if (reg_maps->attributes[i])
826 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
829 /* Declare loop registers aLx */
830 for (i = 0; i < reg_maps->loop_depth; i++) {
831 shader_addline(buffer, "int aL%u;\n", i);
832 shader_addline(buffer, "int tmpInt%u;\n", i);
835 /* Temporary variables for matrix operations */
836 shader_addline(buffer, "vec4 tmp0;\n");
837 shader_addline(buffer, "vec4 tmp1;\n");
839 /* Local constants use a different name so they can be loaded once at shader link time
840 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
841 * float -> string conversion can cause precision loss.
843 if(!This->baseShader.load_local_constsF) {
844 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
845 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
849 /* Start the main program */
850 shader_addline(buffer, "void main() {\n");
851 if(pshader && reg_maps->vpos) {
852 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
853 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
854 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
855 * precision troubles when we just substract 0.5.
857 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
859 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
861 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
862 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
863 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
864 * correctly on drivers that returns integer values.
866 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
870 /*****************************************************************************
871 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
873 * For more information, see http://wiki.winehq.org/DirectX-Shaders
874 ****************************************************************************/
876 /* Prototypes */
877 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
878 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
880 /** Used for opcode modifiers - They multiply the result by the specified amount */
881 static const char * const shift_glsl_tab[] = {
882 "", /* 0 (none) */
883 "2.0 * ", /* 1 (x2) */
884 "4.0 * ", /* 2 (x4) */
885 "8.0 * ", /* 3 (x8) */
886 "16.0 * ", /* 4 (x16) */
887 "32.0 * ", /* 5 (x32) */
888 "", /* 6 (x64) */
889 "", /* 7 (x128) */
890 "", /* 8 (d256) */
891 "", /* 9 (d128) */
892 "", /* 10 (d64) */
893 "", /* 11 (d32) */
894 "0.0625 * ", /* 12 (d16) */
895 "0.125 * ", /* 13 (d8) */
896 "0.25 * ", /* 14 (d4) */
897 "0.5 * " /* 15 (d2) */
900 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
901 static void shader_glsl_gen_modifier (
902 const DWORD instr,
903 const char *in_reg,
904 const char *in_regswizzle,
905 char *out_str) {
907 out_str[0] = 0;
909 if (instr == WINED3DSIO_TEXKILL)
910 return;
912 switch (instr & WINED3DSP_SRCMOD_MASK) {
913 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
914 case WINED3DSPSM_DW:
915 case WINED3DSPSM_NONE:
916 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
917 break;
918 case WINED3DSPSM_NEG:
919 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
920 break;
921 case WINED3DSPSM_NOT:
922 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
923 break;
924 case WINED3DSPSM_BIAS:
925 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
926 break;
927 case WINED3DSPSM_BIASNEG:
928 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
929 break;
930 case WINED3DSPSM_SIGN:
931 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
932 break;
933 case WINED3DSPSM_SIGNNEG:
934 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
935 break;
936 case WINED3DSPSM_COMP:
937 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
938 break;
939 case WINED3DSPSM_X2:
940 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
941 break;
942 case WINED3DSPSM_X2NEG:
943 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
944 break;
945 case WINED3DSPSM_ABS:
946 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
947 break;
948 case WINED3DSPSM_ABSNEG:
949 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
950 break;
951 default:
952 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
953 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
957 /** Writes the GLSL variable name that corresponds to the register that the
958 * DX opcode parameter is trying to access */
959 static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
960 char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
962 /* oPos, oFog and oPts in D3D */
963 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
965 DWORD reg = param & WINED3DSP_REGNUM_MASK;
966 DWORD regtype = shader_get_regtype(param);
967 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
968 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
969 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
970 DWORD shader_version = This->baseShader.reg_maps.shader_version;
971 char pshader = shader_is_pshader_version(shader_version);
972 char tmpStr[150];
974 *is_color = FALSE;
976 switch (regtype) {
977 case WINED3DSPR_TEMP:
978 sprintf(tmpStr, "R%u", reg);
979 break;
980 case WINED3DSPR_INPUT:
981 if (pshader) {
982 /* Pixel shaders >= 3.0 */
983 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
985 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
987 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
988 glsl_src_param_t rel_param;
989 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
991 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
992 * operation there
994 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
995 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
996 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
997 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
998 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
999 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1000 } else {
1001 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1003 } else {
1004 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1005 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1006 rel_param.param_str, in_count - 1,
1007 rel_param.param_str, in_count,
1008 rel_param.param_str);
1009 } else {
1010 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
1013 } else {
1014 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
1015 if (idx == in_count) {
1016 sprintf(tmpStr, "gl_Color");
1017 } else if (idx == in_count + 1) {
1018 sprintf(tmpStr, "gl_SecondaryColor");
1019 } else {
1020 sprintf(tmpStr, "IN[%u]", idx);
1023 } else {
1024 if (reg==0)
1025 strcpy(tmpStr, "gl_Color");
1026 else
1027 strcpy(tmpStr, "gl_SecondaryColor");
1029 } else {
1030 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
1031 *is_color = TRUE;
1032 sprintf(tmpStr, "attrib%u", reg);
1034 break;
1035 case WINED3DSPR_CONST:
1037 const char prefix = pshader? 'P':'V';
1039 /* Relative addressing */
1040 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
1042 /* Relative addressing on shaders 2.0+ have a relative address token,
1043 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
1044 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
1046 glsl_src_param_t rel_param;
1047 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1048 if(reg) {
1049 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
1050 } else {
1051 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
1053 } else {
1054 if(reg) {
1055 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
1056 } else {
1057 sprintf(tmpStr, "%cC[A0.x]", prefix);
1061 } else {
1062 if(shader_constant_is_local(This, reg)) {
1063 sprintf(tmpStr, "%cLC%u", prefix, reg);
1064 } else {
1065 sprintf(tmpStr, "%cC[%u]", prefix, reg);
1069 break;
1071 case WINED3DSPR_CONSTINT:
1072 if (pshader)
1073 sprintf(tmpStr, "PI[%u]", reg);
1074 else
1075 sprintf(tmpStr, "VI[%u]", reg);
1076 break;
1077 case WINED3DSPR_CONSTBOOL:
1078 if (pshader)
1079 sprintf(tmpStr, "PB[%u]", reg);
1080 else
1081 sprintf(tmpStr, "VB[%u]", reg);
1082 break;
1083 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1084 if (pshader) {
1085 sprintf(tmpStr, "T%u", reg);
1086 } else {
1087 sprintf(tmpStr, "A%u", reg);
1089 break;
1090 case WINED3DSPR_LOOP:
1091 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
1092 break;
1093 case WINED3DSPR_SAMPLER:
1094 if (pshader)
1095 sprintf(tmpStr, "Psampler%u", reg);
1096 else
1097 sprintf(tmpStr, "Vsampler%u", reg);
1098 break;
1099 case WINED3DSPR_COLOROUT:
1100 if (reg >= GL_LIMITS(buffers)) {
1101 WARN("Write to render target %u, only %d supported\n", reg, 4);
1103 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1104 sprintf(tmpStr, "gl_FragData[%u]", reg);
1105 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1106 sprintf(tmpStr, "gl_FragColor");
1108 break;
1109 case WINED3DSPR_RASTOUT:
1110 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
1111 break;
1112 case WINED3DSPR_DEPTHOUT:
1113 sprintf(tmpStr, "gl_FragDepth");
1114 break;
1115 case WINED3DSPR_ATTROUT:
1116 if (reg == 0) {
1117 sprintf(tmpStr, "gl_FrontColor");
1118 } else {
1119 sprintf(tmpStr, "gl_FrontSecondaryColor");
1121 break;
1122 case WINED3DSPR_TEXCRDOUT:
1123 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1124 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(tmpStr, "OUT[%u]", reg);
1125 else sprintf(tmpStr, "gl_TexCoord[%u]", reg);
1126 break;
1127 case WINED3DSPR_MISCTYPE:
1128 if (reg == 0) {
1129 /* vPos */
1130 sprintf(tmpStr, "vpos");
1131 } else if (reg == 1){
1132 /* Note that gl_FrontFacing is a bool, while vFace is
1133 * a float for which the sign determines front/back
1135 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
1136 } else {
1137 FIXME("Unhandled misctype register %d\n", reg);
1138 sprintf(tmpStr, "unrecognized_register");
1140 break;
1141 default:
1142 FIXME("Unhandled register name Type(%d)\n", regtype);
1143 sprintf(tmpStr, "unrecognized_register");
1144 break;
1147 strcat(regstr, tmpStr);
1150 /* Get the GLSL write mask for the destination register */
1151 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
1152 char *ptr = write_mask;
1153 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1155 if (shader_is_scalar(param)) {
1156 mask = WINED3DSP_WRITEMASK_0;
1157 } else {
1158 *ptr++ = '.';
1159 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1160 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1161 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1162 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1165 *ptr = '\0';
1167 return mask;
1170 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1171 unsigned int size = 0;
1173 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1174 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1175 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1176 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1178 return size;
1181 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1182 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1183 * but addressed as "rgba". To fix this we need to swap the register's x
1184 * and z components. */
1185 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1186 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1187 char *ptr = swizzle_str;
1189 if (!shader_is_scalar(param)) {
1190 *ptr++ = '.';
1191 /* swizzle bits fields: wwzzyyxx */
1192 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1193 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1194 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1195 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1198 *ptr = '\0';
1201 /* From a given parameter token, generate the corresponding GLSL string.
1202 * Also, return the actual register name and swizzle in case the
1203 * caller needs this information as well. */
1204 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
1205 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
1207 BOOL is_color = FALSE;
1208 char swizzle_str[6];
1210 src_param->reg_name[0] = '\0';
1211 src_param->param_str[0] = '\0';
1212 swizzle_str[0] = '\0';
1214 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1216 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1217 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1220 /* From a given parameter token, generate the corresponding GLSL string.
1221 * Also, return the actual register name and swizzle in case the
1222 * caller needs this information as well. */
1223 static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
1224 const DWORD addr_token, glsl_dst_param_t *dst_param)
1226 BOOL is_color = FALSE;
1228 dst_param->mask_str[0] = '\0';
1229 dst_param->reg_name[0] = '\0';
1231 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1232 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1235 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1236 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
1238 glsl_dst_param_t dst_param;
1239 DWORD mask;
1240 int shift;
1242 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1244 if(mask) {
1245 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1246 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1249 return mask;
1252 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1253 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
1255 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1258 /** Process GLSL instruction modifiers */
1259 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
1261 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1263 if (arg->opcode->dst_token && mask != 0) {
1264 glsl_dst_param_t dst_param;
1266 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1268 if (mask & WINED3DSPDM_SATURATE) {
1269 /* _SAT means to clamp the value of the register to between 0 and 1 */
1270 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1271 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1273 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1274 FIXME("_centroid modifier not handled\n");
1276 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1277 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1282 static inline const char* shader_get_comp_op(
1283 const DWORD opcode) {
1285 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1286 switch (op) {
1287 case COMPARISON_GT: return ">";
1288 case COMPARISON_EQ: return "==";
1289 case COMPARISON_GE: return ">=";
1290 case COMPARISON_LT: return "<";
1291 case COMPARISON_NE: return "!=";
1292 case COMPARISON_LE: return "<=";
1293 default:
1294 FIXME("Unrecognized comparison value: %u\n", op);
1295 return "(\?\?)";
1299 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
1300 /* Note that there's no such thing as a projected cube texture. */
1301 switch(sampler_type) {
1302 case WINED3DSTT_1D:
1303 sample_function->name = projected ? "texture1DProj" : "texture1D";
1304 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1305 break;
1306 case WINED3DSTT_2D:
1307 if(texrect) {
1308 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1309 } else {
1310 sample_function->name = projected ? "texture2DProj" : "texture2D";
1312 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1313 break;
1314 case WINED3DSTT_CUBE:
1315 sample_function->name = "textureCube";
1316 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1317 break;
1318 case WINED3DSTT_VOLUME:
1319 sample_function->name = projected ? "texture3DProj" : "texture3D";
1320 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1321 break;
1322 default:
1323 sample_function->name = "";
1324 sample_function->coord_mask = 0;
1325 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1326 break;
1330 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1331 BOOL sign_fixup, enum fixup_channel_source channel_source)
1333 switch(channel_source)
1335 case CHANNEL_SOURCE_ZERO:
1336 strcat(arguments, "0.0");
1337 break;
1339 case CHANNEL_SOURCE_ONE:
1340 strcat(arguments, "1.0");
1341 break;
1343 case CHANNEL_SOURCE_X:
1344 strcat(arguments, reg_name);
1345 strcat(arguments, ".x");
1346 break;
1348 case CHANNEL_SOURCE_Y:
1349 strcat(arguments, reg_name);
1350 strcat(arguments, ".y");
1351 break;
1353 case CHANNEL_SOURCE_Z:
1354 strcat(arguments, reg_name);
1355 strcat(arguments, ".z");
1356 break;
1358 case CHANNEL_SOURCE_W:
1359 strcat(arguments, reg_name);
1360 strcat(arguments, ".w");
1361 break;
1363 default:
1364 FIXME("Unhandled channel source %#x\n", channel_source);
1365 strcat(arguments, "undefined");
1366 break;
1369 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1372 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
1374 unsigned int mask_size, remaining;
1375 glsl_dst_param_t dst_param;
1376 char arguments[256];
1377 DWORD mask;
1378 BOOL dummy;
1380 mask = 0;
1381 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1382 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1383 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1384 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1385 mask &= arg->dst;
1387 if (!mask) return; /* Nothing to do */
1389 if (is_yuv_fixup(fixup))
1391 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1392 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1393 return;
1396 mask_size = shader_glsl_get_write_mask_size(mask);
1398 dst_param.mask_str[0] = '\0';
1399 shader_glsl_get_write_mask(mask, dst_param.mask_str);
1401 dst_param.reg_name[0] = '\0';
1402 shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
1404 arguments[0] = '\0';
1405 remaining = mask_size;
1406 if (mask & WINED3DSP_WRITEMASK_0)
1408 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1409 if (--remaining) strcat(arguments, ", ");
1411 if (mask & WINED3DSP_WRITEMASK_1)
1413 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1414 if (--remaining) strcat(arguments, ", ");
1416 if (mask & WINED3DSP_WRITEMASK_2)
1418 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1419 if (--remaining) strcat(arguments, ", ");
1421 if (mask & WINED3DSP_WRITEMASK_3)
1423 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1424 if (--remaining) strcat(arguments, ", ");
1427 if (mask_size > 1)
1429 shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
1430 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1432 else
1434 shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1438 /*****************************************************************************
1440 * Begin processing individual instruction opcodes
1442 ****************************************************************************/
1444 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1445 static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
1447 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1448 SHADER_BUFFER* buffer = arg->buffer;
1449 glsl_src_param_t src0_param;
1450 glsl_src_param_t src1_param;
1451 DWORD write_mask;
1452 char op;
1454 /* Determine the GLSL operator to use based on the opcode */
1455 switch (curOpcode->opcode) {
1456 case WINED3DSIO_MUL: op = '*'; break;
1457 case WINED3DSIO_ADD: op = '+'; break;
1458 case WINED3DSIO_SUB: op = '-'; break;
1459 default:
1460 op = ' ';
1461 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1462 break;
1465 write_mask = shader_glsl_append_dst(buffer, arg);
1466 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1467 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1468 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1471 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1472 static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
1474 SHADER_BUFFER* buffer = arg->buffer;
1475 glsl_src_param_t src0_param;
1476 DWORD write_mask;
1478 write_mask = shader_glsl_append_dst(buffer, arg);
1479 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1481 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1482 * shader versions WINED3DSIO_MOVA is used for this. */
1483 if ((WINED3DSHADER_VERSION_MAJOR(arg->reg_maps->shader_version) == 1
1484 && !shader_is_pshader_version(arg->reg_maps->shader_version)
1485 && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR))
1487 /* This is a simple floor() */
1488 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1489 if (mask_size > 1) {
1490 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1491 } else {
1492 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1494 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1495 /* We need to *round* to the nearest int here. */
1496 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1497 if (mask_size > 1) {
1498 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);
1499 } else {
1500 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1502 } else {
1503 shader_addline(buffer, "%s);\n", src0_param.param_str);
1507 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1508 static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
1510 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1511 SHADER_BUFFER* buffer = arg->buffer;
1512 glsl_src_param_t src0_param;
1513 glsl_src_param_t src1_param;
1514 DWORD dst_write_mask, src_write_mask;
1515 unsigned int dst_size = 0;
1517 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1518 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1520 /* dp3 works on vec3, dp4 on vec4 */
1521 if (curOpcode->opcode == WINED3DSIO_DP4) {
1522 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1523 } else {
1524 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1527 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1528 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1530 if (dst_size > 1) {
1531 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1532 } else {
1533 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1537 /* Note that this instruction has some restrictions. The destination write mask
1538 * can't contain the w component, and the source swizzles have to be .xyzw */
1539 static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
1541 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1542 glsl_src_param_t src0_param;
1543 glsl_src_param_t src1_param;
1544 char dst_mask[6];
1546 shader_glsl_get_write_mask(arg->dst, dst_mask);
1547 shader_glsl_append_dst(arg->buffer, arg);
1548 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1549 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1550 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1553 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1554 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1555 * GLSL uses the value as-is. */
1556 static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
1558 SHADER_BUFFER *buffer = arg->buffer;
1559 glsl_src_param_t src0_param;
1560 glsl_src_param_t src1_param;
1561 DWORD dst_write_mask;
1562 unsigned int dst_size;
1564 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1565 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1567 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1568 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1570 if (dst_size > 1) {
1571 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1572 } else {
1573 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1577 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1578 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1579 * GLSL uses the value as-is. */
1580 static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
1582 SHADER_BUFFER *buffer = arg->buffer;
1583 glsl_src_param_t src0_param;
1584 DWORD dst_write_mask;
1585 unsigned int dst_size;
1587 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1588 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1590 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1592 if (dst_size > 1) {
1593 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1594 } else {
1595 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1599 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1600 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
1602 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1603 SHADER_BUFFER* buffer = arg->buffer;
1604 glsl_src_param_t src_param;
1605 const char *instruction;
1606 char arguments[256];
1607 DWORD write_mask;
1608 unsigned i;
1610 /* Determine the GLSL function to use based on the opcode */
1611 /* TODO: Possibly make this a table for faster lookups */
1612 switch (curOpcode->opcode) {
1613 case WINED3DSIO_MIN: instruction = "min"; break;
1614 case WINED3DSIO_MAX: instruction = "max"; break;
1615 case WINED3DSIO_ABS: instruction = "abs"; break;
1616 case WINED3DSIO_FRC: instruction = "fract"; break;
1617 case WINED3DSIO_NRM: instruction = "normalize"; break;
1618 case WINED3DSIO_EXP: instruction = "exp2"; break;
1619 case WINED3DSIO_SGN: instruction = "sign"; break;
1620 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1621 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1622 default: instruction = "";
1623 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1624 break;
1627 write_mask = shader_glsl_append_dst(buffer, arg);
1629 arguments[0] = '\0';
1630 if (curOpcode->num_params > 0) {
1631 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1632 strcat(arguments, src_param.param_str);
1633 for (i = 2; i < curOpcode->num_params; ++i) {
1634 strcat(arguments, ", ");
1635 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1636 strcat(arguments, src_param.param_str);
1640 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1643 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1644 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1645 * dst.x = 2^(floor(src))
1646 * dst.y = src - floor(src)
1647 * dst.z = 2^src (partial precision is allowed, but optional)
1648 * dst.w = 1.0;
1649 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1650 * dst = 2^src; (partial precision is allowed, but optional)
1652 static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
1654 glsl_src_param_t src_param;
1656 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1658 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1660 char dst_mask[6];
1662 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1663 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1664 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1665 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1667 shader_glsl_append_dst(arg->buffer, arg);
1668 shader_glsl_get_write_mask(arg->dst, dst_mask);
1669 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1670 } else {
1671 DWORD write_mask;
1672 unsigned int mask_size;
1674 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1675 mask_size = shader_glsl_get_write_mask_size(write_mask);
1677 if (mask_size > 1) {
1678 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1679 } else {
1680 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1685 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1686 static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
1688 glsl_src_param_t src_param;
1689 DWORD write_mask;
1690 unsigned int mask_size;
1692 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1693 mask_size = shader_glsl_get_write_mask_size(write_mask);
1694 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1696 if (mask_size > 1) {
1697 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1698 } else {
1699 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1703 static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
1705 SHADER_BUFFER* buffer = arg->buffer;
1706 glsl_src_param_t src_param;
1707 DWORD write_mask;
1708 unsigned int mask_size;
1710 write_mask = shader_glsl_append_dst(buffer, arg);
1711 mask_size = shader_glsl_get_write_mask_size(write_mask);
1713 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1715 if (mask_size > 1) {
1716 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1717 } else {
1718 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1722 /** Process signed comparison opcodes in GLSL. */
1723 static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
1725 glsl_src_param_t src0_param;
1726 glsl_src_param_t src1_param;
1727 DWORD write_mask;
1728 unsigned int mask_size;
1730 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1731 mask_size = shader_glsl_get_write_mask_size(write_mask);
1732 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1733 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1735 if (mask_size > 1) {
1736 const char *compare;
1738 switch(arg->opcode->opcode) {
1739 case WINED3DSIO_SLT: compare = "lessThan"; break;
1740 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1741 default: compare = "";
1742 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1745 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1746 src0_param.param_str, src1_param.param_str);
1747 } else {
1748 switch(arg->opcode->opcode) {
1749 case WINED3DSIO_SLT:
1750 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1751 * to return 0.0 but step returns 1.0 because step is not < x
1752 * An alternative is a bvec compare padded with an unused second component.
1753 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1754 * issue. Playing with not() is not possible either because not() does not accept
1755 * a scalar.
1757 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1758 break;
1759 case WINED3DSIO_SGE:
1760 /* Here we can use the step() function and safe a conditional */
1761 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1762 break;
1763 default:
1764 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1770 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1771 static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
1773 glsl_src_param_t src0_param;
1774 glsl_src_param_t src1_param;
1775 glsl_src_param_t src2_param;
1776 DWORD write_mask, cmp_channel = 0;
1777 unsigned int i, j;
1778 char mask_char[6];
1779 BOOL temp_destination = FALSE;
1781 if(shader_is_scalar(arg->src[0])) {
1782 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1784 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1785 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1786 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1788 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1789 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1790 } else {
1791 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1792 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1793 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1794 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1795 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1796 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1797 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1798 DWORD dstregtype = shader_get_regtype(arg->dst);
1800 /* Cycle through all source0 channels */
1801 for (i=0; i<4; i++) {
1802 write_mask = 0;
1803 /* Find the destination channels which use the current source0 channel */
1804 for (j=0; j<4; j++) {
1805 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1806 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1807 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1811 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1812 * The first lines may overwrite source parameters of the following lines.
1813 * Deal with that by using a temporary destination register if needed
1815 if((src0reg == dstreg && src0regtype == dstregtype) ||
1816 (src1reg == dstreg && src1regtype == dstregtype) ||
1817 (src2reg == dstreg && src2regtype == dstregtype)) {
1819 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1820 if (!write_mask) continue;
1821 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1822 temp_destination = TRUE;
1823 } else {
1824 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1825 if (!write_mask) continue;
1828 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1829 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1830 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1832 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1833 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1836 if(temp_destination) {
1837 shader_glsl_get_write_mask(arg->dst, mask_char);
1838 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1839 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1845 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1846 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1847 * the compare is done per component of src0. */
1848 static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
1850 glsl_src_param_t src0_param;
1851 glsl_src_param_t src1_param;
1852 glsl_src_param_t src2_param;
1853 DWORD write_mask, cmp_channel = 0;
1854 unsigned int i, j;
1856 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
1858 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1859 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1860 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1861 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1863 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1864 if(arg->opcode_token & WINED3DSI_COISSUE) {
1865 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1866 } else {
1867 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1868 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1870 return;
1872 /* Cycle through all source0 channels */
1873 for (i=0; i<4; i++) {
1874 write_mask = 0;
1875 /* Find the destination channels which use the current source0 channel */
1876 for (j=0; j<4; j++) {
1877 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1878 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1879 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1882 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1883 if (!write_mask) continue;
1885 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1886 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1887 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1889 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1890 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1894 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1895 static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
1897 glsl_src_param_t src0_param;
1898 glsl_src_param_t src1_param;
1899 glsl_src_param_t src2_param;
1900 DWORD write_mask;
1902 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1903 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1904 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1905 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1906 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1907 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1910 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1911 Vertex shaders to GLSL codes */
1912 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
1914 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1915 const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
1916 DWORD shader_version = arg->reg_maps->shader_version;
1917 int i;
1918 int nComponents = 0;
1919 SHADER_OPCODE_ARG tmpArg;
1921 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1923 /* Set constants for the temporary argument */
1924 tmpArg.shader = arg->shader;
1925 tmpArg.buffer = arg->buffer;
1926 tmpArg.src[0] = arg->src[0];
1927 tmpArg.src_addr[0] = arg->src_addr[0];
1928 tmpArg.src_addr[1] = arg->src_addr[1];
1929 tmpArg.reg_maps = arg->reg_maps;
1931 switch(arg->opcode->opcode) {
1932 case WINED3DSIO_M4x4:
1933 nComponents = 4;
1934 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1935 break;
1936 case WINED3DSIO_M4x3:
1937 nComponents = 3;
1938 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1939 break;
1940 case WINED3DSIO_M3x4:
1941 nComponents = 4;
1942 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1943 break;
1944 case WINED3DSIO_M3x3:
1945 nComponents = 3;
1946 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1947 break;
1948 case WINED3DSIO_M3x2:
1949 nComponents = 2;
1950 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1951 break;
1952 default:
1953 break;
1956 for (i = 0; i < nComponents; i++) {
1957 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1958 tmpArg.src[1] = arg->src[1]+i;
1959 shader_glsl_dot(&tmpArg);
1964 The LRP instruction performs a component-wise linear interpolation
1965 between the second and third operands using the first operand as the
1966 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1967 This is equivalent to mix(src2, src1, src0);
1969 static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
1971 glsl_src_param_t src0_param;
1972 glsl_src_param_t src1_param;
1973 glsl_src_param_t src2_param;
1974 DWORD write_mask;
1976 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1978 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1979 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1980 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1982 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1983 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1986 /** Process the WINED3DSIO_LIT instruction in GLSL:
1987 * dst.x = dst.w = 1.0
1988 * dst.y = (src0.x > 0) ? src0.x
1989 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1990 * where src.w is clamped at +- 128
1992 static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
1994 glsl_src_param_t src0_param;
1995 glsl_src_param_t src1_param;
1996 glsl_src_param_t src3_param;
1997 char dst_mask[6];
1999 shader_glsl_append_dst(arg->buffer, arg);
2000 shader_glsl_get_write_mask(arg->dst, dst_mask);
2002 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2003 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
2004 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
2006 /* The sdk specifies the instruction like this
2007 * dst.x = 1.0;
2008 * if(src.x > 0.0) dst.y = src.x
2009 * else dst.y = 0.0.
2010 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2011 * else dst.z = 0.0;
2012 * dst.w = 1.0;
2014 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2015 * dst.x = 1.0 ... No further explanation needed
2016 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2017 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2018 * dst.w = 1.0. ... Nothing fancy.
2020 * So we still have one conditional in there. So do this:
2021 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2023 * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
2024 * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
2025 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2027 shader_addline(arg->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2028 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2031 /** Process the WINED3DSIO_DST instruction in GLSL:
2032 * dst.x = 1.0
2033 * dst.y = src0.x * src0.y
2034 * dst.z = src0.z
2035 * dst.w = src1.w
2037 static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
2039 glsl_src_param_t src0y_param;
2040 glsl_src_param_t src0z_param;
2041 glsl_src_param_t src1y_param;
2042 glsl_src_param_t src1w_param;
2043 char dst_mask[6];
2045 shader_glsl_append_dst(arg->buffer, arg);
2046 shader_glsl_get_write_mask(arg->dst, dst_mask);
2048 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2049 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2050 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2051 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2053 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2054 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2057 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2058 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2059 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2061 * dst.x = cos(src0.?)
2062 * dst.y = sin(src0.?)
2063 * dst.z = dst.z
2064 * dst.w = dst.w
2066 static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
2068 glsl_src_param_t src0_param;
2069 DWORD write_mask;
2071 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2072 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2074 switch (write_mask) {
2075 case WINED3DSP_WRITEMASK_0:
2076 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
2077 break;
2079 case WINED3DSP_WRITEMASK_1:
2080 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
2081 break;
2083 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2084 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2085 break;
2087 default:
2088 ERR("Write mask should be .x, .y or .xy\n");
2089 break;
2093 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2094 * Start a for() loop where src1.y is the initial value of aL,
2095 * increment aL by src1.z for a total of src1.x iterations.
2096 * Need to use a temporary variable for this operation.
2098 /* FIXME: I don't think nested loops will work correctly this way. */
2099 static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
2101 glsl_src_param_t src1_param;
2102 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2103 DWORD regtype = shader_get_regtype(arg->src[1]);
2104 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
2105 const DWORD *control_values = NULL;
2106 const local_constant *constant;
2108 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2110 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2111 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2112 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2113 * addressing.
2115 if(regtype == WINED3DSPR_CONSTINT) {
2116 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2117 if(constant->idx == reg) {
2118 control_values = constant->value;
2119 break;
2124 if(control_values) {
2125 if(control_values[2] > 0) {
2126 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2127 shader->baseShader.cur_loop_depth, control_values[1],
2128 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2129 shader->baseShader.cur_loop_depth, control_values[2]);
2130 } else if(control_values[2] == 0) {
2131 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2132 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2133 shader->baseShader.cur_loop_depth, control_values[0],
2134 shader->baseShader.cur_loop_depth);
2135 } else {
2136 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2137 shader->baseShader.cur_loop_depth, control_values[1],
2138 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2139 shader->baseShader.cur_loop_depth, control_values[2]);
2141 } else {
2142 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2143 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2144 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2145 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2148 shader->baseShader.cur_loop_depth++;
2149 shader->baseShader.cur_loop_regno++;
2152 static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
2154 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2156 shader_addline(arg->buffer, "}\n");
2158 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2159 shader->baseShader.cur_loop_depth--;
2160 shader->baseShader.cur_loop_regno--;
2162 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2163 shader->baseShader.cur_loop_depth--;
2167 static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
2169 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2170 glsl_src_param_t src0_param;
2172 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2173 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2174 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2175 src0_param.param_str, shader->baseShader.cur_loop_depth);
2176 shader->baseShader.cur_loop_depth++;
2179 static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
2181 glsl_src_param_t src0_param;
2183 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2184 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2187 static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
2189 glsl_src_param_t src0_param;
2190 glsl_src_param_t src1_param;
2192 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2193 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2195 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2196 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2199 static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
2201 shader_addline(arg->buffer, "} else {\n");
2204 static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
2206 shader_addline(arg->buffer, "break;\n");
2209 /* FIXME: According to MSDN the compare is done per component. */
2210 static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
2212 glsl_src_param_t src0_param;
2213 glsl_src_param_t src1_param;
2215 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2216 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2218 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2219 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2222 static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
2225 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2226 shader_addline(arg->buffer, "}\n");
2227 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2230 static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
2232 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2233 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2236 static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
2238 glsl_src_param_t src1_param;
2240 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2241 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2242 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2245 /*********************************************
2246 * Pixel Shader Specific Code begins here
2247 ********************************************/
2248 static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
2250 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2251 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2252 DWORD shader_version = arg->reg_maps->shader_version;
2253 char dst_swizzle[6];
2254 glsl_sample_function_t sample_function;
2255 DWORD sampler_type;
2256 DWORD sampler_idx;
2257 BOOL projected, texrect = FALSE;
2258 DWORD mask = 0;
2260 /* All versions have a destination register */
2261 shader_glsl_append_dst(arg->buffer, arg);
2263 /* 1.0-1.4: Use destination register as sampler source.
2264 * 2.0+: Use provided sampler source. */
2265 if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2266 else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2267 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2269 if (shader_version < WINED3DPS_VERSION(1,4))
2271 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2273 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2274 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2275 projected = TRUE;
2276 switch (flags & ~WINED3DTTFF_PROJECTED) {
2277 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2278 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2279 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2280 case WINED3DTTFF_COUNT4:
2281 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2283 } else {
2284 projected = FALSE;
2287 else if (shader_version < WINED3DPS_VERSION(2,0))
2289 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2291 if (src_mod == WINED3DSPSM_DZ) {
2292 projected = TRUE;
2293 mask = WINED3DSP_WRITEMASK_2;
2294 } else if (src_mod == WINED3DSPSM_DW) {
2295 projected = TRUE;
2296 mask = WINED3DSP_WRITEMASK_3;
2297 } else {
2298 projected = FALSE;
2300 } else {
2301 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2302 /* ps 2.0 texldp instruction always divides by the fourth component. */
2303 projected = TRUE;
2304 mask = WINED3DSP_WRITEMASK_3;
2305 } else {
2306 projected = FALSE;
2310 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2311 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2312 texrect = TRUE;
2315 shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
2316 mask |= sample_function.coord_mask;
2318 if (shader_version < WINED3DPS_VERSION(2,0)) shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2319 else shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2321 /* 1.0-1.3: Use destination register as coordinate source.
2322 1.4+: Use provided coordinate source register. */
2323 if (shader_version < WINED3DPS_VERSION(1,4))
2325 char coord_mask[6];
2326 shader_glsl_get_write_mask(mask, coord_mask);
2327 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
2328 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
2329 } else {
2330 glsl_src_param_t coord_param;
2331 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2332 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2333 glsl_src_param_t bias;
2334 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2336 shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
2337 sample_function.name, sampler_idx, coord_param.param_str,
2338 bias.param_str, dst_swizzle);
2339 } else {
2340 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
2341 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
2346 static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
2348 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2349 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2350 glsl_sample_function_t sample_function;
2351 glsl_src_param_t coord_param, lod_param;
2352 char dst_swizzle[6];
2353 DWORD sampler_type;
2354 DWORD sampler_idx;
2355 BOOL texrect = FALSE;
2357 shader_glsl_append_dst(arg->buffer, arg);
2358 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2360 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2361 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2362 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2363 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2364 texrect = TRUE;
2366 shader_glsl_get_sample_function(sampler_type, FALSE, texrect, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
2368 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2370 if (shader_is_pshader_version(arg->reg_maps->shader_version))
2372 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2373 * However, they seem to work just fine in fragment shaders as well. */
2374 WARN("Using %sLod in fragment shader.\n", sample_function.name);
2375 shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
2376 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2377 } else {
2378 shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
2379 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2383 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
2385 /* FIXME: Make this work for more than just 2D textures */
2386 SHADER_BUFFER* buffer = arg->buffer;
2387 DWORD write_mask;
2388 char dst_mask[6];
2390 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2391 shader_glsl_get_write_mask(write_mask, dst_mask);
2393 if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2395 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2396 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2397 } else {
2398 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2399 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2400 char dst_swizzle[6];
2402 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2404 if (src_mod == WINED3DSPSM_DZ) {
2405 glsl_src_param_t div_param;
2406 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2407 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2409 if (mask_size > 1) {
2410 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2411 } else {
2412 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2414 } else if (src_mod == WINED3DSPSM_DW) {
2415 glsl_src_param_t div_param;
2416 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2417 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2419 if (mask_size > 1) {
2420 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2421 } else {
2422 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2424 } else {
2425 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2430 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2431 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2432 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2433 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
2435 glsl_src_param_t src0_param;
2436 char dst_mask[6];
2437 glsl_sample_function_t sample_function;
2438 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2439 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2440 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2442 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2444 shader_glsl_append_dst(arg->buffer, arg);
2445 shader_glsl_get_write_mask(arg->dst, dst_mask);
2447 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2448 * scalar, and projected sampling would require 4.
2450 * It is a dependent read - not valid with conditional NP2 textures
2452 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2454 switch(count_bits(sample_function.coord_mask)) {
2455 case 1:
2456 shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2457 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2458 break;
2460 case 2:
2461 shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2462 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2463 break;
2465 case 3:
2466 shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2467 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2468 break;
2469 default:
2470 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2474 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2475 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2476 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
2478 glsl_src_param_t src0_param;
2479 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2480 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2481 DWORD dst_mask;
2482 unsigned int mask_size;
2484 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2485 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2486 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2488 if (mask_size > 1) {
2489 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2490 } else {
2491 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2495 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2496 * Calculate the depth as dst.x / dst.y */
2497 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
2499 glsl_dst_param_t dst_param;
2501 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2503 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2504 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2505 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2506 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2507 * >= 1.0 or < 0.0
2509 shader_addline(arg->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name);
2512 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2513 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2514 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2515 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2517 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
2519 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2520 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2521 glsl_src_param_t src0_param;
2523 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2525 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2526 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2529 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2530 * Calculate the 1st of a 2-row matrix multiplication. */
2531 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
2533 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2534 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2535 SHADER_BUFFER* buffer = arg->buffer;
2536 glsl_src_param_t src0_param;
2538 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2539 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2542 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2543 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2544 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
2546 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2547 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2548 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2549 SHADER_BUFFER* buffer = arg->buffer;
2550 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2551 glsl_src_param_t src0_param;
2553 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2554 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2555 current_state->texcoord_w[current_state->current_row++] = reg;
2558 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
2560 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2561 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2562 SHADER_BUFFER* buffer = arg->buffer;
2563 glsl_src_param_t src0_param;
2564 char dst_mask[6];
2566 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2567 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2569 shader_glsl_append_dst(buffer, arg);
2570 shader_glsl_get_write_mask(arg->dst, dst_mask);
2572 /* Sample the texture using the calculated coordinates */
2573 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
2576 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2577 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2578 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
2580 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2581 glsl_src_param_t src0_param;
2582 char dst_mask[6];
2583 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2584 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2585 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2586 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2587 glsl_sample_function_t sample_function;
2589 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2590 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2592 shader_glsl_append_dst(arg->buffer, arg);
2593 shader_glsl_get_write_mask(arg->dst, dst_mask);
2594 /* Dependent read, not valid with conditional NP2 */
2595 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2597 /* Sample the texture using the calculated coordinates */
2598 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2600 current_state->current_row = 0;
2603 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2604 * Perform the 3rd row of a 3x3 matrix multiply */
2605 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
2607 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2608 glsl_src_param_t src0_param;
2609 char dst_mask[6];
2610 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2611 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2612 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2614 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2616 shader_glsl_append_dst(arg->buffer, arg);
2617 shader_glsl_get_write_mask(arg->dst, dst_mask);
2618 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2620 current_state->current_row = 0;
2623 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2624 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2625 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
2627 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2628 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2629 glsl_src_param_t src0_param;
2630 glsl_src_param_t src1_param;
2631 char dst_mask[6];
2632 SHADER_BUFFER* buffer = arg->buffer;
2633 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2634 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2635 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2636 glsl_sample_function_t sample_function;
2638 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2639 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2641 /* Perform the last matrix multiply operation */
2642 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2643 /* Reflection calculation */
2644 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2646 shader_glsl_append_dst(buffer, arg);
2647 shader_glsl_get_write_mask(arg->dst, dst_mask);
2648 /* Dependent read, not valid with conditional NP2 */
2649 shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
2651 /* Sample the texture */
2652 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2654 current_state->current_row = 0;
2657 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2658 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2659 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
2661 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2662 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2663 SHADER_BUFFER* buffer = arg->buffer;
2664 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2665 glsl_src_param_t src0_param;
2666 char dst_mask[6];
2667 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2668 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2669 glsl_sample_function_t sample_function;
2671 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2673 /* Perform the last matrix multiply operation */
2674 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2676 /* Construct the eye-ray vector from w coordinates */
2677 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2678 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2679 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2681 shader_glsl_append_dst(buffer, arg);
2682 shader_glsl_get_write_mask(arg->dst, dst_mask);
2683 /* Dependent read, not valid with conditional NP2 */
2684 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2686 /* Sample the texture using the calculated coordinates */
2687 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2689 current_state->current_row = 0;
2692 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2693 * Apply a fake bump map transform.
2694 * texbem is pshader <= 1.3 only, this saves a few version checks
2696 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
2698 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2699 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2700 char dst_swizzle[6];
2701 glsl_sample_function_t sample_function;
2702 glsl_src_param_t coord_param;
2703 DWORD sampler_type;
2704 DWORD sampler_idx;
2705 DWORD mask;
2706 DWORD flags;
2707 char coord_mask[6];
2709 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2710 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2712 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2713 /* Dependent read, not valid with conditional NP2 */
2714 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2715 mask = sample_function.coord_mask;
2717 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2719 shader_glsl_get_write_mask(mask, coord_mask);
2721 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2722 * so we can't let the GL handle this.
2724 if (flags & WINED3DTTFF_PROJECTED) {
2725 DWORD div_mask=0;
2726 char coord_div_mask[3];
2727 switch (flags & ~WINED3DTTFF_PROJECTED) {
2728 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2729 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2730 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2731 case WINED3DTTFF_COUNT4:
2732 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2734 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2735 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2738 shader_glsl_append_dst(arg->buffer, arg);
2739 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2740 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2741 glsl_src_param_t luminance_param;
2742 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2743 shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )*(%s * luminancescale%d + luminanceoffset%d))%s);\n",
2744 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask,
2745 luminance_param.param_str, sampler_idx, sampler_idx, dst_swizzle);
2746 } else {
2747 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2748 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, dst_swizzle);
2752 static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
2754 glsl_src_param_t src0_param, src1_param;
2755 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2757 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2758 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2760 shader_glsl_append_dst(arg->buffer, arg);
2761 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2762 src0_param.param_str, sampler_idx, src1_param.param_str);
2765 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2766 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2767 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
2769 glsl_src_param_t src0_param;
2770 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2771 char dst_mask[6];
2773 shader_glsl_append_dst(arg->buffer, arg);
2774 shader_glsl_get_write_mask(arg->dst, dst_mask);
2775 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2777 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2780 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2781 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2782 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
2784 glsl_src_param_t src0_param;
2785 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2786 char dst_mask[6];
2788 shader_glsl_append_dst(arg->buffer, arg);
2789 shader_glsl_get_write_mask(arg->dst, dst_mask);
2790 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2792 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2795 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2796 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2797 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
2799 glsl_src_param_t src0_param;
2800 char dst_mask[6];
2801 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2802 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2803 glsl_sample_function_t sample_function;
2805 shader_glsl_append_dst(arg->buffer, arg);
2806 shader_glsl_get_write_mask(arg->dst, dst_mask);
2807 /* Dependent read, not valid with conditional NP2 */
2808 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2809 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2811 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2814 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2815 * If any of the first 3 components are < 0, discard this pixel */
2816 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
2818 glsl_dst_param_t dst_param;
2820 /* The argument is a destination parameter, and no writemasks are allowed */
2821 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2822 if ((arg->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
2824 /* 2.0 shaders compare all 4 components in texkill */
2825 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2826 } else {
2827 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2828 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2829 * 4 components are defined, only the first 3 are used
2831 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2835 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2836 * dst = dot2(src0, src1) + src2 */
2837 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
2839 glsl_src_param_t src0_param;
2840 glsl_src_param_t src1_param;
2841 glsl_src_param_t src2_param;
2842 DWORD write_mask;
2843 unsigned int mask_size;
2845 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2846 mask_size = shader_glsl_get_write_mask_size(write_mask);
2848 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2849 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2850 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2852 if (mask_size > 1) {
2853 shader_addline(arg->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
2854 } else {
2855 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2859 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2860 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2862 unsigned int i;
2863 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2865 for (i = 0; i < MAX_REG_INPUT; i++) {
2867 DWORD usage_token = semantics_in[i].usage;
2868 DWORD register_token = semantics_in[i].reg;
2869 DWORD usage, usage_idx;
2870 char reg_mask[6];
2872 /* Uninitialized */
2873 if (!usage_token) continue;
2874 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2875 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2876 shader_glsl_get_write_mask(register_token, reg_mask);
2878 switch(usage) {
2880 case WINED3DDECLUSAGE_TEXCOORD:
2881 if(usage_idx < 8 && vertexprocessing == pretransformed) {
2882 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2883 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2884 } else {
2885 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2886 This->input_reg_map[i], reg_mask, reg_mask);
2888 break;
2890 case WINED3DDECLUSAGE_COLOR:
2891 if (usage_idx == 0)
2892 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2893 This->input_reg_map[i], reg_mask, reg_mask);
2894 else if (usage_idx == 1)
2895 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2896 This->input_reg_map[i], reg_mask, reg_mask);
2897 else
2898 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2899 This->input_reg_map[i], reg_mask, reg_mask);
2900 break;
2902 default:
2903 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2904 This->input_reg_map[i], reg_mask, reg_mask);
2909 /*********************************************
2910 * Vertex Shader Specific Code begins here
2911 ********************************************/
2913 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
2914 glsl_program_key_t *key;
2916 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2917 key->vshader = entry->vshader;
2918 key->pshader = entry->pshader;
2919 key->ps_args = entry->ps_args;
2921 hash_table_put(priv->glsl_program_lookup, key, entry);
2924 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
2925 GLhandleARB vshader, IWineD3DPixelShader *pshader, struct ps_compile_args *ps_args) {
2926 glsl_program_key_t key;
2928 key.vshader = vshader;
2929 key.pshader = pshader;
2930 key.ps_args = *ps_args;
2932 return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
2935 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
2936 struct glsl_shader_prog_link *entry)
2938 glsl_program_key_t *key;
2940 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2941 key->vshader = entry->vshader;
2942 key->pshader = entry->pshader;
2943 key->ps_args = entry->ps_args;
2944 hash_table_remove(priv->glsl_program_lookup, key);
2946 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2947 if (entry->vshader) list_remove(&entry->vshader_entry);
2948 if (entry->pshader) list_remove(&entry->pshader_entry);
2949 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2950 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2951 HeapFree(GetProcessHeap(), 0, entry);
2954 static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
2955 const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
2957 unsigned int i, j;
2958 DWORD usage_token, usage_token_out;
2959 DWORD register_token, register_token_out;
2960 DWORD usage, usage_idx, usage_out, usage_idx_out;
2961 DWORD *set;
2962 DWORD in_idx;
2963 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
2964 char reg_mask[6], reg_mask_out[6];
2965 char destination[50];
2967 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
2969 if (!semantics_out) {
2970 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
2971 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
2972 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
2975 for(i = 0; i < MAX_REG_INPUT; i++) {
2976 usage_token = semantics_in[i].usage;
2977 if (!usage_token) continue;
2979 in_idx = map[i];
2980 if (in_idx >= (in_count + 2)) {
2981 FIXME("More input varyings declared than supported, expect issues\n");
2982 continue;
2983 } else if(map[i] == -1) {
2984 /* Declared, but not read register */
2985 continue;
2988 if (in_idx == in_count) {
2989 sprintf(destination, "gl_FrontColor");
2990 } else if (in_idx == in_count + 1) {
2991 sprintf(destination, "gl_FrontSecondaryColor");
2992 } else {
2993 sprintf(destination, "IN[%u]", in_idx);
2996 register_token = semantics_in[i].reg;
2998 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2999 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3000 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
3002 if(!semantics_out) {
3003 switch(usage) {
3004 case WINED3DDECLUSAGE_COLOR:
3005 if (usage_idx == 0)
3006 shader_addline(buffer, "%s%s = front_color%s;\n",
3007 destination, reg_mask, reg_mask);
3008 else if (usage_idx == 1)
3009 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3010 destination, reg_mask, reg_mask);
3011 else
3012 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3013 destination, reg_mask, reg_mask);
3014 break;
3016 case WINED3DDECLUSAGE_TEXCOORD:
3017 if (usage_idx < 8) {
3018 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3019 destination, reg_mask, usage_idx, reg_mask);
3020 } else {
3021 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3022 destination, reg_mask, reg_mask);
3024 break;
3026 case WINED3DDECLUSAGE_FOG:
3027 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3028 destination, reg_mask, reg_mask);
3029 break;
3031 default:
3032 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3033 destination, reg_mask, reg_mask);
3035 } else {
3036 BOOL found = FALSE;
3037 for(j = 0; j < MAX_REG_OUTPUT; j++) {
3038 usage_token_out = semantics_out[j].usage;
3039 if (!usage_token_out) continue;
3040 register_token_out = semantics_out[j].reg;
3042 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3043 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3044 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
3046 if(usage == usage_out &&
3047 usage_idx == usage_idx_out) {
3048 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3049 destination, reg_mask, j, reg_mask);
3050 found = TRUE;
3053 if(!found) {
3054 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3055 destination, reg_mask, reg_mask);
3060 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3061 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3062 * input varyings are assigned above, if the optimizer works properly.
3064 for(i = 0; i < in_count + 2; i++) {
3065 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3066 unsigned int size = 0;
3067 memset(reg_mask, 0, sizeof(reg_mask));
3068 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3069 reg_mask[size] = 'x';
3070 size++;
3072 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3073 reg_mask[size] = 'y';
3074 size++;
3076 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3077 reg_mask[size] = 'z';
3078 size++;
3080 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3081 reg_mask[size] = 'w';
3082 size++;
3085 if (i == in_count) {
3086 sprintf(destination, "gl_FrontColor");
3087 } else if (i == in_count + 1) {
3088 sprintf(destination, "gl_FrontSecondaryColor");
3089 } else {
3090 sprintf(destination, "IN[%u]", i);
3093 if (size == 1) {
3094 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3095 } else {
3096 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3101 HeapFree(GetProcessHeap(), 0, set);
3104 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3105 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3107 GLhandleARB ret = 0;
3108 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3109 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3110 IWineD3DDeviceImpl *device;
3111 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version);
3112 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
3113 unsigned int i;
3114 SHADER_BUFFER buffer;
3115 DWORD usage_token;
3116 DWORD register_token;
3117 DWORD usage, usage_idx, writemask;
3118 char reg_mask[6];
3119 const struct semantic *semantics_out, *semantics_in;
3121 shader_buffer_init(&buffer);
3123 shader_addline(&buffer, "#version 120\n");
3125 if(vs_major < 3 && ps_major < 3) {
3126 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3127 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3129 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3130 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3131 !device->frag_pipe->ffp_proj_control) {
3132 shader_addline(&buffer, "void order_ps_input() {\n");
3133 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3134 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3135 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3136 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3139 shader_addline(&buffer, "}\n");
3140 } else {
3141 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3143 } else if(ps_major < 3 && vs_major >= 3) {
3144 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3145 semantics_out = vs->semantics_out;
3147 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3148 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3149 usage_token = semantics_out[i].usage;
3150 if (!usage_token) continue;
3151 register_token = semantics_out[i].reg;
3153 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3154 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3155 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3157 switch(usage) {
3158 case WINED3DDECLUSAGE_COLOR:
3159 if (usage_idx == 0)
3160 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3161 else if (usage_idx == 1)
3162 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3163 break;
3165 case WINED3DDECLUSAGE_POSITION:
3166 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3167 break;
3169 case WINED3DDECLUSAGE_TEXCOORD:
3170 if (usage_idx < 8) {
3171 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3173 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3174 usage_idx, reg_mask, i, reg_mask);
3175 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3176 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3179 break;
3181 case WINED3DDECLUSAGE_PSIZE:
3182 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3183 break;
3185 case WINED3DDECLUSAGE_FOG:
3186 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3187 break;
3189 default:
3190 break;
3193 shader_addline(&buffer, "}\n");
3195 } else if(ps_major >= 3 && vs_major >= 3) {
3196 semantics_out = vs->semantics_out;
3197 semantics_in = ps->semantics_in;
3199 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3200 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3201 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3203 /* First, sort out position and point size. Those are not passed to the pixel shader */
3204 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3205 usage_token = semantics_out[i].usage;
3206 if (!usage_token) continue;
3207 register_token = semantics_out[i].reg;
3209 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3210 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3211 shader_glsl_get_write_mask(register_token, reg_mask);
3213 switch(usage) {
3214 case WINED3DDECLUSAGE_POSITION:
3215 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3216 break;
3218 case WINED3DDECLUSAGE_PSIZE:
3219 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3220 break;
3222 default:
3223 break;
3227 /* Then, fix the pixel shader input */
3228 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3230 shader_addline(&buffer, "}\n");
3231 } else if(ps_major >= 3 && vs_major < 3) {
3232 semantics_in = ps->semantics_in;
3234 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3235 shader_addline(&buffer, "void order_ps_input() {\n");
3236 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3237 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3238 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3240 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3241 shader_addline(&buffer, "}\n");
3242 } else {
3243 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3246 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3247 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3248 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3249 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3250 GL_EXTCALL(glCompileShaderARB(ret));
3251 checkGLcall("glCompileShaderARB(ret)");
3253 shader_buffer_free(&buffer);
3254 return ret;
3257 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3258 GLhandleARB programId, char prefix)
3260 const local_constant *lconst;
3261 GLuint tmp_loc;
3262 const float *value;
3263 char glsl_name[8];
3265 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3266 value = (const float *)lconst->value;
3267 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3268 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3269 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3271 checkGLcall("Hardcoding local constants\n");
3274 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3275 * It sets the programId on the current StateBlock (because it should be called
3276 * inside of the DrawPrimitive() part of the render loop).
3278 * If a program for the given combination does not exist, create one, and store
3279 * the program in the hash table. If it creates a program, it will link the
3280 * given objects, too.
3282 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3283 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3284 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3285 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3286 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3287 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3288 struct glsl_shader_prog_link *entry = NULL;
3289 GLhandleARB programId = 0;
3290 GLhandleARB reorder_shader_id = 0;
3291 int i;
3292 char glsl_name[8];
3293 GLhandleARB vshader_id, pshader_id;
3294 struct ps_compile_args compile_args;
3296 if(use_vs) {
3297 IWineD3DVertexShaderImpl_CompileShader(vshader);
3298 vshader_id = ((IWineD3DVertexShaderImpl*)vshader)->prgId;
3299 } else {
3300 vshader_id = 0;
3302 if(use_ps) {
3303 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &compile_args);
3304 } else {
3305 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3306 memset(&compile_args, 0, sizeof(compile_args));
3308 entry = get_glsl_program_entry(priv, vshader_id, pshader, &compile_args);
3309 if (entry) {
3310 priv->glsl_program = entry;
3311 return;
3314 /* If we get to this point, then no matching program exists, so we create one */
3315 programId = GL_EXTCALL(glCreateProgramObjectARB());
3316 TRACE("Created new GLSL shader program %u\n", programId);
3318 /* Create the entry */
3319 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3320 entry->programId = programId;
3321 entry->vshader = vshader_id;
3322 entry->pshader = pshader;
3323 entry->ps_args = compile_args;
3324 entry->constant_version = 0;
3325 /* Add the hash table entry */
3326 add_glsl_program_entry(priv, entry);
3328 /* Set the current program */
3329 priv->glsl_program = entry;
3331 /* Attach GLSL vshader */
3332 if (vshader_id) {
3333 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3334 char tmp_name[10];
3336 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3337 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3338 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3339 checkGLcall("glAttachObjectARB");
3340 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3341 * is destroyed
3343 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3345 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3346 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3347 checkGLcall("glAttachObjectARB");
3349 /* Bind vertex attributes to a corresponding index number to match
3350 * the same index numbers as ARB_vertex_programs (makes loading
3351 * vertex attributes simpler). With this method, we can use the
3352 * exact same code to load the attributes later for both ARB and
3353 * GLSL shaders.
3355 * We have to do this here because we need to know the Program ID
3356 * in order to make the bindings work, and it has to be done prior
3357 * to linking the GLSL program. */
3358 for (i = 0; i < max_attribs; ++i) {
3359 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3360 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3361 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3364 checkGLcall("glBindAttribLocationARB");
3366 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3369 if(use_ps) {
3370 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &compile_args);
3371 } else {
3372 pshader_id = 0;
3375 /* Attach GLSL pshader */
3376 if (pshader_id) {
3377 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3378 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3379 checkGLcall("glAttachObjectARB");
3381 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3384 /* Link the program */
3385 TRACE("Linking GLSL shader program %u\n", programId);
3386 GL_EXTCALL(glLinkProgramARB(programId));
3387 print_glsl_info_log(&GLINFO_LOCATION, programId);
3389 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3390 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3391 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3392 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3394 for (i = 0; i < MAX_CONST_I; ++i) {
3395 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3396 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3398 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3399 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3400 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3401 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3403 for (i = 0; i < MAX_CONST_I; ++i) {
3404 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3405 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3408 if(pshader) {
3409 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3410 char name[32];
3411 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3412 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3413 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3414 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3415 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3416 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3421 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3422 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3423 checkGLcall("Find glsl program uniform locations");
3425 if (pshader
3426 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3427 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3429 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3430 entry->vertex_color_clamp = GL_FALSE;
3431 } else {
3432 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3435 /* Set the shader to allow uniform loading on it */
3436 GL_EXTCALL(glUseProgramObjectARB(programId));
3437 checkGLcall("glUseProgramObjectARB(programId)");
3439 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3440 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3441 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3442 * vertex shader with fixed function pixel processing is used we make sure that the card
3443 * supports enough samplers to allow the max number of vertex samplers with all possible
3444 * fixed function fragment processing setups. So once the program is linked these samplers
3445 * won't change.
3447 if(vshader_id) {
3448 /* Load vertex shader samplers */
3449 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3451 if(pshader_id) {
3452 /* Load pixel shader samplers */
3453 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3456 /* If the local constants do not have to be loaded with the environment constants,
3457 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3458 * later
3460 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3461 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3463 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3464 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3468 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3470 GLhandleARB program_id;
3471 GLhandleARB vshader_id, pshader_id;
3472 static const char *blt_vshader[] =
3474 "#version 120\n"
3475 "void main(void)\n"
3476 "{\n"
3477 " gl_Position = gl_Vertex;\n"
3478 " gl_FrontColor = vec4(1.0);\n"
3479 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3480 "}\n"
3483 static const char *blt_pshaders[tex_type_count] =
3485 /* tex_1d */
3486 NULL,
3487 /* tex_2d */
3488 "#version 120\n"
3489 "uniform sampler2D sampler;\n"
3490 "void main(void)\n"
3491 "{\n"
3492 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3493 "}\n",
3494 /* tex_3d */
3495 NULL,
3496 /* tex_cube */
3497 "#version 120\n"
3498 "uniform samplerCube sampler;\n"
3499 "void main(void)\n"
3500 "{\n"
3501 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3502 "}\n",
3503 /* tex_rect */
3504 "#version 120\n"
3505 "#extension GL_ARB_texture_rectangle : enable\n"
3506 "uniform sampler2DRect sampler;\n"
3507 "void main(void)\n"
3508 "{\n"
3509 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3510 "}\n",
3513 if (!blt_pshaders[tex_type])
3515 FIXME("tex_type %#x not supported\n", tex_type);
3516 tex_type = tex_2d;
3519 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3520 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3521 GL_EXTCALL(glCompileShaderARB(vshader_id));
3523 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3524 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3525 GL_EXTCALL(glCompileShaderARB(pshader_id));
3527 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3528 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3529 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3530 GL_EXTCALL(glLinkProgramARB(program_id));
3532 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3534 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3535 * is destroyed
3537 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3538 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3539 return program_id;
3542 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3543 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3544 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3545 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3546 GLhandleARB program_id = 0;
3547 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3549 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3551 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3552 else priv->glsl_program = NULL;
3554 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3556 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3557 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3558 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3559 checkGLcall("glClampColorARB");
3560 } else {
3561 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3565 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3566 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3567 GL_EXTCALL(glUseProgramObjectARB(program_id));
3568 checkGLcall("glUseProgramObjectARB");
3571 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3572 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3573 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3574 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3575 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3577 if (!*blt_program) {
3578 GLhandleARB loc;
3579 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3580 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3581 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3582 GL_EXTCALL(glUniform1iARB(loc, 0));
3583 } else {
3584 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3588 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3589 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3590 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3591 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3592 GLhandleARB program_id;
3594 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3595 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3597 GL_EXTCALL(glUseProgramObjectARB(program_id));
3598 checkGLcall("glUseProgramObjectARB");
3601 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3602 const struct list *linked_programs;
3603 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3604 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3605 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv;
3606 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3607 IWineD3DPixelShaderImpl *ps = NULL;
3608 IWineD3DVertexShaderImpl *vs = NULL;
3610 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3611 * can be called from IWineD3DBaseShader::Release
3613 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3615 if(pshader) {
3616 ps = (IWineD3DPixelShaderImpl *) This;
3617 if(ps->num_gl_shaders == 0) return;
3618 } else {
3619 vs = (IWineD3DVertexShaderImpl *) This;
3620 if(vs->prgId == 0) return;
3623 linked_programs = &This->baseShader.linked_programs;
3625 TRACE("Deleting linked programs\n");
3626 if (linked_programs->next) {
3627 struct glsl_shader_prog_link *entry, *entry2;
3629 if(pshader) {
3630 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3631 delete_glsl_program_entry(priv, gl_info, entry);
3633 } else {
3634 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3635 delete_glsl_program_entry(priv, gl_info, entry);
3640 if(pshader) {
3641 UINT i;
3643 ENTER_GL();
3644 for(i = 0; i < ps->num_gl_shaders; i++) {
3645 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3646 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3647 checkGLcall("glDeleteObjectARB");
3649 LEAVE_GL();
3650 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3651 ps->gl_shaders = NULL;
3652 ps->num_gl_shaders = 0;
3653 } else {
3654 TRACE("Deleting shader object %u\n", vs->prgId);
3655 ENTER_GL();
3656 GL_EXTCALL(glDeleteObjectARB(vs->prgId));
3657 checkGLcall("glDeleteObjectARB");
3658 LEAVE_GL();
3659 vs->prgId = 0;
3660 vs->baseShader.is_compiled = FALSE;
3664 static unsigned int glsl_program_key_hash(const void *key)
3666 const glsl_program_key_t *k = (const glsl_program_key_t *)key;
3668 unsigned int hash = k->vshader | ((DWORD_PTR) k->pshader) << 16;
3669 hash += ~(hash << 15);
3670 hash ^= (hash >> 10);
3671 hash += (hash << 3);
3672 hash ^= (hash >> 6);
3673 hash += ~(hash << 11);
3674 hash ^= (hash >> 16);
3676 return hash;
3679 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3681 const glsl_program_key_t *ka = (const glsl_program_key_t *)keya;
3682 const glsl_program_key_t *kb = (const glsl_program_key_t *)keyb;
3684 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3685 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0);
3688 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3690 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3691 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3693 if (!mem)
3695 ERR("Failed to allocate memory\n");
3696 return FALSE;
3699 heap->entries = mem;
3700 heap->entries[1].version = 0;
3701 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3702 heap->size = 1;
3704 return TRUE;
3707 static void constant_heap_free(struct constant_heap *heap)
3709 HeapFree(GetProcessHeap(), 0, heap->entries);
3712 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3713 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3714 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3715 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3716 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
3718 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3719 if (!priv->stack)
3721 ERR("Failed to allocate memory.\n");
3722 HeapFree(GetProcessHeap(), 0, priv);
3723 return E_OUTOFMEMORY;
3726 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3728 ERR("Failed to initialize vertex shader constant heap\n");
3729 HeapFree(GetProcessHeap(), 0, priv->stack);
3730 HeapFree(GetProcessHeap(), 0, priv);
3731 return E_OUTOFMEMORY;
3734 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3736 ERR("Failed to initialize pixel shader constant heap\n");
3737 constant_heap_free(&priv->vconst_heap);
3738 HeapFree(GetProcessHeap(), 0, priv->stack);
3739 HeapFree(GetProcessHeap(), 0, priv);
3740 return E_OUTOFMEMORY;
3743 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3744 priv->next_constant_version = 1;
3746 This->shader_priv = priv;
3747 return WINED3D_OK;
3750 static void shader_glsl_free(IWineD3DDevice *iface) {
3751 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3752 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3753 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3754 int i;
3756 for (i = 0; i < tex_type_count; ++i)
3758 if (priv->depth_blt_program[i])
3760 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3764 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3765 constant_heap_free(&priv->pconst_heap);
3766 constant_heap_free(&priv->vconst_heap);
3768 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3769 This->shader_priv = NULL;
3772 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3773 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3774 return FALSE;
3777 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
3778 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3779 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3780 CONST DWORD *function = This->baseShader.function;
3781 const char *fragcolor;
3782 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3784 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3785 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3787 shader_addline(buffer, "#version 120\n");
3789 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3790 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3792 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3793 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3794 * drivers write a warning if we don't do so
3796 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3799 /* Base Declarations */
3800 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3802 /* Pack 3.0 inputs */
3803 if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
3804 pshader_glsl_input_pack(buffer, This->semantics_in, iface, args->vp_mode);
3807 /* Base Shader Body */
3808 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3810 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3811 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3813 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3814 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3815 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3816 else
3817 shader_addline(buffer, "gl_FragColor = R0;\n");
3820 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3821 fragcolor = "gl_FragData[0]";
3822 } else {
3823 fragcolor = "gl_FragColor";
3825 if(args->srgb_correction) {
3826 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3827 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3828 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3829 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3830 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3831 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3832 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3833 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3835 /* Pixel shader < 3.0 do not replace the fog stage.
3836 * This implements linear fog computation and blending.
3837 * TODO: non linear fog
3838 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3839 * -1/(e-s) and e/(e-s) respectively.
3841 if(reg_maps->shader_version < WINED3DPS_VERSION(3,0)) {
3842 switch(args->fog) {
3843 case FOG_OFF: break;
3844 case FOG_LINEAR:
3845 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
3846 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3847 break;
3848 case FOG_EXP:
3849 FIXME("Implement EXP fog in glsl\n");
3850 break;
3851 case FOG_EXP2:
3852 FIXME("Implement EXP2 fog in glsl\n");
3853 break;
3857 shader_addline(buffer, "}\n");
3859 TRACE("Compiling shader object %u\n", shader_obj);
3860 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3861 GL_EXTCALL(glCompileShaderARB(shader_obj));
3862 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3864 /* Store the shader object */
3865 return shader_obj;
3868 static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
3869 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3870 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3871 CONST DWORD *function = This->baseShader.function;
3872 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3874 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3875 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3877 shader_addline(buffer, "#version 120\n");
3879 /* Base Declarations */
3880 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
3882 /* Base Shader Body */
3883 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3885 /* Unpack 3.0 outputs */
3886 if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
3887 else shader_addline(buffer, "order_ps_input();\n");
3889 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3890 if (!reg_maps->fog)
3891 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3893 /* Write the final position.
3895 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3896 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3897 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3898 * contains 1.0 to allow a mad.
3900 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3901 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3903 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3905 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3906 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3907 * which is the same as z = z * 2 - w.
3909 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3911 shader_addline(buffer, "}\n");
3913 TRACE("Compiling shader object %u\n", shader_obj);
3914 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3915 GL_EXTCALL(glCompileShaderARB(shader_obj));
3916 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3918 /* Store the shader object */
3919 This->prgId = shader_obj;
3922 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
3924 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3925 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3926 * vs_nv_version which is based on NV_vertex_program.
3927 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3928 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3929 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3930 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3932 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3933 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
3934 else
3935 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
3936 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
3937 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
3939 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3940 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3941 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3942 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3943 * in max native instructions. Intel and others also offer the info in this extension but they
3944 * don't support GLSL (at least on Windows).
3946 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3947 * of instructions is 512 or less we have to do with ps2.0 hardware.
3948 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
3950 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3951 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
3952 else
3953 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
3955 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3956 * Direct3D minimum requirement.
3958 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3959 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3961 * The problem is that the refrast clamps temporary results in the shader to
3962 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3963 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3964 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3965 * offer a way to query this.
3967 pCaps->PixelShader1xMaxValue = 8.0;
3968 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
3971 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
3973 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3975 TRACE("Checking support for fixup:\n");
3976 dump_color_fixup_desc(fixup);
3979 /* We support everything except YUV conversions. */
3980 if (!is_yuv_fixup(fixup))
3982 TRACE("[OK]\n");
3983 return TRUE;
3986 TRACE("[FAILED]\n");
3987 return FALSE;
3990 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
3992 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
3993 /* WINED3DSIH_ADD */ shader_glsl_arith,
3994 /* WINED3DSIH_BEM */ pshader_glsl_bem,
3995 /* WINED3DSIH_BREAK */ shader_glsl_break,
3996 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
3997 /* WINED3DSIH_BREAKP */ NULL,
3998 /* WINED3DSIH_CALL */ shader_glsl_call,
3999 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4000 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4001 /* WINED3DSIH_CND */ shader_glsl_cnd,
4002 /* WINED3DSIH_CRS */ shader_glsl_cross,
4003 /* WINED3DSIH_DCL */ NULL,
4004 /* WINED3DSIH_DEF */ NULL,
4005 /* WINED3DSIH_DEFB */ NULL,
4006 /* WINED3DSIH_DEFI */ NULL,
4007 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4008 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4009 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4010 /* WINED3DSIH_DST */ shader_glsl_dst,
4011 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4012 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4013 /* WINED3DSIH_ELSE */ shader_glsl_else,
4014 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4015 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4016 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4017 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4018 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4019 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4020 /* WINED3DSIH_IF */ shader_glsl_if,
4021 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4022 /* WINED3DSIH_LABEL */ shader_glsl_label,
4023 /* WINED3DSIH_LIT */ shader_glsl_lit,
4024 /* WINED3DSIH_LOG */ shader_glsl_log,
4025 /* WINED3DSIH_LOGP */ shader_glsl_log,
4026 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4027 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4028 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4029 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4030 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4031 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4032 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4033 /* WINED3DSIH_MAD */ shader_glsl_mad,
4034 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4035 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4036 /* WINED3DSIH_MOV */ shader_glsl_mov,
4037 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4038 /* WINED3DSIH_MUL */ shader_glsl_arith,
4039 /* WINED3DSIH_NOP */ NULL,
4040 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4041 /* WINED3DSIH_PHASE */ NULL,
4042 /* WINED3DSIH_POW */ shader_glsl_pow,
4043 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4044 /* WINED3DSIH_REP */ shader_glsl_rep,
4045 /* WINED3DSIH_RET */ NULL,
4046 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4047 /* WINED3DSIH_SETP */ NULL,
4048 /* WINED3DSIH_SGE */ shader_glsl_compare,
4049 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4050 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4051 /* WINED3DSIH_SLT */ shader_glsl_compare,
4052 /* WINED3DSIH_SUB */ shader_glsl_arith,
4053 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4054 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4055 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4056 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4057 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4058 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4059 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4060 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4061 /* WINED3DSIH_TEXLDD */ NULL,
4062 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4063 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4064 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4065 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4066 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4067 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4068 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4069 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4070 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4071 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4072 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4073 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4074 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4077 const shader_backend_t glsl_shader_backend = {
4078 shader_glsl_instruction_handler_table,
4079 shader_glsl_select,
4080 shader_glsl_select_depth_blt,
4081 shader_glsl_deselect_depth_blt,
4082 shader_glsl_update_float_vertex_constants,
4083 shader_glsl_update_float_pixel_constants,
4084 shader_glsl_load_constants,
4085 shader_glsl_color_correction,
4086 shader_glsl_destroy,
4087 shader_glsl_alloc,
4088 shader_glsl_free,
4089 shader_glsl_dirty_const,
4090 shader_glsl_generate_pshader,
4091 shader_glsl_generate_vshader,
4092 shader_glsl_get_caps,
4093 shader_glsl_color_fixup_supported,