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.
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 #define GLINFO_LOCATION (*gl_info)
54 } glsl_sample_function_t
;
56 /** Prints the GLSL info log which will contain error messages if they exist */
57 void print_glsl_info_log(WineD3D_GL_Info
*gl_info
, GLhandleARB obj
) {
59 int infologLength
= 0;
64 const char *spam
[] = {
65 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
66 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
67 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
68 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
69 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
70 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
71 "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
72 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
73 "Fragment shader(s) linked, no vertex shader(s) defined. \n " /* fglrx, with \n */
76 GL_EXTCALL(glGetObjectParameterivARB(obj
,
77 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
80 /* A size of 1 is just a null-terminated string, so the log should be bigger than
81 * that if there are errors. */
82 if (infologLength
> 1)
84 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
85 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
87 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
88 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
91 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
92 if(strcmp(infoLog
, spam
[i
]) == 0) {
98 TRACE("Spam received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
100 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
102 HeapFree(GetProcessHeap(), 0, infoLog
);
107 * Loads (pixel shader) samplers
109 static void shader_glsl_load_psamplers(
110 WineD3D_GL_Info
*gl_info
,
111 IWineD3DStateBlock
* iface
,
112 GLhandleARB programId
) {
114 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
115 GLhandleARB name_loc
;
117 char sampler_name
[20];
119 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
120 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
121 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
122 if (name_loc
!= -1) {
123 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[i
];
124 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(fragment_samplers
)) {
125 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
126 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
127 checkGLcall("glUniform1iARB");
129 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
135 static void shader_glsl_load_vsamplers(WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
* iface
, GLhandleARB programId
) {
136 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
137 GLhandleARB name_loc
;
138 char sampler_name
[20];
141 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
142 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
143 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
144 if (name_loc
!= -1) {
145 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ i
];
146 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(combined_samplers
)) {
147 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
148 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
149 checkGLcall("glUniform1iARB");
151 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
158 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
159 * When constant_list == NULL, it will load all the constants.
161 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
,
162 unsigned int max_constants
, float* constants
, GLhandleARB
*constant_locations
,
163 struct list
*constant_list
) {
164 constants_entry
*constant
;
165 local_constant
* lconst
;
170 if (TRACE_ON(d3d_shader
)) {
171 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
176 tmp_loc
= constant_locations
[i
];
178 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
179 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
180 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
186 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
187 if(WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 &&
188 shader_is_pshader_version(This
->baseShader
.hex_version
)) {
191 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
196 tmp_loc
= constant_locations
[i
];
198 /* We found this uniform name in the program - go ahead and send the data */
200 if(constants
[k
+ 0] < -1.0) lcl_const
[0] = -1.0;
201 else if(constants
[k
+ 0] > 1.0) lcl_const
[0] = 1.0;
202 else lcl_const
[0] = constants
[k
+ 0];
203 if(constants
[k
+ 1] < -1.0) lcl_const
[1] = -1.0;
204 else if(constants
[k
+ 1] > 1.0) lcl_const
[1] = 1.0;
205 else lcl_const
[1] = constants
[k
+ 1];
206 if(constants
[k
+ 2] < -1.0) lcl_const
[2] = -1.0;
207 else if(constants
[k
+ 2] > 1.0) lcl_const
[2] = 1.0;
208 else lcl_const
[2] = constants
[k
+ 2];
209 if(constants
[k
+ 3] < -1.0) lcl_const
[3] = -1.0;
210 else if(constants
[k
+ 3] > 1.0) lcl_const
[3] = 1.0;
211 else lcl_const
[3] = constants
[k
+ 3];
213 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, lcl_const
));
218 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
223 tmp_loc
= constant_locations
[i
];
225 /* We found this uniform name in the program - go ahead and send the data */
226 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
231 checkGLcall("glUniform4fvARB()");
233 if(!This
->baseShader
.load_local_constsF
) {
234 TRACE("No need to load local float constants for this shader\n");
238 /* Load immediate constants */
239 if (TRACE_ON(d3d_shader
)) {
240 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
241 tmp_loc
= constant_locations
[lconst
->idx
];
243 GLfloat
* values
= (GLfloat
*)lconst
->value
;
244 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
245 values
[0], values
[1], values
[2], values
[3]);
249 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
250 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
251 tmp_loc
= constant_locations
[lconst
->idx
];
253 /* We found this uniform name in the program - go ahead and send the data */
254 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (GLfloat
*)lconst
->value
));
257 checkGLcall("glUniform4fvARB()");
261 * Loads integer constants (aka uniforms) into the currently set GLSL program.
262 * When @constants_set == NULL, it will load all the constants.
264 static void shader_glsl_load_constantsI(
265 IWineD3DBaseShaderImpl
* This
,
266 WineD3D_GL_Info
*gl_info
,
267 GLhandleARB programId
,
268 GLhandleARB locations
[MAX_CONST_I
],
269 unsigned max_constants
,
271 BOOL
* constants_set
) {
276 for (i
=0; i
<max_constants
; ++i
) {
277 if (NULL
== constants_set
|| constants_set
[i
]) {
279 TRACE_(d3d_constants
)("Loading constants %i: %i, %i, %i, %i\n",
280 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
282 /* We found this uniform name in the program - go ahead and send the data */
283 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
284 checkGLcall("glUniform4ivARB");
288 /* Load immediate constants */
289 ptr
= list_head(&This
->baseShader
.constantsI
);
291 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
292 unsigned int idx
= lconst
->idx
;
293 GLint
* values
= (GLint
*) lconst
->value
;
295 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
296 values
[0], values
[1], values
[2], values
[3]);
298 /* We found this uniform name in the program - go ahead and send the data */
299 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
300 checkGLcall("glUniform4ivARB");
301 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
306 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
307 * When @constants_set == NULL, it will load all the constants.
309 static void shader_glsl_load_constantsB(
310 IWineD3DBaseShaderImpl
* This
,
311 WineD3D_GL_Info
*gl_info
,
312 GLhandleARB programId
,
313 unsigned max_constants
,
315 BOOL
* constants_set
) {
320 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
321 const char* prefix
= is_pshader
? "PB":"VB";
324 for (i
=0; i
<max_constants
; ++i
) {
325 if (NULL
== constants_set
|| constants_set
[i
]) {
327 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
329 /* TODO: Benchmark and see if it would be beneficial to store the
330 * locations of the constants to avoid looking up each time */
331 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
332 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
334 /* We found this uniform name in the program - go ahead and send the data */
335 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
336 checkGLcall("glUniform1ivARB");
341 /* Load immediate constants */
342 ptr
= list_head(&This
->baseShader
.constantsB
);
344 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
345 unsigned int idx
= lconst
->idx
;
346 GLint
* values
= (GLint
*) lconst
->value
;
348 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
350 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
351 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
353 /* We found this uniform name in the program - go ahead and send the data */
354 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
355 checkGLcall("glUniform1ivARB");
357 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
364 * Loads the app-supplied constants into the currently set GLSL program.
366 void shader_glsl_load_constants(
367 IWineD3DDevice
* device
,
369 char useVertexShader
) {
371 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
372 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)deviceImpl
->shader_priv
;
373 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
374 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
376 GLhandleARB
*constant_locations
;
377 struct list
*constant_list
;
378 GLhandleARB programId
;
379 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
383 /* No GLSL program set - nothing to do. */
386 programId
= prog
->programId
;
388 if (useVertexShader
) {
389 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
391 constant_locations
= prog
->vuniformF_locations
;
392 constant_list
= &stateBlock
->set_vconstantsF
;
394 /* Load DirectX 9 float constants/uniforms for vertex shader */
395 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
396 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
398 /* Load DirectX 9 integer constants/uniforms for vertex shader */
399 shader_glsl_load_constantsI(vshader
, gl_info
, programId
,
400 prog
->vuniformI_locations
, MAX_CONST_I
,
401 stateBlock
->vertexShaderConstantI
,
402 stateBlock
->changed
.vertexShaderConstantsI
);
404 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
405 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
406 stateBlock
->vertexShaderConstantB
,
407 stateBlock
->changed
.vertexShaderConstantsB
);
409 /* Upload the position fixup params */
410 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
411 checkGLcall("glUniform4fvARB");
414 if (usePixelShader
) {
416 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
418 constant_locations
= prog
->puniformF_locations
;
419 constant_list
= &stateBlock
->set_pconstantsF
;
421 /* Load DirectX 9 float constants/uniforms for pixel shader */
422 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
423 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
425 /* Load DirectX 9 integer constants/uniforms for pixel shader */
426 shader_glsl_load_constantsI(pshader
, gl_info
, programId
,
427 prog
->puniformI_locations
, MAX_CONST_I
,
428 stateBlock
->pixelShaderConstantI
,
429 stateBlock
->changed
.pixelShaderConstantsI
);
431 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
432 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
433 stateBlock
->pixelShaderConstantB
,
434 stateBlock
->changed
.pixelShaderConstantsB
);
436 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
437 * It can't be 0 for a valid texbem instruction.
439 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*) pshader
)->numbumpenvmatconsts
; i
++) {
440 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pshader
;
441 int stage
= ps
->luminanceconst
[i
].texunit
;
443 float *data
= (float *) &stateBlock
->textureState
[(int) ps
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
444 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
445 checkGLcall("glUniformMatrix2fvARB");
447 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
448 * is set too, so we can check that in the needsbumpmat check
450 if(ps
->baseShader
.reg_maps
.luminanceparams
[stage
]) {
451 GLfloat
*scale
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
452 GLfloat
*offset
= (GLfloat
*) &stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
454 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
455 checkGLcall("glUniform1fvARB");
456 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
457 checkGLcall("glUniform1fvARB");
461 if(((IWineD3DPixelShaderImpl
*) pshader
)->srgb_enabled
&&
462 !((IWineD3DPixelShaderImpl
*) pshader
)->srgb_mode_hardcoded
) {
466 if(stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
467 comparison
[0] = srgb_cmp
; comparison
[1] = srgb_cmp
;
468 comparison
[2] = srgb_cmp
; comparison
[3] = srgb_cmp
;
470 mul_low
[0] = srgb_mul_low
; mul_low
[1] = srgb_mul_low
;
471 mul_low
[2] = srgb_mul_low
; mul_low
[3] = srgb_mul_low
;
473 comparison
[0] = 1.0 / 0.0; comparison
[1] = 1.0 / 0.0;
474 comparison
[2] = 1.0 / 0.0; comparison
[3] = 1.0 / 0.0;
476 mul_low
[0] = 1.0; mul_low
[1] = 1.0;
477 mul_low
[2] = 1.0; mul_low
[3] = 1.0;
480 GL_EXTCALL(glUniform4fvARB(prog
->srgb_comparison_location
, 1, comparison
));
481 GL_EXTCALL(glUniform4fvARB(prog
->srgb_mul_low_location
, 1, mul_low
));
483 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
484 float correction_params
[4];
485 if(deviceImpl
->render_offscreen
) {
486 correction_params
[0] = 0.0;
487 correction_params
[1] = 1.0;
489 /* position is window relative, not viewport relative */
490 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
491 correction_params
[1] = -1.0;
493 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
498 /** Generate the variable & register declarations for the GLSL output target */
499 void shader_generate_glsl_declarations(
500 IWineD3DBaseShader
*iface
,
501 shader_reg_maps
* reg_maps
,
502 SHADER_BUFFER
* buffer
,
503 WineD3D_GL_Info
* gl_info
) {
505 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
506 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
508 unsigned int extra_constants_needed
= 0;
509 local_constant
* lconst
;
511 /* There are some minor differences between pixel and vertex shaders */
512 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
513 char prefix
= pshader
? 'P' : 'V';
515 /* Prototype the subroutines */
516 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
517 if (reg_maps
->labels
[i
])
518 shader_addline(buffer
, "void subroutine%u();\n", i
);
521 /* Declare the constants (aka uniforms) */
522 if (This
->baseShader
.limits
.constant_float
> 0) {
523 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
524 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
525 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
528 if (This
->baseShader
.limits
.constant_int
> 0)
529 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
531 if (This
->baseShader
.limits
.constant_bool
> 0)
532 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
535 shader_addline(buffer
, "uniform vec4 posFixup;\n");
536 /* Predeclaration; This function is added at link time based on the pixel shader.
537 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
538 * that. We know the input to the reorder function at vertex shader compile time, so
539 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
540 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
541 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
542 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
543 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
546 if(This
->baseShader
.hex_version
>= WINED3DVS_VERSION(3, 0)) {
547 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
549 shader_addline(buffer
, "void order_ps_input();\n");
552 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
554 ps_impl
->numbumpenvmatconsts
= 0;
555 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
556 if(!reg_maps
->bumpmat
[i
]) {
560 ps_impl
->bumpenvmatconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
561 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
563 if(reg_maps
->luminanceparams
) {
564 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
565 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
566 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
567 extra_constants_needed
++;
569 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= -1;
572 extra_constants_needed
++;
573 ps_impl
->numbumpenvmatconsts
++;
576 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
577 ps_impl
->srgb_enabled
= 1;
578 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
579 shader_addline(buffer
, "uniform vec4 srgb_mul_low;\n");
580 shader_addline(buffer
, "uniform vec4 srgb_comparison;\n");
581 ps_impl
->srgb_mode_hardcoded
= 0;
582 extra_constants_needed
++;
584 ps_impl
->srgb_mode_hardcoded
= 1;
585 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
586 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
587 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
588 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
591 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
593 /* Do not write any srgb fixup into the shader to save shader size and processing time.
594 * As a consequence, we can't toggle srgb write on without recompilation
596 ps_impl
->srgb_enabled
= 0;
597 ps_impl
->srgb_mode_hardcoded
= 1;
599 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
600 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
601 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
602 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
603 extra_constants_needed
++;
605 /* This happens because we do not have proper tracking of the constant registers that are
606 * actually used, only the max limit of the shader version
608 FIXME("Cannot find a free uniform for vpos correction params\n");
609 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
610 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
611 device
->render_offscreen
? 1.0 : -1.0);
613 shader_addline(buffer
, "vec4 vpos;\n");
617 /* Declare texture samplers */
618 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
619 if (reg_maps
->samplers
[i
]) {
621 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
625 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
628 if(device
->stateBlock
->textures
[i
] &&
629 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
630 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
632 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
635 case WINED3DSTT_CUBE
:
636 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
638 case WINED3DSTT_VOLUME
:
639 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
642 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
643 FIXME("Unrecognized sampler type: %#x\n", stype
);
649 /* Declare address variables */
650 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
651 if (reg_maps
->address
[i
])
652 shader_addline(buffer
, "ivec4 A%d;\n", i
);
655 /* Declare texture coordinate temporaries and initialize them */
656 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
657 if (reg_maps
->texcoord
[i
])
658 shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
661 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
662 * helper function shader that is linked in at link time
664 if(pshader
&& This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3, 0)) {
666 shader_addline(buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
668 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
669 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
670 * pixel shader that reads the fixed function color into the packed input registers.
672 shader_addline(buffer
, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
676 /* Declare output register temporaries */
677 if(This
->baseShader
.limits
.packed_output
) {
678 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
681 /* Declare temporary variables */
682 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
683 if (reg_maps
->temporary
[i
])
684 shader_addline(buffer
, "vec4 R%u;\n", i
);
687 /* Declare attributes */
688 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
689 if (reg_maps
->attributes
[i
])
690 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
693 /* Declare loop registers aLx */
694 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
695 shader_addline(buffer
, "int aL%u;\n", i
);
696 shader_addline(buffer
, "int tmpInt%u;\n", i
);
699 /* Temporary variables for matrix operations */
700 shader_addline(buffer
, "vec4 tmp0;\n");
701 shader_addline(buffer
, "vec4 tmp1;\n");
703 /* Local constants use a different name so they can be loaded once at shader link time
704 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
705 * float -> string conversion can cause precision loss.
707 if(!This
->baseShader
.load_local_constsF
) {
708 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
709 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
713 /* Start the main program */
714 shader_addline(buffer
, "void main() {\n");
715 if(pshader
&& reg_maps
->vpos
) {
716 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
717 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
718 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
719 * precision troubles when we just substract 0.5.
721 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
723 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
725 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
726 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
727 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
728 * correctly on drivers that returns integer values.
730 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
734 /*****************************************************************************
735 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
737 * For more information, see http://wiki.winehq.org/DirectX-Shaders
738 ****************************************************************************/
741 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
742 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
744 /** Used for opcode modifiers - They multiply the result by the specified amount */
745 static const char * const shift_glsl_tab
[] = {
747 "2.0 * ", /* 1 (x2) */
748 "4.0 * ", /* 2 (x4) */
749 "8.0 * ", /* 3 (x8) */
750 "16.0 * ", /* 4 (x16) */
751 "32.0 * ", /* 5 (x32) */
758 "0.0625 * ", /* 12 (d16) */
759 "0.125 * ", /* 13 (d8) */
760 "0.25 * ", /* 14 (d4) */
761 "0.5 * " /* 15 (d2) */
764 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
765 static void shader_glsl_gen_modifier (
768 const char *in_regswizzle
,
773 if (instr
== WINED3DSIO_TEXKILL
)
776 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
777 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
779 case WINED3DSPSM_NONE
:
780 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
782 case WINED3DSPSM_NEG
:
783 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
785 case WINED3DSPSM_NOT
:
786 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
788 case WINED3DSPSM_BIAS
:
789 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
791 case WINED3DSPSM_BIASNEG
:
792 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
794 case WINED3DSPSM_SIGN
:
795 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
797 case WINED3DSPSM_SIGNNEG
:
798 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
800 case WINED3DSPSM_COMP
:
801 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
804 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
806 case WINED3DSPSM_X2NEG
:
807 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
809 case WINED3DSPSM_ABS
:
810 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
812 case WINED3DSPSM_ABSNEG
:
813 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
816 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
817 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
821 /** Writes the GLSL variable name that corresponds to the register that the
822 * DX opcode parameter is trying to access */
823 static void shader_glsl_get_register_name(
825 const DWORD addr_token
,
828 SHADER_OPCODE_ARG
* arg
) {
830 /* oPos, oFog and oPts in D3D */
831 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
833 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
834 DWORD regtype
= shader_get_regtype(param
);
835 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
836 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
837 WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
839 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
845 case WINED3DSPR_TEMP
:
846 sprintf(tmpStr
, "R%u", reg
);
848 case WINED3DSPR_INPUT
:
850 /* Pixel shaders >= 3.0 */
851 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3) {
852 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
854 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
855 glsl_src_param_t rel_param
;
856 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
858 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
861 if(((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
]) {
862 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
863 sprintf(tmpStr
, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
864 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
], in_count
- 1,
865 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
], in_count
,
866 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
]);
868 sprintf(tmpStr
, "IN[%s + %u]", rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
]);
871 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
872 sprintf(tmpStr
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
873 rel_param
.param_str
, in_count
- 1,
874 rel_param
.param_str
, in_count
,
875 rel_param
.param_str
);
877 sprintf(tmpStr
, "IN[%s]", rel_param
.param_str
);
881 DWORD idx
= ((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
];
882 if (idx
== in_count
) {
883 sprintf(tmpStr
, "gl_Color");
884 } else if (idx
== in_count
+ 1) {
885 sprintf(tmpStr
, "gl_SecondaryColor");
887 sprintf(tmpStr
, "IN[%u]", idx
);
892 strcpy(tmpStr
, "gl_Color");
894 strcpy(tmpStr
, "gl_SecondaryColor");
897 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
899 sprintf(tmpStr
, "attrib%u", reg
);
902 case WINED3DSPR_CONST
:
904 const char prefix
= pshader
? 'P':'V';
906 /* Relative addressing */
907 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
909 /* Relative addressing on shaders 2.0+ have a relative address token,
910 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
911 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
912 glsl_src_param_t rel_param
;
913 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
915 sprintf(tmpStr
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
);
917 sprintf(tmpStr
, "%cC[%s]", prefix
, rel_param
.param_str
);
921 sprintf(tmpStr
, "%cC[A0.x + %u]", prefix
, reg
);
923 sprintf(tmpStr
, "%cC[A0.x]", prefix
);
928 if(shader_constant_is_local(This
, reg
)) {
929 sprintf(tmpStr
, "%cLC%u", prefix
, reg
);
931 sprintf(tmpStr
, "%cC[%u]", prefix
, reg
);
937 case WINED3DSPR_CONSTINT
:
939 sprintf(tmpStr
, "PI[%u]", reg
);
941 sprintf(tmpStr
, "VI[%u]", reg
);
943 case WINED3DSPR_CONSTBOOL
:
945 sprintf(tmpStr
, "PB[%u]", reg
);
947 sprintf(tmpStr
, "VB[%u]", reg
);
949 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
951 sprintf(tmpStr
, "T%u", reg
);
953 sprintf(tmpStr
, "A%u", reg
);
956 case WINED3DSPR_LOOP
:
957 sprintf(tmpStr
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
959 case WINED3DSPR_SAMPLER
:
961 sprintf(tmpStr
, "Psampler%u", reg
);
963 sprintf(tmpStr
, "Vsampler%u", reg
);
965 case WINED3DSPR_COLOROUT
:
966 if (reg
>= GL_LIMITS(buffers
)) {
967 WARN("Write to render target %u, only %d supported\n", reg
, 4);
969 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
970 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
971 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
972 sprintf(tmpStr
, "gl_FragColor");
975 case WINED3DSPR_RASTOUT
:
976 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
978 case WINED3DSPR_DEPTHOUT
:
979 sprintf(tmpStr
, "gl_FragDepth");
981 case WINED3DSPR_ATTROUT
:
983 sprintf(tmpStr
, "gl_FrontColor");
985 sprintf(tmpStr
, "gl_FrontSecondaryColor");
988 case WINED3DSPR_TEXCRDOUT
:
989 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
990 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
991 sprintf(tmpStr
, "OUT[%u]", reg
);
993 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
995 case WINED3DSPR_MISCTYPE
:
998 sprintf(tmpStr
, "vpos");
999 } else if (reg
== 1){
1000 /* Note that gl_FrontFacing is a bool, while vFace is
1001 * a float for which the sign determines front/back
1003 sprintf(tmpStr
, "(gl_FrontFacing ? 1.0 : -1.0)");
1005 FIXME("Unhandled misctype register %d\n", reg
);
1006 sprintf(tmpStr
, "unrecognized_register");
1010 FIXME("Unhandled register name Type(%d)\n", regtype
);
1011 sprintf(tmpStr
, "unrecognized_register");
1015 strcat(regstr
, tmpStr
);
1018 /* Get the GLSL write mask for the destination register */
1019 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
1020 char *ptr
= write_mask
;
1021 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
1023 if (shader_is_scalar(param
)) {
1024 mask
= WINED3DSP_WRITEMASK_0
;
1027 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1028 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1029 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1030 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1038 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1039 unsigned int size
= 0;
1041 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1042 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1043 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1044 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1049 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
1050 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1051 * but addressed as "rgba". To fix this we need to swap the register's x
1052 * and z components. */
1053 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1054 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1055 char *ptr
= swizzle_str
;
1057 if (!shader_is_scalar(param
)) {
1059 /* swizzle bits fields: wwzzyyxx */
1060 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
1061 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1062 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1063 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1069 /* From a given parameter token, generate the corresponding GLSL string.
1070 * Also, return the actual register name and swizzle in case the
1071 * caller needs this information as well. */
1072 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
1073 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
) {
1074 BOOL is_color
= FALSE
;
1075 char swizzle_str
[6];
1077 src_param
->reg_name
[0] = '\0';
1078 src_param
->param_str
[0] = '\0';
1079 swizzle_str
[0] = '\0';
1081 shader_glsl_get_register_name(param
, addr_token
, src_param
->reg_name
, &is_color
, arg
);
1083 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
1084 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
1087 /* From a given parameter token, generate the corresponding GLSL string.
1088 * Also, return the actual register name and swizzle in case the
1089 * caller needs this information as well. */
1090 static DWORD
shader_glsl_add_dst_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
1091 const DWORD addr_token
, glsl_dst_param_t
*dst_param
) {
1092 BOOL is_color
= FALSE
;
1094 dst_param
->mask_str
[0] = '\0';
1095 dst_param
->reg_name
[0] = '\0';
1097 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
1098 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
1101 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1102 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
, const DWORD param
) {
1103 glsl_dst_param_t dst_param
;
1107 mask
= shader_glsl_add_dst_param(arg
, param
, arg
->dst_addr
, &dst_param
);
1110 shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1111 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
1117 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1118 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
) {
1119 return shader_glsl_append_dst_ext(buffer
, arg
, arg
->dst
);
1122 /** Process GLSL instruction modifiers */
1123 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
1125 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
1127 if (arg
->opcode
->dst_token
&& mask
!= 0) {
1128 glsl_dst_param_t dst_param
;
1130 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1132 if (mask
& WINED3DSPDM_SATURATE
) {
1133 /* _SAT means to clamp the value of the register to between 0 and 1 */
1134 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1135 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1137 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
1138 FIXME("_centroid modifier not handled\n");
1140 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
1141 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1146 static inline const char* shader_get_comp_op(
1147 const DWORD opcode
) {
1149 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1151 case COMPARISON_GT
: return ">";
1152 case COMPARISON_EQ
: return "==";
1153 case COMPARISON_GE
: return ">=";
1154 case COMPARISON_LT
: return "<";
1155 case COMPARISON_NE
: return "!=";
1156 case COMPARISON_LE
: return "<=";
1158 FIXME("Unrecognized comparison value: %u\n", op
);
1163 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, BOOL texrect
, glsl_sample_function_t
*sample_function
) {
1164 /* Note that there's no such thing as a projected cube texture. */
1165 switch(sampler_type
) {
1167 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1168 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1172 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1174 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1176 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1178 case WINED3DSTT_CUBE
:
1179 sample_function
->name
= "textureCube";
1180 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1182 case WINED3DSTT_VOLUME
:
1183 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1184 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1187 sample_function
->name
= "";
1188 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1193 static void shader_glsl_color_correction(SHADER_OPCODE_ARG
* arg
) {
1194 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1195 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) shader
->baseShader
.device
;
1196 WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
1197 glsl_dst_param_t dst_param
;
1198 glsl_dst_param_t dst_param2
;
1200 WINED3DFORMAT conversion_group
;
1201 IWineD3DBaseTextureImpl
*texture
;
1202 DWORD mask
, mask_size
;
1204 BOOL recorded
= FALSE
;
1206 DWORD hex_version
= shader
->baseShader
.hex_version
;
1208 switch(arg
->opcode
->opcode
) {
1209 case WINED3DSIO_TEX
:
1210 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1211 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1213 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1217 case WINED3DSIO_TEXLDL
:
1218 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1221 case WINED3DSIO_TEXDP3TEX
:
1222 case WINED3DSIO_TEXM3x3TEX
:
1223 case WINED3DSIO_TEXM3x3SPEC
:
1224 case WINED3DSIO_TEXM3x3VSPEC
:
1225 case WINED3DSIO_TEXBEM
:
1226 case WINED3DSIO_TEXREG2AR
:
1227 case WINED3DSIO_TEXREG2GB
:
1228 case WINED3DSIO_TEXREG2RGB
:
1229 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1233 /* Not a texture sampling instruction, nothing to do */
1237 texture
= (IWineD3DBaseTextureImpl
*) deviceImpl
->stateBlock
->textures
[sampler_idx
];
1239 fmt
= texture
->resource
.format
;
1240 conversion_group
= texture
->baseTexture
.shader_conversion_group
;
1242 fmt
= WINED3DFMT_UNKNOWN
;
1243 conversion_group
= WINED3DFMT_UNKNOWN
;
1246 /* before doing anything, record the sampler with the format in the format conversion list,
1247 * but check if it's not there already
1249 for(i
= 0; i
< shader
->baseShader
.num_sampled_samplers
; i
++) {
1250 if(shader
->baseShader
.sampled_samplers
[i
] == sampler_idx
) {
1256 shader
->baseShader
.sampled_samplers
[shader
->baseShader
.num_sampled_samplers
] = sampler_idx
;
1257 shader
->baseShader
.num_sampled_samplers
++;
1258 shader
->baseShader
.sampled_format
[sampler_idx
] = conversion_group
;
1262 case WINED3DFMT_V8U8
:
1263 case WINED3DFMT_V16U16
:
1264 if(GL_SUPPORT(NV_TEXTURE_SHADER
) ||
1265 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP
) && fmt
== WINED3DFMT_V8U8
)) {
1266 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1267 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_2
, &dst_param
);
1268 mask_size
= shader_glsl_get_write_mask_size(mask
);
1269 if(mask_size
>= 3) {
1270 shader_addline(arg
->buffer
, "%s.%c = 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[3]);
1273 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1274 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
,
1275 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
,
1277 mask_size
= shader_glsl_get_write_mask_size(mask
);
1278 if(mask_size
>= 2) {
1279 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1280 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1281 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1282 } else if(mask_size
== 1) {
1283 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
[1],
1284 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1289 case WINED3DFMT_X8L8V8U8
:
1290 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1291 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1292 * and a(X) is always 1.0
1294 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1295 mask_size
= shader_glsl_get_write_mask_size(mask
);
1296 if(mask_size
>= 2) {
1297 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1298 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2],
1299 dst_param
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[2]);
1300 } else if(mask_size
== 1) {
1301 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1302 dst_param
.reg_name
, dst_param
.mask_str
[1],
1303 dst_param
.reg_name
, dst_param
.mask_str
[1]);
1308 case WINED3DFMT_L6V5U5
:
1309 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1310 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1311 mask_size
= shader_glsl_get_write_mask_size(mask
);
1312 shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_2
, &dst_param2
);
1313 if(mask_size
>= 3) {
1314 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1315 shader_addline(arg
->buffer
, "tmp0.g = %s.%c;\n",
1316 dst_param
.reg_name
, dst_param
.mask_str
[2]);
1317 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1318 dst_param
.reg_name
, dst_param
.mask_str
[2], dst_param
.mask_str
[1],
1319 dst_param2
.reg_name
, dst_param
.mask_str
[1], dst_param
.mask_str
[3]);
1320 shader_addline(arg
->buffer
, "%s.%c = tmp0.g;\n", dst_param
.reg_name
,
1321 dst_param
.mask_str
[3]);
1322 } else if(mask_size
== 2) {
1323 /* This is bad: We have VL, but we need VU */
1324 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1326 shader_addline(arg
->buffer
, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1327 dst_param
.reg_name
, dst_param
.mask_str
[1],
1328 dst_param2
.reg_name
, dst_param
.mask_str
[1]);
1333 case WINED3DFMT_Q8W8V8U8
:
1334 if(!GL_SUPPORT(NV_TEXTURE_SHADER
)) {
1335 /* Correct the sign in all channels. The writemask just applies as-is, no
1336 * need for checking the mask size
1338 shader_glsl_add_dst_param(arg
, arg
->dst
,
1339 WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
|
1340 WINED3DSP_WRITEMASK_2
| WINED3DSP_WRITEMASK_3
,
1342 shader_addline(arg
->buffer
, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param
.reg_name
, dst_param
.mask_str
,
1343 dst_param
.reg_name
, dst_param
.mask_str
);
1347 case WINED3DFMT_ATI2N
:
1348 /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
1349 * which means the first one is replicated across .rgb, and the 2nd one is in
1350 * .a. We need the 2nd in .g
1352 * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
1353 * are swapped compared to d3d. So swap red and green.
1355 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &dst_param
);
1356 mask_size
= shader_glsl_get_write_mask_size(mask
);
1357 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC
)) {
1358 if(mask_size
>= 2) {
1359 shader_addline(arg
->buffer
, "%s.%c%c = %s.%c%c;\n",
1360 dst_param
.reg_name
, dst_param
.mask_str
[1],
1361 dst_param
.mask_str
[2],
1362 dst_param
.reg_name
, dst_param
.mask_str
[2],
1363 dst_param
.mask_str
[1]);
1365 FIXME("%u components sampled from a converted ATI2N texture\n", mask_size
);
1368 if(mask_size
== 4) {
1369 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1370 shader_addline(arg
->buffer
, "%s.%c = %s.%c;\n",
1371 dst_param
.reg_name
, dst_param
.mask_str
[2],
1372 dst_param
.reg_name
, dst_param
.mask_str
[4]);
1373 } else if(mask_size
== 1) {
1376 FIXME("%u components sampled from a converted ATI2N texture\n", mask_size
);
1377 /* This is bad: We have .r[gb], but we need .ra */
1382 /* stupid compiler */
1388 /*****************************************************************************
1390 * Begin processing individual instruction opcodes
1392 ****************************************************************************/
1394 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1395 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
1396 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1397 SHADER_BUFFER
* buffer
= arg
->buffer
;
1398 glsl_src_param_t src0_param
;
1399 glsl_src_param_t src1_param
;
1403 /* Determine the GLSL operator to use based on the opcode */
1404 switch (curOpcode
->opcode
) {
1405 case WINED3DSIO_MUL
: op
= '*'; break;
1406 case WINED3DSIO_ADD
: op
= '+'; break;
1407 case WINED3DSIO_SUB
: op
= '-'; break;
1410 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1414 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1415 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1416 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1417 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1420 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1421 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
1422 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1423 SHADER_BUFFER
* buffer
= arg
->buffer
;
1424 glsl_src_param_t src0_param
;
1427 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1428 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1430 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1431 * shader versions WINED3DSIO_MOVA is used for this. */
1432 if ((WINED3DSHADER_VERSION_MAJOR(shader
->baseShader
.hex_version
) == 1 &&
1433 !shader_is_pshader_version(shader
->baseShader
.hex_version
) &&
1434 shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
)) {
1435 /* This is a simple floor() */
1436 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1437 if (mask_size
> 1) {
1438 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1440 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1442 } else if(arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
1443 /* We need to *round* to the nearest int here. */
1444 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1445 if (mask_size
> 1) {
1446 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
);
1448 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1451 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1455 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1456 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
1457 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1458 SHADER_BUFFER
* buffer
= arg
->buffer
;
1459 glsl_src_param_t src0_param
;
1460 glsl_src_param_t src1_param
;
1461 DWORD dst_write_mask
, src_write_mask
;
1462 unsigned int dst_size
= 0;
1464 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1465 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1467 /* dp3 works on vec3, dp4 on vec4 */
1468 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
1469 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1471 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1474 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, &src0_param
);
1475 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, &src1_param
);
1478 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1480 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1484 /* Note that this instruction has some restrictions. The destination write mask
1485 * can't contain the w component, and the source swizzles have to be .xyzw */
1486 void shader_glsl_cross(SHADER_OPCODE_ARG
*arg
) {
1487 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1488 glsl_src_param_t src0_param
;
1489 glsl_src_param_t src1_param
;
1492 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1493 shader_glsl_append_dst(arg
->buffer
, arg
);
1494 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1495 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1496 shader_addline(arg
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1499 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1500 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1501 * GLSL uses the value as-is. */
1502 void shader_glsl_pow(SHADER_OPCODE_ARG
*arg
) {
1503 SHADER_BUFFER
*buffer
= arg
->buffer
;
1504 glsl_src_param_t src0_param
;
1505 glsl_src_param_t src1_param
;
1506 DWORD dst_write_mask
;
1507 unsigned int dst_size
;
1509 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1510 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1512 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1513 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1516 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1518 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1522 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1523 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1524 * GLSL uses the value as-is. */
1525 void shader_glsl_log(SHADER_OPCODE_ARG
*arg
) {
1526 SHADER_BUFFER
*buffer
= arg
->buffer
;
1527 glsl_src_param_t src0_param
;
1528 DWORD dst_write_mask
;
1529 unsigned int dst_size
;
1531 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1532 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1534 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1537 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1539 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1543 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1544 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
1545 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1546 SHADER_BUFFER
* buffer
= arg
->buffer
;
1547 glsl_src_param_t src_param
;
1548 const char *instruction
;
1549 char arguments
[256];
1553 /* Determine the GLSL function to use based on the opcode */
1554 /* TODO: Possibly make this a table for faster lookups */
1555 switch (curOpcode
->opcode
) {
1556 case WINED3DSIO_MIN
: instruction
= "min"; break;
1557 case WINED3DSIO_MAX
: instruction
= "max"; break;
1558 case WINED3DSIO_ABS
: instruction
= "abs"; break;
1559 case WINED3DSIO_FRC
: instruction
= "fract"; break;
1560 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
1561 case WINED3DSIO_LOGP
:
1562 case WINED3DSIO_LOG
: instruction
= "log2"; break;
1563 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
1564 case WINED3DSIO_SGN
: instruction
= "sign"; break;
1565 case WINED3DSIO_DSX
: instruction
= "dFdx"; break;
1566 case WINED3DSIO_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1567 default: instruction
= "";
1568 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1572 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1574 arguments
[0] = '\0';
1575 if (curOpcode
->num_params
> 0) {
1576 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src_param
);
1577 strcat(arguments
, src_param
.param_str
);
1578 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1579 strcat(arguments
, ", ");
1580 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, &src_param
);
1581 strcat(arguments
, src_param
.param_str
);
1585 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1588 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1589 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1590 * dst.x = 2^(floor(src))
1591 * dst.y = src - floor(src)
1592 * dst.z = 2^src (partial precision is allowed, but optional)
1594 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1595 * dst = 2^src; (partial precision is allowed, but optional)
1597 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1598 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1599 glsl_src_param_t src_param
;
1601 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1603 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1606 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1607 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1608 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1609 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1611 shader_glsl_append_dst(arg
->buffer
, arg
);
1612 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1613 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1616 unsigned int mask_size
;
1618 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1619 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1621 if (mask_size
> 1) {
1622 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1624 shader_addline(arg
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1629 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1630 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1631 glsl_src_param_t src_param
;
1633 unsigned int mask_size
;
1635 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1636 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1637 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1639 if (mask_size
> 1) {
1640 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1642 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1646 void shader_glsl_rsq(SHADER_OPCODE_ARG
* arg
) {
1647 SHADER_BUFFER
* buffer
= arg
->buffer
;
1648 glsl_src_param_t src_param
;
1650 unsigned int mask_size
;
1652 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1653 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1655 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1657 if (mask_size
> 1) {
1658 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1660 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1664 /** Process signed comparison opcodes in GLSL. */
1665 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1666 glsl_src_param_t src0_param
;
1667 glsl_src_param_t src1_param
;
1669 unsigned int mask_size
;
1671 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1672 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1673 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1674 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1676 if (mask_size
> 1) {
1677 const char *compare
;
1679 switch(arg
->opcode
->opcode
) {
1680 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1681 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1682 default: compare
= "";
1683 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1686 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1687 src0_param
.param_str
, src1_param
.param_str
);
1689 switch(arg
->opcode
->opcode
) {
1690 case WINED3DSIO_SLT
:
1691 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1692 * to return 0.0 but step returns 1.0 because step is not < x
1693 * An alternative is a bvec compare padded with an unused second component.
1694 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1695 * issue. Playing with not() is not possible either because not() does not accept
1698 shader_addline(arg
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n", src0_param
.param_str
, src1_param
.param_str
);
1700 case WINED3DSIO_SGE
:
1701 /* Here we can use the step() function and safe a conditional */
1702 shader_addline(arg
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
1705 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1711 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1712 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1713 glsl_src_param_t src0_param
;
1714 glsl_src_param_t src1_param
;
1715 glsl_src_param_t src2_param
;
1716 DWORD write_mask
, cmp_channel
= 0;
1719 BOOL temp_destination
= FALSE
;
1721 if(shader_is_scalar(arg
->src
[0])) {
1722 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1724 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1725 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1726 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1728 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1729 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1731 DWORD src0reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1732 DWORD src1reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1733 DWORD src2reg
= arg
->src
[2] & WINED3DSP_REGNUM_MASK
;
1734 DWORD src0regtype
= shader_get_regtype(arg
->src
[0]);
1735 DWORD src1regtype
= shader_get_regtype(arg
->src
[1]);
1736 DWORD src2regtype
= shader_get_regtype(arg
->src
[2]);
1737 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1738 DWORD dstregtype
= shader_get_regtype(arg
->dst
);
1740 /* Cycle through all source0 channels */
1741 for (i
=0; i
<4; i
++) {
1743 /* Find the destination channels which use the current source0 channel */
1744 for (j
=0; j
<4; j
++) {
1745 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1746 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1747 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1751 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1752 * The first lines may overwrite source parameters of the following lines.
1753 * Deal with that by using a temporary destination register if needed
1755 if((src0reg
== dstreg
&& src0regtype
== dstregtype
) ||
1756 (src1reg
== dstreg
&& src1regtype
== dstregtype
) ||
1757 (src2reg
== dstreg
&& src2regtype
== dstregtype
)) {
1759 write_mask
= shader_glsl_get_write_mask(arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
), mask_char
);
1760 if (!write_mask
) continue;
1761 shader_addline(arg
->buffer
, "tmp0%s = (", mask_char
);
1762 temp_destination
= TRUE
;
1764 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1765 if (!write_mask
) continue;
1768 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1769 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1770 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1772 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1773 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1776 if(temp_destination
) {
1777 shader_glsl_get_write_mask(arg
->dst
, mask_char
);
1778 shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
);
1779 shader_addline(arg
->buffer
, "tmp0%s);\n", mask_char
);
1785 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1786 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1787 * the compare is done per component of src0. */
1788 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1789 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1790 glsl_src_param_t src0_param
;
1791 glsl_src_param_t src1_param
;
1792 glsl_src_param_t src2_param
;
1793 DWORD write_mask
, cmp_channel
= 0;
1796 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(1, 4)) {
1797 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1798 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1799 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1800 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1802 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1803 if(arg
->opcode_token
& WINED3DSI_COISSUE
) {
1804 shader_addline(arg
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
1806 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1807 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1811 /* Cycle through all source0 channels */
1812 for (i
=0; i
<4; i
++) {
1814 /* Find the destination channels which use the current source0 channel */
1815 for (j
=0; j
<4; j
++) {
1816 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1817 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1818 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1821 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1822 if (!write_mask
) continue;
1824 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1825 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1826 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1828 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1829 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1833 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1834 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1835 glsl_src_param_t src0_param
;
1836 glsl_src_param_t src1_param
;
1837 glsl_src_param_t src2_param
;
1840 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1841 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1842 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1843 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1844 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n",
1845 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1848 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1849 Vertex shaders to GLSL codes */
1850 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1852 int nComponents
= 0;
1853 SHADER_OPCODE_ARG tmpArg
;
1855 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1857 /* Set constants for the temporary argument */
1858 tmpArg
.shader
= arg
->shader
;
1859 tmpArg
.buffer
= arg
->buffer
;
1860 tmpArg
.src
[0] = arg
->src
[0];
1861 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1862 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1863 tmpArg
.reg_maps
= arg
->reg_maps
;
1865 switch(arg
->opcode
->opcode
) {
1866 case WINED3DSIO_M4x4
:
1868 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1870 case WINED3DSIO_M4x3
:
1872 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1874 case WINED3DSIO_M3x4
:
1876 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1878 case WINED3DSIO_M3x3
:
1880 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1882 case WINED3DSIO_M3x2
:
1884 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1890 for (i
= 0; i
< nComponents
; i
++) {
1891 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1892 tmpArg
.src
[1] = arg
->src
[1]+i
;
1893 shader_glsl_dot(&tmpArg
);
1898 The LRP instruction performs a component-wise linear interpolation
1899 between the second and third operands using the first operand as the
1900 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1901 This is equivalent to mix(src2, src1, src0);
1903 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1904 glsl_src_param_t src0_param
;
1905 glsl_src_param_t src1_param
;
1906 glsl_src_param_t src2_param
;
1909 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1911 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1912 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1913 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1915 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n",
1916 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
1919 /** Process the WINED3DSIO_LIT instruction in GLSL:
1920 * dst.x = dst.w = 1.0
1921 * dst.y = (src0.x > 0) ? src0.x
1922 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1923 * where src.w is clamped at +- 128
1925 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1926 glsl_src_param_t src0_param
;
1927 glsl_src_param_t src1_param
;
1928 glsl_src_param_t src3_param
;
1931 shader_glsl_append_dst(arg
->buffer
, arg
);
1932 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1934 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1935 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
1936 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
1938 /* The sdk specifies the instruction like this
1940 * if(src.x > 0.0) dst.y = src.x
1942 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1946 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1947 * dst.x = 1.0 ... No further explanation needed
1948 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1949 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1950 * dst.w = 1.0. ... Nothing fancy.
1952 * So we still have one conditional in there. So do this:
1953 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1955 * 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),
1956 * 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.
1957 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1959 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",
1960 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
1963 /** Process the WINED3DSIO_DST instruction in GLSL:
1965 * dst.y = src0.x * src0.y
1969 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1970 glsl_src_param_t src0y_param
;
1971 glsl_src_param_t src0z_param
;
1972 glsl_src_param_t src1y_param
;
1973 glsl_src_param_t src1w_param
;
1976 shader_glsl_append_dst(arg
->buffer
, arg
);
1977 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1979 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
1980 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
1981 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
1982 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
1984 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1985 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
1988 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1989 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1990 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1992 * dst.x = cos(src0.?)
1993 * dst.y = sin(src0.?)
1997 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1998 glsl_src_param_t src0_param
;
2001 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2002 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2004 switch (write_mask
) {
2005 case WINED3DSP_WRITEMASK_0
:
2006 shader_addline(arg
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2009 case WINED3DSP_WRITEMASK_1
:
2010 shader_addline(arg
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2013 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2014 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2018 ERR("Write mask should be .x, .y or .xy\n");
2023 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2024 * Start a for() loop where src1.y is the initial value of aL,
2025 * increment aL by src1.z for a total of src1.x iterations.
2026 * Need to use a temporary variable for this operation.
2028 /* FIXME: I don't think nested loops will work correctly this way. */
2029 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
2030 glsl_src_param_t src1_param
;
2031 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2032 DWORD regtype
= shader_get_regtype(arg
->src
[1]);
2033 DWORD reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2034 const DWORD
*control_values
= NULL
;
2035 local_constant
*constant
;
2037 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2039 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2040 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2041 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2044 if(regtype
== WINED3DSPR_CONSTINT
) {
2045 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2046 if(constant
->idx
== reg
) {
2047 control_values
= constant
->value
;
2053 if(control_values
) {
2054 if(control_values
[2] > 0) {
2055 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2056 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2057 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2058 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2059 } else if(control_values
[2] == 0) {
2060 shader_addline(arg
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2061 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
2062 shader
->baseShader
.cur_loop_depth
, control_values
[0],
2063 shader
->baseShader
.cur_loop_depth
);
2065 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2066 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2067 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2068 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2071 shader_addline(arg
->buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2072 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2073 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2074 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2077 shader
->baseShader
.cur_loop_depth
++;
2078 shader
->baseShader
.cur_loop_regno
++;
2081 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
2082 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2084 shader_addline(arg
->buffer
, "}\n");
2086 if(arg
->opcode
->opcode
== WINED3DSIO_ENDLOOP
) {
2087 shader
->baseShader
.cur_loop_depth
--;
2088 shader
->baseShader
.cur_loop_regno
--;
2090 if(arg
->opcode
->opcode
== WINED3DSIO_ENDREP
) {
2091 shader
->baseShader
.cur_loop_depth
--;
2095 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
2096 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2097 glsl_src_param_t src0_param
;
2099 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2100 shader_addline(arg
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2101 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2102 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2103 shader
->baseShader
.cur_loop_depth
++;
2106 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
2107 glsl_src_param_t src0_param
;
2109 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2110 shader_addline(arg
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2113 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
2114 glsl_src_param_t src0_param
;
2115 glsl_src_param_t src1_param
;
2117 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2118 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2120 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
2121 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2124 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
2125 shader_addline(arg
->buffer
, "} else {\n");
2128 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
2129 shader_addline(arg
->buffer
, "break;\n");
2132 /* FIXME: According to MSDN the compare is done per component. */
2133 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
2134 glsl_src_param_t src0_param
;
2135 glsl_src_param_t src1_param
;
2137 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2138 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2140 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
2141 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2144 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
2146 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2147 shader_addline(arg
->buffer
, "}\n");
2148 shader_addline(arg
->buffer
, "void subroutine%u () {\n", snum
);
2151 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
2152 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2153 shader_addline(arg
->buffer
, "subroutine%u();\n", snum
);
2156 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
2157 glsl_src_param_t src1_param
;
2159 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2160 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2161 shader_addline(arg
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, snum
);
2164 /*********************************************
2165 * Pixel Shader Specific Code begins here
2166 ********************************************/
2167 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
2168 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2169 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2170 DWORD hex_version
= This
->baseShader
.hex_version
;
2171 char dst_swizzle
[6];
2172 glsl_sample_function_t sample_function
;
2175 BOOL projected
, texrect
= FALSE
;
2178 /* All versions have a destination register */
2179 shader_glsl_append_dst(arg
->buffer
, arg
);
2181 /* 1.0-1.4: Use destination register as sampler source.
2182 * 2.0+: Use provided sampler source. */
2183 if (hex_version
< WINED3DPS_VERSION(1,4)) {
2186 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2187 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2189 if (flags
& WINED3DTTFF_PROJECTED
) {
2191 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2192 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2193 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2194 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2195 case WINED3DTTFF_COUNT4
:
2196 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2201 } else if (hex_version
< WINED3DPS_VERSION(2,0)) {
2202 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2203 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2205 if (src_mod
== WINED3DSPSM_DZ
) {
2207 mask
= WINED3DSP_WRITEMASK_2
;
2208 } else if (src_mod
== WINED3DSPSM_DW
) {
2210 mask
= WINED3DSP_WRITEMASK_3
;
2215 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2216 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
2217 /* ps 2.0 texldp instruction always divides by the fourth component. */
2219 mask
= WINED3DSP_WRITEMASK_3
;
2225 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2226 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2230 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2231 shader_glsl_get_sample_function(sampler_type
, projected
, texrect
, &sample_function
);
2232 mask
|= sample_function
.coord_mask
;
2234 if (hex_version
< WINED3DPS_VERSION(2,0)) {
2235 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2237 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2240 /* 1.0-1.3: Use destination register as coordinate source.
2241 1.4+: Use provided coordinate source register. */
2242 if (hex_version
< WINED3DPS_VERSION(1,4)) {
2244 shader_glsl_get_write_mask(mask
, coord_mask
);
2245 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
2246 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
2248 glsl_src_param_t coord_param
;
2249 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, &coord_param
);
2250 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
2251 glsl_src_param_t bias
;
2252 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2254 shader_addline(arg
->buffer
, "%s(Psampler%u, %s, %s)%s);\n",
2255 sample_function
.name
, sampler_idx
, coord_param
.param_str
,
2256 bias
.param_str
, dst_swizzle
);
2258 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
2259 sample_function
.name
, sampler_idx
, coord_param
.param_str
, dst_swizzle
);
2264 void shader_glsl_texldl(SHADER_OPCODE_ARG
* arg
) {
2265 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
2266 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2267 glsl_sample_function_t sample_function
;
2268 glsl_src_param_t coord_param
, lod_param
;
2269 char dst_swizzle
[6];
2272 BOOL texrect
= FALSE
;
2274 shader_glsl_append_dst(arg
->buffer
, arg
);
2275 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2277 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2278 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2279 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2280 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2283 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
);
2285 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2287 if (shader_is_pshader_version(This
->baseShader
.hex_version
)) {
2288 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2289 * However, they seem to work just fine in fragment shaders as well. */
2290 WARN("Using %sLod in fragment shader.\n", sample_function
.name
);
2291 shader_addline(arg
->buffer
, "%sLod(Psampler%u, %s, %s)%s);\n",
2292 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2294 shader_addline(arg
->buffer
, "%sLod(Vsampler%u, %s, %s)%s);\n",
2295 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2299 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
2301 /* FIXME: Make this work for more than just 2D textures */
2303 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2304 SHADER_BUFFER
* buffer
= arg
->buffer
;
2305 DWORD hex_version
= This
->baseShader
.hex_version
;
2309 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2310 shader_glsl_get_write_mask(write_mask
, dst_mask
);
2312 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
2313 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2314 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
2316 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
2317 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2318 char dst_swizzle
[6];
2320 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2322 if (src_mod
== WINED3DSPSM_DZ
) {
2323 glsl_src_param_t div_param
;
2324 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2325 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2327 if (mask_size
> 1) {
2328 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2330 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2332 } else if (src_mod
== WINED3DSPSM_DW
) {
2333 glsl_src_param_t div_param
;
2334 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2335 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2337 if (mask_size
> 1) {
2338 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2340 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2343 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2348 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2349 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2350 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2351 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
2352 glsl_src_param_t src0_param
;
2354 glsl_sample_function_t sample_function
;
2355 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2356 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2357 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2359 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2361 shader_glsl_append_dst(arg
->buffer
, arg
);
2362 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2364 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2365 * scalar, and projected sampling would require 4.
2367 * It is a dependent read - not valid with conditional NP2 textures
2369 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2371 switch(count_bits(sample_function
.coord_mask
)) {
2373 shader_addline(arg
->buffer
, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2374 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2378 shader_addline(arg
->buffer
, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2379 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2383 shader_addline(arg
->buffer
, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2384 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2387 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function
.coord_mask
));
2391 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2392 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2393 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
2394 glsl_src_param_t src0_param
;
2395 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2396 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2398 unsigned int mask_size
;
2400 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2401 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2402 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2404 if (mask_size
> 1) {
2405 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2407 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2411 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2412 * Calculate the depth as dst.x / dst.y */
2413 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
2414 glsl_dst_param_t dst_param
;
2416 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2418 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2419 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2420 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2421 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2424 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
);
2427 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2428 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2429 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2430 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2432 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
2433 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2434 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2435 glsl_src_param_t src0_param
;
2437 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2439 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2440 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2443 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2444 * Calculate the 1st of a 2-row matrix multiplication. */
2445 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
2446 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2447 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2448 SHADER_BUFFER
* buffer
= arg
->buffer
;
2449 glsl_src_param_t src0_param
;
2451 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2452 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2455 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2456 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2457 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
2459 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2460 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2461 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2462 SHADER_BUFFER
* buffer
= arg
->buffer
;
2463 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2464 glsl_src_param_t src0_param
;
2466 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2467 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2468 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2471 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
2472 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2473 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2474 SHADER_BUFFER
* buffer
= arg
->buffer
;
2475 glsl_src_param_t src0_param
;
2478 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2479 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2481 shader_glsl_append_dst(buffer
, arg
);
2482 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2484 /* Sample the texture using the calculated coordinates */
2485 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
2488 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2489 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2490 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
2491 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2492 glsl_src_param_t src0_param
;
2494 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2495 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2496 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2497 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2498 glsl_sample_function_t sample_function
;
2500 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2501 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2503 shader_glsl_append_dst(arg
->buffer
, arg
);
2504 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2505 /* Dependent read, not valid with conditional NP2 */
2506 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2508 /* Sample the texture using the calculated coordinates */
2509 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2511 current_state
->current_row
= 0;
2514 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2515 * Perform the 3rd row of a 3x3 matrix multiply */
2516 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
2517 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2518 glsl_src_param_t src0_param
;
2520 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2521 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2522 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2524 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2526 shader_glsl_append_dst(arg
->buffer
, arg
);
2527 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2528 shader_addline(arg
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2530 current_state
->current_row
= 0;
2533 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2534 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2535 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
2537 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2538 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2539 glsl_src_param_t src0_param
;
2540 glsl_src_param_t src1_param
;
2542 SHADER_BUFFER
* buffer
= arg
->buffer
;
2543 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2544 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2545 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2546 glsl_sample_function_t sample_function
;
2548 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2549 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
2551 /* Perform the last matrix multiply operation */
2552 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2553 /* Reflection calculation */
2554 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2556 shader_glsl_append_dst(buffer
, arg
);
2557 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2558 /* Dependent read, not valid with conditional NP2 */
2559 shader_glsl_get_sample_function(stype
, FALSE
, FALSE
, &sample_function
);
2561 /* Sample the texture */
2562 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2564 current_state
->current_row
= 0;
2567 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2568 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2569 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
2571 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2572 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2573 SHADER_BUFFER
* buffer
= arg
->buffer
;
2574 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2575 glsl_src_param_t src0_param
;
2577 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2578 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2579 glsl_sample_function_t sample_function
;
2581 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2583 /* Perform the last matrix multiply operation */
2584 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2586 /* Construct the eye-ray vector from w coordinates */
2587 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2588 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2589 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2591 shader_glsl_append_dst(buffer
, arg
);
2592 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2593 /* Dependent read, not valid with conditional NP2 */
2594 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2596 /* Sample the texture using the calculated coordinates */
2597 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2599 current_state
->current_row
= 0;
2602 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2603 * Apply a fake bump map transform.
2604 * texbem is pshader <= 1.3 only, this saves a few version checks
2606 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
2607 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2608 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2609 char dst_swizzle
[6];
2610 glsl_sample_function_t sample_function
;
2611 glsl_src_param_t coord_param
;
2618 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2619 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2621 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2622 /* Dependent read, not valid with conditional NP2 */
2623 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2624 mask
= sample_function
.coord_mask
;
2626 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2628 shader_glsl_get_write_mask(mask
, coord_mask
);
2630 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2631 * so we can't let the GL handle this.
2633 if (flags
& WINED3DTTFF_PROJECTED
) {
2635 char coord_div_mask
[3];
2636 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2637 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2638 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2639 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2640 case WINED3DTTFF_COUNT4
:
2641 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2643 shader_glsl_get_write_mask(div_mask
, coord_div_mask
);
2644 shader_addline(arg
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2647 shader_glsl_append_dst(arg
->buffer
, arg
);
2648 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &coord_param
);
2649 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
) {
2650 glsl_src_param_t luminance_param
;
2651 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
2652 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",
2653 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
,
2654 luminance_param
.param_str
, sampler_idx
, sampler_idx
, dst_swizzle
);
2656 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2657 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
, dst_swizzle
);
2661 void pshader_glsl_bem(SHADER_OPCODE_ARG
* arg
) {
2662 glsl_src_param_t src0_param
, src1_param
;
2663 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2665 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src0_param
);
2666 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src1_param
);
2668 shader_glsl_append_dst(arg
->buffer
, arg
);
2669 shader_addline(arg
->buffer
, "%s + bumpenvmat%d * %s);\n",
2670 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
2673 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2674 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2675 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
2677 glsl_src_param_t src0_param
;
2678 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2681 shader_glsl_append_dst(arg
->buffer
, arg
);
2682 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2683 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2685 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2688 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2689 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2690 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
2691 glsl_src_param_t src0_param
;
2692 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2695 shader_glsl_append_dst(arg
->buffer
, arg
);
2696 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2697 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2699 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2702 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2703 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2704 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
2705 glsl_src_param_t src0_param
;
2707 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2708 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2709 glsl_sample_function_t sample_function
;
2711 shader_glsl_append_dst(arg
->buffer
, arg
);
2712 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2713 /* Dependent read, not valid with conditional NP2 */
2714 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2715 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
2717 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2720 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2721 * If any of the first 3 components are < 0, discard this pixel */
2722 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
2723 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2724 DWORD hex_version
= This
->baseShader
.hex_version
;
2725 glsl_dst_param_t dst_param
;
2727 /* The argument is a destination parameter, and no writemasks are allowed */
2728 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2729 if((hex_version
>= WINED3DPS_VERSION(2,0))) {
2730 /* 2.0 shaders compare all 4 components in texkill */
2731 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
2733 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2734 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2735 * 4 components are defined, only the first 3 are used
2737 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
2741 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2742 * dst = dot2(src0, src1) + src2 */
2743 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
2744 glsl_src_param_t src0_param
;
2745 glsl_src_param_t src1_param
;
2746 glsl_src_param_t src2_param
;
2748 unsigned int mask_size
;
2750 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2751 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2753 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2754 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2755 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
2757 if (mask_size
> 1) {
2758 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
);
2760 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2764 void pshader_glsl_input_pack(
2765 SHADER_BUFFER
* buffer
,
2766 semantic
* semantics_in
,
2767 IWineD3DPixelShader
*iface
) {
2770 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
2772 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
2774 DWORD usage_token
= semantics_in
[i
].usage
;
2775 DWORD register_token
= semantics_in
[i
].reg
;
2776 DWORD usage
, usage_idx
;
2780 if (!usage_token
) continue;
2781 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2782 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2783 shader_glsl_get_write_mask(register_token
, reg_mask
);
2787 case WINED3DDECLUSAGE_TEXCOORD
:
2788 if(usage_idx
< 8 && This
->vertexprocessing
== pretransformed
) {
2789 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2790 This
->input_reg_map
[i
], reg_mask
, usage_idx
, reg_mask
);
2792 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2793 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2797 case WINED3DDECLUSAGE_COLOR
:
2799 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
2800 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2801 else if (usage_idx
== 1)
2802 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2803 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2805 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2806 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2810 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2811 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2816 /*********************************************
2817 * Vertex Shader Specific Code begins here
2818 ********************************************/
2820 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
2821 glsl_program_key_t
*key
;
2823 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2824 key
->vshader
= entry
->vshader
;
2825 key
->pshader
= entry
->pshader
;
2827 hash_table_put(priv
->glsl_program_lookup
, key
, entry
);
2830 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
2831 GLhandleARB vshader
, GLhandleARB pshader
) {
2832 glsl_program_key_t key
;
2834 key
.vshader
= vshader
;
2835 key
.pshader
= pshader
;
2837 return (struct glsl_shader_prog_link
*)hash_table_get(priv
->glsl_program_lookup
, &key
);
2840 void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, WineD3D_GL_Info
*gl_info
, struct glsl_shader_prog_link
*entry
) {
2841 glsl_program_key_t
*key
;
2843 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2844 key
->vshader
= entry
->vshader
;
2845 key
->pshader
= entry
->pshader
;
2846 hash_table_remove(priv
->glsl_program_lookup
, key
);
2848 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
2849 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
2850 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
2851 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
2852 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
2853 HeapFree(GetProcessHeap(), 0, entry
);
2856 static void handle_ps3_input(SHADER_BUFFER
*buffer
, semantic
*semantics_in
, semantic
*semantics_out
, WineD3D_GL_Info
*gl_info
, DWORD
*map
) {
2858 DWORD usage_token
, usage_token_out
;
2859 DWORD register_token
, register_token_out
;
2860 DWORD usage
, usage_idx
, usage_out
, usage_idx_out
;
2863 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
2864 char reg_mask
[6], reg_mask_out
[6];
2865 char destination
[50];
2867 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
2869 if (!semantics_out
) {
2870 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
2871 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
2872 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
2875 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
2876 usage_token
= semantics_in
[i
].usage
;
2877 if (!usage_token
) continue;
2880 if (in_idx
>= (in_count
+ 2)) {
2881 FIXME("More input varyings declared than supported, expect issues\n");
2883 } else if(map
[i
] == -1) {
2884 /* Declared, but not read register */
2888 if (in_idx
== in_count
) {
2889 sprintf(destination
, "gl_FrontColor");
2890 } else if (in_idx
== in_count
+ 1) {
2891 sprintf(destination
, "gl_FrontSecondaryColor");
2893 sprintf(destination
, "IN[%u]", in_idx
);
2896 register_token
= semantics_in
[i
].reg
;
2898 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2899 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2900 set
[map
[i
]] = shader_glsl_get_write_mask(register_token
, reg_mask
);
2902 if(!semantics_out
) {
2904 case WINED3DDECLUSAGE_COLOR
:
2906 shader_addline(buffer
, "%s%s = front_color%s;\n",
2907 destination
, reg_mask
, reg_mask
);
2908 else if (usage_idx
== 1)
2909 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
2910 destination
, reg_mask
, reg_mask
);
2912 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2913 destination
, reg_mask
, reg_mask
);
2916 case WINED3DDECLUSAGE_TEXCOORD
:
2917 if (usage_idx
< 8) {
2918 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
2919 destination
, reg_mask
, usage_idx
, reg_mask
);
2921 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2922 destination
, reg_mask
, reg_mask
);
2926 case WINED3DDECLUSAGE_FOG
:
2927 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2928 destination
, reg_mask
, reg_mask
);
2932 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2933 destination
, reg_mask
, reg_mask
);
2937 for(j
= 0; j
< MAX_REG_OUTPUT
; j
++) {
2938 usage_token_out
= semantics_out
[j
].usage
;
2939 if (!usage_token_out
) continue;
2940 register_token_out
= semantics_out
[j
].reg
;
2942 usage_out
= (usage_token_out
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2943 usage_idx_out
= (usage_token_out
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2944 shader_glsl_get_write_mask(register_token_out
, reg_mask_out
);
2946 if(usage
== usage_out
&&
2947 usage_idx
== usage_idx_out
) {
2948 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
2949 destination
, reg_mask
, j
, reg_mask
);
2954 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2955 destination
, reg_mask
, reg_mask
);
2960 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2961 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2962 * input varyings are assigned above, if the optimizer works properly.
2964 for(i
= 0; i
< in_count
+ 2; i
++) {
2965 if(set
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2966 unsigned int size
= 0;
2967 memset(reg_mask
, 0, sizeof(reg_mask
));
2968 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
2969 reg_mask
[size
] = 'x';
2972 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
2973 reg_mask
[size
] = 'y';
2976 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
2977 reg_mask
[size
] = 'z';
2980 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
2981 reg_mask
[size
] = 'w';
2985 if (i
== in_count
) {
2986 sprintf(destination
, "gl_FrontColor");
2987 } else if (i
== in_count
+ 1) {
2988 sprintf(destination
, "gl_FrontSecondaryColor");
2990 sprintf(destination
, "IN[%u]", i
);
2994 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
2996 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3001 HeapFree(GetProcessHeap(), 0, set
);
3004 static GLhandleARB
generate_param_reorder_function(IWineD3DVertexShader
*vertexshader
,
3005 IWineD3DPixelShader
*pixelshader
,
3006 WineD3D_GL_Info
*gl_info
) {
3007 GLhandleARB ret
= 0;
3008 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3009 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3010 DWORD vs_major
= vs
? WINED3DSHADER_VERSION_MAJOR(vs
->baseShader
.hex_version
) : 0;
3011 DWORD ps_major
= ps
? WINED3DSHADER_VERSION_MAJOR(ps
->baseShader
.hex_version
) : 0;
3013 SHADER_BUFFER buffer
;
3015 DWORD register_token
;
3016 DWORD usage
, usage_idx
, writemask
;
3018 semantic
*semantics_out
, *semantics_in
;
3020 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
3023 buffer
.newline
= TRUE
;
3025 shader_addline(&buffer
, "#version 120\n");
3027 if(vs_major
< 3 && ps_major
< 3) {
3028 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3029 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3031 if((GLINFO_LOCATION
).set_texcoord_w
&& ps_major
== 0 && vs_major
> 0) {
3032 shader_addline(&buffer
, "void order_ps_input() {\n");
3033 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3034 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3035 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3036 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3039 shader_addline(&buffer
, "}\n");
3041 shader_addline(&buffer
, "void order_ps_input() { /* do nothing */ }\n");
3043 } else if(ps_major
< 3 && vs_major
>= 3) {
3044 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3045 semantics_out
= vs
->semantics_out
;
3047 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3048 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3049 usage_token
= semantics_out
[i
].usage
;
3050 if (!usage_token
) continue;
3051 register_token
= semantics_out
[i
].reg
;
3053 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3054 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3055 writemask
= shader_glsl_get_write_mask(register_token
, reg_mask
);
3058 case WINED3DDECLUSAGE_COLOR
:
3060 shader_addline(&buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3061 else if (usage_idx
== 1)
3062 shader_addline(&buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3065 case WINED3DDECLUSAGE_POSITION
:
3066 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3069 case WINED3DDECLUSAGE_TEXCOORD
:
3070 if (usage_idx
< 8) {
3071 if(!(GLINFO_LOCATION
).set_texcoord_w
|| ps_major
> 0) writemask
|= WINED3DSP_WRITEMASK_3
;
3073 shader_addline(&buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3074 usage_idx
, reg_mask
, i
, reg_mask
);
3075 if(!(writemask
& WINED3DSP_WRITEMASK_3
)) {
3076 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", usage_idx
);
3081 case WINED3DDECLUSAGE_PSIZE
:
3082 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3085 case WINED3DDECLUSAGE_FOG
:
3086 shader_addline(&buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3093 shader_addline(&buffer
, "}\n");
3095 } else if(ps_major
>= 3 && vs_major
>= 3) {
3096 semantics_out
= vs
->semantics_out
;
3097 semantics_in
= ps
->semantics_in
;
3099 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3100 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3101 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3103 /* First, sort out position and point size. Those are not passed to the pixel shader */
3104 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3105 usage_token
= semantics_out
[i
].usage
;
3106 if (!usage_token
) continue;
3107 register_token
= semantics_out
[i
].reg
;
3109 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3110 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3111 shader_glsl_get_write_mask(register_token
, reg_mask
);
3114 case WINED3DDECLUSAGE_POSITION
:
3115 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3118 case WINED3DDECLUSAGE_PSIZE
:
3119 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3127 /* Then, fix the pixel shader input */
3128 handle_ps3_input(&buffer
, semantics_in
, semantics_out
, gl_info
, ps
->input_reg_map
);
3130 shader_addline(&buffer
, "}\n");
3131 } else if(ps_major
>= 3 && vs_major
< 3) {
3132 semantics_in
= ps
->semantics_in
;
3134 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3135 shader_addline(&buffer
, "void order_ps_input() {\n");
3136 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3137 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3138 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3140 handle_ps3_input(&buffer
, semantics_in
, NULL
, gl_info
, ps
->input_reg_map
);
3141 shader_addline(&buffer
, "}\n");
3143 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3146 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3147 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3148 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
.buffer
, NULL
));
3149 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3150 GL_EXTCALL(glCompileShaderARB(ret
));
3151 checkGLcall("glCompileShaderARB(ret)");
3153 HeapFree(GetProcessHeap(), 0, buffer
.buffer
);
3157 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, WineD3D_GL_Info
*gl_info
, GLhandleARB programId
, char prefix
) {
3158 local_constant
* lconst
;
3163 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3164 value
= (float *) lconst
->value
;
3165 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3166 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3167 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3169 checkGLcall("Hardcoding local constants\n");
3172 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3173 * It sets the programId on the current StateBlock (because it should be called
3174 * inside of the DrawPrimitive() part of the render loop).
3176 * If a program for the given combination does not exist, create one, and store
3177 * the program in the hash table. If it creates a program, it will link the
3178 * given objects, too.
3180 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
3181 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3182 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3183 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3184 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
3185 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
3186 struct glsl_shader_prog_link
*entry
= NULL
;
3187 GLhandleARB programId
= 0;
3188 GLhandleARB reorder_shader_id
= 0;
3192 GLhandleARB vshader_id
= use_vs
? ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.prgId
: 0;
3193 GLhandleARB pshader_id
= use_ps
? ((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.prgId
: 0;
3194 entry
= get_glsl_program_entry(priv
, vshader_id
, pshader_id
);
3196 priv
->glsl_program
= entry
;
3200 /* If we get to this point, then no matching program exists, so we create one */
3201 programId
= GL_EXTCALL(glCreateProgramObjectARB());
3202 TRACE("Created new GLSL shader program %u\n", programId
);
3204 /* Create the entry */
3205 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
3206 entry
->programId
= programId
;
3207 entry
->vshader
= vshader_id
;
3208 entry
->pshader
= pshader_id
;
3209 /* Add the hash table entry */
3210 add_glsl_program_entry(priv
, entry
);
3212 /* Set the current program */
3213 priv
->glsl_program
= entry
;
3215 /* Attach GLSL vshader */
3217 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
3220 reorder_shader_id
= generate_param_reorder_function(vshader
, pshader
, gl_info
);
3221 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
3222 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
3223 checkGLcall("glAttachObjectARB");
3224 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3227 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
3229 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
3230 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
3231 checkGLcall("glAttachObjectARB");
3233 /* Bind vertex attributes to a corresponding index number to match
3234 * the same index numbers as ARB_vertex_programs (makes loading
3235 * vertex attributes simpler). With this method, we can use the
3236 * exact same code to load the attributes later for both ARB and
3239 * We have to do this here because we need to know the Program ID
3240 * in order to make the bindings work, and it has to be done prior
3241 * to linking the GLSL program. */
3242 for (i
= 0; i
< max_attribs
; ++i
) {
3243 if (((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.attributes
[i
]) {
3244 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
3245 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
3248 checkGLcall("glBindAttribLocationARB");
3250 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
3253 /* Attach GLSL pshader */
3255 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
3256 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
3257 checkGLcall("glAttachObjectARB");
3259 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
3262 /* Link the program */
3263 TRACE("Linking GLSL shader program %u\n", programId
);
3264 GL_EXTCALL(glLinkProgramARB(programId
));
3265 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
3267 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
3268 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
3269 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
3270 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3272 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3273 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
3274 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3276 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
3277 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
3278 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
3279 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3281 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3282 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
3283 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3287 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*)pshader
)->numbumpenvmatconsts
; i
++) {
3289 sprintf(name
, "bumpenvmat%d", ((IWineD3DPixelShaderImpl
*)pshader
)->bumpenvmatconst
[i
].texunit
);
3290 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3291 sprintf(name
, "luminancescale%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3292 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3293 sprintf(name
, "luminanceoffset%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3294 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3299 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
3300 entry
->srgb_comparison_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_comparison"));
3301 entry
->srgb_mul_low_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "srgb_mul_low"));
3302 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
3303 checkGLcall("Find glsl program uniform locations");
3305 if (pshader
&& WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.hex_version
) >= 3
3306 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> GL_LIMITS(glsl_varyings
) / 4) {
3307 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
3308 entry
->vertex_color_clamp
= GL_FALSE
;
3310 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
3313 /* Set the shader to allow uniform loading on it */
3314 GL_EXTCALL(glUseProgramObjectARB(programId
));
3315 checkGLcall("glUseProgramObjectARB(programId)");
3317 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3318 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3319 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3320 * vertex shader with fixed function pixel processing is used we make sure that the card
3321 * supports enough samplers to allow the max number of vertex samplers with all possible
3322 * fixed function fragment processing setups. So once the program is linked these samplers
3326 /* Load vertex shader samplers */
3327 shader_glsl_load_vsamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3330 /* Load pixel shader samplers */
3331 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3334 /* If the local constants do not have to be loaded with the environment constants,
3335 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3338 if(pshader
&& !((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.load_local_constsF
) {
3339 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
3341 if(vshader
&& !((IWineD3DVertexShaderImpl
*)vshader
)->baseShader
.load_local_constsF
) {
3342 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
3346 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
3347 GLhandleARB program_id
;
3348 GLhandleARB vshader_id
, pshader_id
;
3349 const char *blt_vshader
[] = {
3353 " gl_Position = gl_Vertex;\n"
3354 " gl_FrontColor = vec4(1.0);\n"
3355 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
3356 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
3360 const char *blt_pshader
[] = {
3362 "uniform sampler2D sampler;\n"
3365 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3369 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3370 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
3371 GL_EXTCALL(glCompileShaderARB(vshader_id
));
3373 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3374 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
3375 GL_EXTCALL(glCompileShaderARB(pshader_id
));
3377 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
3378 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
3379 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
3380 GL_EXTCALL(glLinkProgramARB(program_id
));
3382 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
3384 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3387 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
3388 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
3392 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
3393 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3394 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3395 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3396 GLhandleARB program_id
= 0;
3397 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
3399 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3401 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
3402 else priv
->glsl_program
= NULL
;
3404 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3406 if (old_vertex_color_clamp
!= current_vertex_color_clamp
) {
3407 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
3408 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
3409 checkGLcall("glClampColorARB");
3411 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3415 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3416 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3417 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3418 checkGLcall("glUseProgramObjectARB");
3421 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
3422 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3423 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3424 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*) This
->shader_priv
;
3425 static GLhandleARB loc
= -1;
3427 if (!priv
->depth_blt_glsl_program_id
) {
3428 priv
->depth_blt_glsl_program_id
= create_glsl_blt_shader(gl_info
);
3429 loc
= GL_EXTCALL(glGetUniformLocationARB(priv
->depth_blt_glsl_program_id
, "sampler"));
3432 GL_EXTCALL(glUseProgramObjectARB(priv
->depth_blt_glsl_program_id
));
3433 GL_EXTCALL(glUniform1iARB(loc
, 0));
3436 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
3437 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3438 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3439 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*) This
->shader_priv
;
3440 GLhandleARB program_id
;
3442 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3443 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3445 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3446 checkGLcall("glUseProgramObjectARB");
3449 static void shader_glsl_cleanup(IWineD3DDevice
*iface
) {
3450 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3451 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3452 GL_EXTCALL(glUseProgramObjectARB(0));
3455 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
3456 struct list
*linked_programs
;
3457 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
3458 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3459 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)device
->shader_priv
;
3460 WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
3462 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3463 * can be called from IWineD3DBaseShader::Release
3465 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
3467 if(This
->baseShader
.prgId
== 0) return;
3468 linked_programs
= &This
->baseShader
.linked_programs
;
3470 TRACE("Deleting linked programs\n");
3471 if (linked_programs
->next
) {
3472 struct glsl_shader_prog_link
*entry
, *entry2
;
3475 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
3476 delete_glsl_program_entry(priv
, gl_info
, entry
);
3479 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
3480 delete_glsl_program_entry(priv
, gl_info
, entry
);
3485 TRACE("Deleting shader object %u\n", This
->baseShader
.prgId
);
3486 GL_EXTCALL(glDeleteObjectARB(This
->baseShader
.prgId
));
3487 checkGLcall("glDeleteObjectARB");
3488 This
->baseShader
.prgId
= 0;
3489 This
->baseShader
.is_compiled
= FALSE
;
3492 static unsigned int glsl_program_key_hash(void *key
) {
3493 glsl_program_key_t
*k
= (glsl_program_key_t
*)key
;
3495 unsigned int hash
= k
->vshader
| k
->pshader
<< 16;
3496 hash
+= ~(hash
<< 15);
3497 hash
^= (hash
>> 10);
3498 hash
+= (hash
<< 3);
3499 hash
^= (hash
>> 6);
3500 hash
+= ~(hash
<< 11);
3501 hash
^= (hash
>> 16);
3506 static BOOL
glsl_program_key_compare(void *keya
, void *keyb
) {
3507 glsl_program_key_t
*ka
= (glsl_program_key_t
*)keya
;
3508 glsl_program_key_t
*kb
= (glsl_program_key_t
*)keyb
;
3510 return ka
->vshader
== kb
->vshader
&& ka
->pshader
== kb
->pshader
;
3513 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
3514 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3515 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
3516 priv
->glsl_program_lookup
= hash_table_create(glsl_program_key_hash
, glsl_program_key_compare
);
3517 This
->shader_priv
= priv
;
3521 static void shader_glsl_free(IWineD3DDevice
*iface
) {
3522 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3523 WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3524 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3526 if(priv
->depth_blt_glsl_program_id
) {
3527 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_glsl_program_id
));
3530 hash_table_destroy(priv
->glsl_program_lookup
, NULL
, NULL
);
3532 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
3533 This
->shader_priv
= NULL
;
3536 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
3537 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3541 static void shader_glsl_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
) {
3542 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3543 shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3544 CONST DWORD
*function
= This
->baseShader
.function
;
3545 const char *fragcolor
;
3546 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3548 /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
3549 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3551 shader_addline(buffer
, "#version 120\n");
3553 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3554 shader_addline(buffer
, "#extension GL_ARB_draw_buffers : enable\n");
3556 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3557 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3558 * drivers write a warning if we don't do so
3560 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3563 /* Base Declarations */
3564 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
3566 /* Pack 3.0 inputs */
3567 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3,0)) {
3569 if(((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->strided_streams
.u
.s
.position_transformed
) {
3570 This
->vertexprocessing
= pretransformed
;
3571 pshader_glsl_input_pack(buffer
, This
->semantics_in
, iface
);
3572 } else if(!use_vs((IWineD3DDeviceImpl
*) This
->baseShader
.device
)) {
3573 This
->vertexprocessing
= fixedfunction
;
3574 pshader_glsl_input_pack(buffer
, This
->semantics_in
, iface
);
3576 This
->vertexprocessing
= vertexshader
;
3580 /* Base Shader Body */
3581 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3583 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3584 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
3585 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3586 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
3587 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
3589 shader_addline(buffer
, "gl_FragColor = R0;\n");
3592 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3593 fragcolor
= "gl_FragData[0]";
3595 fragcolor
= "gl_FragColor";
3597 if(This
->srgb_enabled
) {
3598 shader_addline(buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3599 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
3600 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
3601 shader_addline(buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
3602 shader_addline(buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
3603 shader_addline(buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
3604 shader_addline(buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
3605 shader_addline(buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
3607 /* Pixel shader < 3.0 do not replace the fog stage.
3608 * This implements linear fog computation and blending.
3609 * TODO: non linear fog
3610 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3611 * -1/(e-s) and e/(e-s) respectively.
3613 if(This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0)) {
3614 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
3615 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3618 shader_addline(buffer
, "}\n");
3620 TRACE("Compiling shader object %u\n", shader_obj
);
3621 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3622 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3623 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3625 /* Store the shader object */
3626 This
->baseShader
.prgId
= shader_obj
;
3629 static void shader_glsl_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
3630 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
3631 shader_reg_maps
* reg_maps
= &This
->baseShader
.reg_maps
;
3632 CONST DWORD
*function
= This
->baseShader
.function
;
3633 WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3635 /* Create the hw GLSL shader program and assign it as the baseShader.prgId */
3636 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3638 shader_addline(buffer
, "#version 120\n");
3640 /* Base Declarations */
3641 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
3643 /* Base Shader Body */
3644 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3646 /* Unpack 3.0 outputs */
3647 if (This
->baseShader
.hex_version
>= WINED3DVS_VERSION(3,0)) {
3648 shader_addline(buffer
, "order_ps_input(OUT);\n");
3650 shader_addline(buffer
, "order_ps_input();\n");
3653 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3655 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
3657 /* Write the final position.
3659 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3660 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3661 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3662 * contains 1.0 to allow a mad.
3664 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3665 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3667 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3669 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3670 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3671 * which is the same as z = z / 2 - w.
3673 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3675 shader_addline(buffer
, "}\n");
3677 TRACE("Compiling shader object %u\n", shader_obj
);
3678 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3679 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3680 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3682 /* Store the shader object */
3683 This
->baseShader
.prgId
= shader_obj
;
3686 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
, WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
) {
3687 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3688 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3689 * vs_nv_version which is based on NV_vertex_program.
3690 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3691 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3692 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3693 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3695 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3696 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
3698 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
3699 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
3700 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
3702 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3703 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3704 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3705 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3706 * in max native instructions. Intel and others also offer the info in this extension but they
3707 * don't support GLSL (at least on Windows).
3709 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3710 * of instructions is 512 or less we have to do with ps2.0 hardware.
3711 * 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.
3713 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3714 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
3716 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
3718 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3719 * Direct3D minimum requirement.
3721 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3722 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3724 * The problem is that the refrast clamps temporary results in the shader to
3725 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3726 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3727 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3728 * offer a way to query this.
3730 pCaps
->PixelShader1xMaxValue
= 8.0;
3731 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
3734 const shader_backend_t glsl_shader_backend
= {
3736 shader_glsl_select_depth_blt
,
3737 shader_glsl_deselect_depth_blt
,
3738 shader_glsl_load_constants
,
3739 shader_glsl_cleanup
,
3740 shader_glsl_color_correction
,
3741 shader_glsl_destroy
,
3744 shader_glsl_dirty_const
,
3745 shader_glsl_generate_pshader
,
3746 shader_glsl_generate_vshader
,
3747 shader_glsl_get_caps
,