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
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
40 #define GLINFO_LOCATION (*gl_info)
55 } glsl_sample_function_t
;
57 /* GLSL shader private data */
58 struct shader_glsl_priv
{
59 struct hash_table_t
*glsl_program_lookup
;
60 const struct glsl_shader_prog_link
*glsl_program
;
61 GLhandleARB depth_blt_program
[tex_type_count
];
64 /* Struct to maintain data about a linked GLSL program */
65 struct glsl_shader_prog_link
{
66 struct list vshader_entry
;
67 struct list pshader_entry
;
68 GLhandleARB programId
;
69 GLhandleARB
*vuniformF_locations
;
70 GLhandleARB
*puniformF_locations
;
71 GLhandleARB vuniformI_locations
[MAX_CONST_I
];
72 GLhandleARB puniformI_locations
[MAX_CONST_I
];
73 GLhandleARB posFixup_location
;
74 GLhandleARB bumpenvmat_location
[MAX_TEXTURES
];
75 GLhandleARB luminancescale_location
[MAX_TEXTURES
];
76 GLhandleARB luminanceoffset_location
[MAX_TEXTURES
];
77 GLhandleARB ycorrection_location
;
78 GLenum vertex_color_clamp
;
80 IWineD3DPixelShader
*pshader
;
81 struct ps_compile_args ps_args
;
86 IWineD3DPixelShader
*pshader
;
87 struct ps_compile_args ps_args
;
91 /** Prints the GLSL info log which will contain error messages if they exist */
92 static void print_glsl_info_log(const WineD3D_GL_Info
*gl_info
, GLhandleARB obj
)
94 int infologLength
= 0;
99 const char *spam
[] = {
100 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
101 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
102 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
103 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
104 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
105 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
106 "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
107 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
108 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
109 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
112 GL_EXTCALL(glGetObjectParameterivARB(obj
,
113 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
116 /* A size of 1 is just a null-terminated string, so the log should be bigger than
117 * that if there are errors. */
118 if (infologLength
> 1)
120 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
121 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
123 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
124 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
127 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
128 if(strcmp(infoLog
, spam
[i
]) == 0) {
134 TRACE("Spam received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
136 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
138 HeapFree(GetProcessHeap(), 0, infoLog
);
143 * Loads (pixel shader) samplers
145 static void shader_glsl_load_psamplers(const WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
*iface
, GLhandleARB programId
)
147 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
148 GLhandleARB name_loc
;
150 char sampler_name
[20];
152 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
153 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
154 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
155 if (name_loc
!= -1) {
156 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[i
];
157 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(fragment_samplers
)) {
158 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
159 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
160 checkGLcall("glUniform1iARB");
162 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
168 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
*iface
, GLhandleARB programId
)
170 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
171 GLhandleARB name_loc
;
172 char sampler_name
[20];
175 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
176 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
177 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
178 if (name_loc
!= -1) {
179 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ i
];
180 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(combined_samplers
)) {
181 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
182 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
183 checkGLcall("glUniform1iARB");
185 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
192 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
193 * When constant_list == NULL, it will load all the constants.
195 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
196 unsigned int max_constants
, const float *constants
, const GLhandleARB
*constant_locations
,
197 const struct list
*constant_list
)
199 const constants_entry
*constant
;
200 const local_constant
*lconst
;
205 if (TRACE_ON(d3d_shader
)) {
206 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
211 tmp_loc
= constant_locations
[i
];
213 TRACE_(d3d_constants
)("Loading constants %i: %f, %f, %f, %f\n", i
,
214 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
215 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
221 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
222 if(WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) == 1 &&
223 shader_is_pshader_version(This
->baseShader
.hex_version
)) {
226 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
231 tmp_loc
= constant_locations
[i
];
233 /* We found this uniform name in the program - go ahead and send the data */
235 if(constants
[k
+ 0] < -1.0) lcl_const
[0] = -1.0;
236 else if(constants
[k
+ 0] > 1.0) lcl_const
[0] = 1.0;
237 else lcl_const
[0] = constants
[k
+ 0];
238 if(constants
[k
+ 1] < -1.0) lcl_const
[1] = -1.0;
239 else if(constants
[k
+ 1] > 1.0) lcl_const
[1] = 1.0;
240 else lcl_const
[1] = constants
[k
+ 1];
241 if(constants
[k
+ 2] < -1.0) lcl_const
[2] = -1.0;
242 else if(constants
[k
+ 2] > 1.0) lcl_const
[2] = 1.0;
243 else lcl_const
[2] = constants
[k
+ 2];
244 if(constants
[k
+ 3] < -1.0) lcl_const
[3] = -1.0;
245 else if(constants
[k
+ 3] > 1.0) lcl_const
[3] = 1.0;
246 else lcl_const
[3] = constants
[k
+ 3];
248 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, lcl_const
));
253 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constants_entry
, entry
) {
258 tmp_loc
= constant_locations
[i
];
260 /* We found this uniform name in the program - go ahead and send the data */
261 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
266 checkGLcall("glUniform4fvARB()");
268 if(!This
->baseShader
.load_local_constsF
) {
269 TRACE("No need to load local float constants for this shader\n");
273 /* Load immediate constants */
274 if (TRACE_ON(d3d_shader
)) {
275 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
276 tmp_loc
= constant_locations
[lconst
->idx
];
278 const GLfloat
*values
= (const GLfloat
*)lconst
->value
;
279 TRACE_(d3d_constants
)("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
280 values
[0], values
[1], values
[2], values
[3]);
284 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
285 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
286 tmp_loc
= constant_locations
[lconst
->idx
];
288 /* We found this uniform name in the program - go ahead and send the data */
289 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (const GLfloat
*)lconst
->value
));
292 checkGLcall("glUniform4fvARB()");
295 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
296 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
297 const GLhandleARB locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
302 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
304 if (!(constants_set
& 1)) continue;
306 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
307 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
309 /* We found this uniform name in the program - go ahead and send the data */
310 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
311 checkGLcall("glUniform4ivARB");
314 /* Load immediate constants */
315 ptr
= list_head(&This
->baseShader
.constantsI
);
317 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
318 unsigned int idx
= lconst
->idx
;
319 const GLint
*values
= (const GLint
*)lconst
->value
;
321 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
322 values
[0], values
[1], values
[2], values
[3]);
324 /* We found this uniform name in the program - go ahead and send the data */
325 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
326 checkGLcall("glUniform4ivARB");
327 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
331 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
332 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
333 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
338 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
339 const char* prefix
= is_pshader
? "PB":"VB";
342 /* TODO: Benchmark and see if it would be beneficial to store the
343 * locations of the constants to avoid looking up each time */
344 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
346 if (!(constants_set
& 1)) continue;
348 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
350 /* TODO: Benchmark and see if it would be beneficial to store the
351 * locations of the constants to avoid looking up each time */
352 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
353 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
356 /* We found this uniform name in the program - go ahead and send the data */
357 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
358 checkGLcall("glUniform1ivARB");
362 /* Load immediate constants */
363 ptr
= list_head(&This
->baseShader
.constantsB
);
365 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
366 unsigned int idx
= lconst
->idx
;
367 const GLint
*values
= (const GLint
*)lconst
->value
;
369 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
371 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
372 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
374 /* We found this uniform name in the program - go ahead and send the data */
375 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
376 checkGLcall("glUniform1ivARB");
378 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
385 * Loads the app-supplied constants into the currently set GLSL program.
387 static void shader_glsl_load_constants(
388 IWineD3DDevice
* device
,
390 char useVertexShader
) {
392 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
393 const struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)deviceImpl
->shader_priv
;
394 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
395 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
397 const GLhandleARB
*constant_locations
;
398 const struct list
*constant_list
;
399 GLhandleARB programId
;
400 const struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
404 /* No GLSL program set - nothing to do. */
407 programId
= prog
->programId
;
409 if (useVertexShader
) {
410 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
412 constant_locations
= prog
->vuniformF_locations
;
413 constant_list
= &stateBlock
->set_vconstantsF
;
415 /* Load DirectX 9 float constants/uniforms for vertex shader */
416 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
417 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
419 /* Load DirectX 9 integer constants/uniforms for vertex shader */
420 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
,
421 stateBlock
->vertexShaderConstantI
, stateBlock
->changed
.vertexShaderConstantsI
);
423 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
424 shader_glsl_load_constantsB(vshader
, gl_info
, programId
,
425 stateBlock
->vertexShaderConstantB
, stateBlock
->changed
.vertexShaderConstantsB
);
427 /* Upload the position fixup params */
428 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
429 checkGLcall("glUniform4fvARB");
432 if (usePixelShader
) {
434 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
436 constant_locations
= prog
->puniformF_locations
;
437 constant_list
= &stateBlock
->set_pconstantsF
;
439 /* Load DirectX 9 float constants/uniforms for pixel shader */
440 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
441 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
443 /* Load DirectX 9 integer constants/uniforms for pixel shader */
444 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
,
445 stateBlock
->pixelShaderConstantI
, stateBlock
->changed
.pixelShaderConstantsI
);
447 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
448 shader_glsl_load_constantsB(pshader
, gl_info
, programId
,
449 stateBlock
->pixelShaderConstantB
, stateBlock
->changed
.pixelShaderConstantsB
);
451 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
452 * It can't be 0 for a valid texbem instruction.
454 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*) pshader
)->numbumpenvmatconsts
; i
++) {
455 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pshader
;
456 int stage
= ps
->luminanceconst
[i
].texunit
;
458 const float *data
= (const float *)&stateBlock
->textureState
[(int)ps
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
459 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
460 checkGLcall("glUniformMatrix2fvARB");
462 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
463 * is set too, so we can check that in the needsbumpmat check
465 if(ps
->baseShader
.reg_maps
.luminanceparams
[stage
]) {
466 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
467 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
469 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
470 checkGLcall("glUniform1fvARB");
471 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
472 checkGLcall("glUniform1fvARB");
476 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
477 float correction_params
[4];
478 if(deviceImpl
->render_offscreen
) {
479 correction_params
[0] = 0.0;
480 correction_params
[1] = 1.0;
482 /* position is window relative, not viewport relative */
483 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
484 correction_params
[1] = -1.0;
486 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
491 /** Generate the variable & register declarations for the GLSL output target */
492 static void shader_generate_glsl_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
493 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
)
495 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
496 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
497 unsigned int i
, extra_constants_needed
= 0;
498 const local_constant
*lconst
;
500 /* There are some minor differences between pixel and vertex shaders */
501 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
502 char prefix
= pshader
? 'P' : 'V';
504 /* Prototype the subroutines */
505 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
506 if (reg_maps
->labels
[i
])
507 shader_addline(buffer
, "void subroutine%u();\n", i
);
510 /* Declare the constants (aka uniforms) */
511 if (This
->baseShader
.limits
.constant_float
> 0) {
512 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
513 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
514 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
517 if (This
->baseShader
.limits
.constant_int
> 0)
518 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
520 if (This
->baseShader
.limits
.constant_bool
> 0)
521 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
524 shader_addline(buffer
, "uniform vec4 posFixup;\n");
525 /* Predeclaration; This function is added at link time based on the pixel shader.
526 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
527 * that. We know the input to the reorder function at vertex shader compile time, so
528 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
529 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
530 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
531 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
532 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
535 if(This
->baseShader
.hex_version
>= WINED3DVS_VERSION(3, 0)) {
536 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
538 shader_addline(buffer
, "void order_ps_input();\n");
541 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
543 ps_impl
->numbumpenvmatconsts
= 0;
544 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
545 if(!reg_maps
->bumpmat
[i
]) {
549 ps_impl
->bumpenvmatconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
550 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
552 if(reg_maps
->luminanceparams
) {
553 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
554 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
555 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
556 extra_constants_needed
++;
558 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= -1;
561 extra_constants_needed
++;
562 ps_impl
->numbumpenvmatconsts
++;
565 if(device
->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
566 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
567 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
568 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
569 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
571 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
572 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
573 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
574 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
575 extra_constants_needed
++;
577 /* This happens because we do not have proper tracking of the constant registers that are
578 * actually used, only the max limit of the shader version
580 FIXME("Cannot find a free uniform for vpos correction params\n");
581 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
582 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
583 device
->render_offscreen
? 1.0 : -1.0);
585 shader_addline(buffer
, "vec4 vpos;\n");
589 /* Declare texture samplers */
590 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
591 if (reg_maps
->samplers
[i
]) {
593 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
597 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
600 if(device
->stateBlock
->textures
[i
] &&
601 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
602 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
604 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
607 case WINED3DSTT_CUBE
:
608 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
610 case WINED3DSTT_VOLUME
:
611 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
614 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
615 FIXME("Unrecognized sampler type: %#x\n", stype
);
621 /* Declare address variables */
622 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
623 if (reg_maps
->address
[i
])
624 shader_addline(buffer
, "ivec4 A%d;\n", i
);
627 /* Declare texture coordinate temporaries and initialize them */
628 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
629 if (reg_maps
->texcoord
[i
])
630 shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
633 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
634 * helper function shader that is linked in at link time
636 if(pshader
&& This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3, 0)) {
638 shader_addline(buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
640 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
641 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
642 * pixel shader that reads the fixed function color into the packed input registers.
644 shader_addline(buffer
, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
648 /* Declare output register temporaries */
649 if(This
->baseShader
.limits
.packed_output
) {
650 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
653 /* Declare temporary variables */
654 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
655 if (reg_maps
->temporary
[i
])
656 shader_addline(buffer
, "vec4 R%u;\n", i
);
659 /* Declare attributes */
660 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
661 if (reg_maps
->attributes
[i
])
662 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
665 /* Declare loop registers aLx */
666 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
667 shader_addline(buffer
, "int aL%u;\n", i
);
668 shader_addline(buffer
, "int tmpInt%u;\n", i
);
671 /* Temporary variables for matrix operations */
672 shader_addline(buffer
, "vec4 tmp0;\n");
673 shader_addline(buffer
, "vec4 tmp1;\n");
675 /* Local constants use a different name so they can be loaded once at shader link time
676 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
677 * float -> string conversion can cause precision loss.
679 if(!This
->baseShader
.load_local_constsF
) {
680 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
681 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
685 /* Start the main program */
686 shader_addline(buffer
, "void main() {\n");
687 if(pshader
&& reg_maps
->vpos
) {
688 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
689 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
690 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
691 * precision troubles when we just substract 0.5.
693 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
695 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
697 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
698 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
699 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
700 * correctly on drivers that returns integer values.
702 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
706 /*****************************************************************************
707 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
709 * For more information, see http://wiki.winehq.org/DirectX-Shaders
710 ****************************************************************************/
713 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG
*arg
, const DWORD param
,
714 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
716 /** Used for opcode modifiers - They multiply the result by the specified amount */
717 static const char * const shift_glsl_tab
[] = {
719 "2.0 * ", /* 1 (x2) */
720 "4.0 * ", /* 2 (x4) */
721 "8.0 * ", /* 3 (x8) */
722 "16.0 * ", /* 4 (x16) */
723 "32.0 * ", /* 5 (x32) */
730 "0.0625 * ", /* 12 (d16) */
731 "0.125 * ", /* 13 (d8) */
732 "0.25 * ", /* 14 (d4) */
733 "0.5 * " /* 15 (d2) */
736 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
737 static void shader_glsl_gen_modifier (
740 const char *in_regswizzle
,
745 if (instr
== WINED3DSIO_TEXKILL
)
748 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
749 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
751 case WINED3DSPSM_NONE
:
752 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
754 case WINED3DSPSM_NEG
:
755 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
757 case WINED3DSPSM_NOT
:
758 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
760 case WINED3DSPSM_BIAS
:
761 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
763 case WINED3DSPSM_BIASNEG
:
764 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
766 case WINED3DSPSM_SIGN
:
767 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
769 case WINED3DSPSM_SIGNNEG
:
770 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
772 case WINED3DSPSM_COMP
:
773 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
776 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
778 case WINED3DSPSM_X2NEG
:
779 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
781 case WINED3DSPSM_ABS
:
782 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
784 case WINED3DSPSM_ABSNEG
:
785 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
788 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
789 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
793 /** Writes the GLSL variable name that corresponds to the register that the
794 * DX opcode parameter is trying to access */
795 static void shader_glsl_get_register_name(const DWORD param
, const DWORD addr_token
,
796 char *regstr
, BOOL
*is_color
, const SHADER_OPCODE_ARG
*arg
)
798 /* oPos, oFog and oPts in D3D */
799 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
801 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
802 DWORD regtype
= shader_get_regtype(param
);
803 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
804 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
805 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
807 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
813 case WINED3DSPR_TEMP
:
814 sprintf(tmpStr
, "R%u", reg
);
816 case WINED3DSPR_INPUT
:
818 /* Pixel shaders >= 3.0 */
819 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3) {
820 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
822 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
823 glsl_src_param_t rel_param
;
824 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
826 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
829 if(((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
]) {
830 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
831 sprintf(tmpStr
, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
832 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
], in_count
- 1,
833 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
], in_count
,
834 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
]);
836 sprintf(tmpStr
, "IN[%s + %u]", rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
]);
839 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
840 sprintf(tmpStr
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
841 rel_param
.param_str
, in_count
- 1,
842 rel_param
.param_str
, in_count
,
843 rel_param
.param_str
);
845 sprintf(tmpStr
, "IN[%s]", rel_param
.param_str
);
849 DWORD idx
= ((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
];
850 if (idx
== in_count
) {
851 sprintf(tmpStr
, "gl_Color");
852 } else if (idx
== in_count
+ 1) {
853 sprintf(tmpStr
, "gl_SecondaryColor");
855 sprintf(tmpStr
, "IN[%u]", idx
);
860 strcpy(tmpStr
, "gl_Color");
862 strcpy(tmpStr
, "gl_SecondaryColor");
865 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
867 sprintf(tmpStr
, "attrib%u", reg
);
870 case WINED3DSPR_CONST
:
872 const char prefix
= pshader
? 'P':'V';
874 /* Relative addressing */
875 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
877 /* Relative addressing on shaders 2.0+ have a relative address token,
878 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
879 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
880 glsl_src_param_t rel_param
;
881 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
883 sprintf(tmpStr
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
);
885 sprintf(tmpStr
, "%cC[%s]", prefix
, rel_param
.param_str
);
889 sprintf(tmpStr
, "%cC[A0.x + %u]", prefix
, reg
);
891 sprintf(tmpStr
, "%cC[A0.x]", prefix
);
896 if(shader_constant_is_local(This
, reg
)) {
897 sprintf(tmpStr
, "%cLC%u", prefix
, reg
);
899 sprintf(tmpStr
, "%cC[%u]", prefix
, reg
);
905 case WINED3DSPR_CONSTINT
:
907 sprintf(tmpStr
, "PI[%u]", reg
);
909 sprintf(tmpStr
, "VI[%u]", reg
);
911 case WINED3DSPR_CONSTBOOL
:
913 sprintf(tmpStr
, "PB[%u]", reg
);
915 sprintf(tmpStr
, "VB[%u]", reg
);
917 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
919 sprintf(tmpStr
, "T%u", reg
);
921 sprintf(tmpStr
, "A%u", reg
);
924 case WINED3DSPR_LOOP
:
925 sprintf(tmpStr
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
927 case WINED3DSPR_SAMPLER
:
929 sprintf(tmpStr
, "Psampler%u", reg
);
931 sprintf(tmpStr
, "Vsampler%u", reg
);
933 case WINED3DSPR_COLOROUT
:
934 if (reg
>= GL_LIMITS(buffers
)) {
935 WARN("Write to render target %u, only %d supported\n", reg
, 4);
937 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
938 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
939 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
940 sprintf(tmpStr
, "gl_FragColor");
943 case WINED3DSPR_RASTOUT
:
944 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
946 case WINED3DSPR_DEPTHOUT
:
947 sprintf(tmpStr
, "gl_FragDepth");
949 case WINED3DSPR_ATTROUT
:
951 sprintf(tmpStr
, "gl_FrontColor");
953 sprintf(tmpStr
, "gl_FrontSecondaryColor");
956 case WINED3DSPR_TEXCRDOUT
:
957 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
958 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
959 sprintf(tmpStr
, "OUT[%u]", reg
);
961 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
963 case WINED3DSPR_MISCTYPE
:
966 sprintf(tmpStr
, "vpos");
967 } else if (reg
== 1){
968 /* Note that gl_FrontFacing is a bool, while vFace is
969 * a float for which the sign determines front/back
971 sprintf(tmpStr
, "(gl_FrontFacing ? 1.0 : -1.0)");
973 FIXME("Unhandled misctype register %d\n", reg
);
974 sprintf(tmpStr
, "unrecognized_register");
978 FIXME("Unhandled register name Type(%d)\n", regtype
);
979 sprintf(tmpStr
, "unrecognized_register");
983 strcat(regstr
, tmpStr
);
986 /* Get the GLSL write mask for the destination register */
987 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
988 char *ptr
= write_mask
;
989 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
991 if (shader_is_scalar(param
)) {
992 mask
= WINED3DSP_WRITEMASK_0
;
995 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
996 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
997 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
998 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1006 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1007 unsigned int size
= 0;
1009 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1010 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1011 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1012 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1017 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
1018 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1019 * but addressed as "rgba". To fix this we need to swap the register's x
1020 * and z components. */
1021 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1022 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1023 char *ptr
= swizzle_str
;
1025 if (!shader_is_scalar(param
)) {
1027 /* swizzle bits fields: wwzzyyxx */
1028 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
1029 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1030 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1031 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1037 /* From a given parameter token, generate the corresponding GLSL string.
1038 * Also, return the actual register name and swizzle in case the
1039 * caller needs this information as well. */
1040 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG
*arg
, const DWORD param
,
1041 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
)
1043 BOOL is_color
= FALSE
;
1044 char swizzle_str
[6];
1046 src_param
->reg_name
[0] = '\0';
1047 src_param
->param_str
[0] = '\0';
1048 swizzle_str
[0] = '\0';
1050 shader_glsl_get_register_name(param
, addr_token
, src_param
->reg_name
, &is_color
, arg
);
1052 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
1053 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
1056 /* From a given parameter token, generate the corresponding GLSL string.
1057 * Also, return the actual register name and swizzle in case the
1058 * caller needs this information as well. */
1059 static DWORD
shader_glsl_add_dst_param(const SHADER_OPCODE_ARG
* arg
, const DWORD param
,
1060 const DWORD addr_token
, glsl_dst_param_t
*dst_param
)
1062 BOOL is_color
= FALSE
;
1064 dst_param
->mask_str
[0] = '\0';
1065 dst_param
->reg_name
[0] = '\0';
1067 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
1068 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
1071 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1072 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
, const SHADER_OPCODE_ARG
*arg
, const DWORD param
)
1074 glsl_dst_param_t dst_param
;
1078 mask
= shader_glsl_add_dst_param(arg
, param
, arg
->dst_addr
, &dst_param
);
1081 shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1082 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
1088 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1089 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, const SHADER_OPCODE_ARG
*arg
)
1091 return shader_glsl_append_dst_ext(buffer
, arg
, arg
->dst
);
1094 /** Process GLSL instruction modifiers */
1095 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG
* arg
)
1097 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
1099 if (arg
->opcode
->dst_token
&& mask
!= 0) {
1100 glsl_dst_param_t dst_param
;
1102 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1104 if (mask
& WINED3DSPDM_SATURATE
) {
1105 /* _SAT means to clamp the value of the register to between 0 and 1 */
1106 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1107 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1109 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
1110 FIXME("_centroid modifier not handled\n");
1112 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
1113 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1118 static inline const char* shader_get_comp_op(
1119 const DWORD opcode
) {
1121 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1123 case COMPARISON_GT
: return ">";
1124 case COMPARISON_EQ
: return "==";
1125 case COMPARISON_GE
: return ">=";
1126 case COMPARISON_LT
: return "<";
1127 case COMPARISON_NE
: return "!=";
1128 case COMPARISON_LE
: return "<=";
1130 FIXME("Unrecognized comparison value: %u\n", op
);
1135 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, BOOL texrect
, glsl_sample_function_t
*sample_function
) {
1136 /* Note that there's no such thing as a projected cube texture. */
1137 switch(sampler_type
) {
1139 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1140 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1144 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1146 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1148 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1150 case WINED3DSTT_CUBE
:
1151 sample_function
->name
= "textureCube";
1152 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1154 case WINED3DSTT_VOLUME
:
1155 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1156 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1159 sample_function
->name
= "";
1160 sample_function
->coord_mask
= 0;
1161 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1166 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1167 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1169 switch(channel_source
)
1171 case CHANNEL_SOURCE_ZERO
:
1172 strcat(arguments
, "0.0");
1175 case CHANNEL_SOURCE_ONE
:
1176 strcat(arguments
, "1.0");
1179 case CHANNEL_SOURCE_X
:
1180 strcat(arguments
, reg_name
);
1181 strcat(arguments
, ".x");
1184 case CHANNEL_SOURCE_Y
:
1185 strcat(arguments
, reg_name
);
1186 strcat(arguments
, ".y");
1189 case CHANNEL_SOURCE_Z
:
1190 strcat(arguments
, reg_name
);
1191 strcat(arguments
, ".z");
1194 case CHANNEL_SOURCE_W
:
1195 strcat(arguments
, reg_name
);
1196 strcat(arguments
, ".w");
1200 FIXME("Unhandled channel source %#x\n", channel_source
);
1201 strcat(arguments
, "undefined");
1205 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1208 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG
*arg
, struct color_fixup_desc fixup
)
1210 unsigned int mask_size
, remaining
;
1211 glsl_dst_param_t dst_param
;
1212 char arguments
[256];
1217 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1218 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1219 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1220 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1223 if (!mask
) return; /* Nothing to do */
1225 if (is_yuv_fixup(fixup
))
1227 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1228 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1232 mask_size
= shader_glsl_get_write_mask_size(mask
);
1234 dst_param
.mask_str
[0] = '\0';
1235 shader_glsl_get_write_mask(mask
, dst_param
.mask_str
);
1237 dst_param
.reg_name
[0] = '\0';
1238 shader_glsl_get_register_name(arg
->dst
, arg
->dst_addr
, dst_param
.reg_name
, &dummy
, arg
);
1240 arguments
[0] = '\0';
1241 remaining
= mask_size
;
1242 if (mask
& WINED3DSP_WRITEMASK_0
)
1244 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1245 if (--remaining
) strcat(arguments
, ", ");
1247 if (mask
& WINED3DSP_WRITEMASK_1
)
1249 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1250 if (--remaining
) strcat(arguments
, ", ");
1252 if (mask
& WINED3DSP_WRITEMASK_2
)
1254 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1255 if (--remaining
) strcat(arguments
, ", ");
1257 if (mask
& WINED3DSP_WRITEMASK_3
)
1259 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1260 if (--remaining
) strcat(arguments
, ", ");
1265 shader_addline(arg
->buffer
, "%s%s = vec%u(%s);\n",
1266 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
1270 shader_addline(arg
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
1274 /*****************************************************************************
1276 * Begin processing individual instruction opcodes
1278 ****************************************************************************/
1280 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1281 static void shader_glsl_arith(const SHADER_OPCODE_ARG
*arg
)
1283 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1284 SHADER_BUFFER
* buffer
= arg
->buffer
;
1285 glsl_src_param_t src0_param
;
1286 glsl_src_param_t src1_param
;
1290 /* Determine the GLSL operator to use based on the opcode */
1291 switch (curOpcode
->opcode
) {
1292 case WINED3DSIO_MUL
: op
= '*'; break;
1293 case WINED3DSIO_ADD
: op
= '+'; break;
1294 case WINED3DSIO_SUB
: op
= '-'; break;
1297 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1301 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1302 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1303 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1304 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1307 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1308 static void shader_glsl_mov(const SHADER_OPCODE_ARG
*arg
)
1310 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1311 SHADER_BUFFER
* buffer
= arg
->buffer
;
1312 glsl_src_param_t src0_param
;
1315 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1316 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1318 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1319 * shader versions WINED3DSIO_MOVA is used for this. */
1320 if ((WINED3DSHADER_VERSION_MAJOR(shader
->baseShader
.hex_version
) == 1 &&
1321 !shader_is_pshader_version(shader
->baseShader
.hex_version
) &&
1322 shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
)) {
1323 /* This is a simple floor() */
1324 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1325 if (mask_size
> 1) {
1326 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1328 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1330 } else if(arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
1331 /* We need to *round* to the nearest int here. */
1332 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1333 if (mask_size
> 1) {
1334 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
);
1336 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1339 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1343 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1344 static void shader_glsl_dot(const SHADER_OPCODE_ARG
*arg
)
1346 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1347 SHADER_BUFFER
* buffer
= arg
->buffer
;
1348 glsl_src_param_t src0_param
;
1349 glsl_src_param_t src1_param
;
1350 DWORD dst_write_mask
, src_write_mask
;
1351 unsigned int dst_size
= 0;
1353 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1354 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1356 /* dp3 works on vec3, dp4 on vec4 */
1357 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
1358 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1360 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1363 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, &src0_param
);
1364 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, &src1_param
);
1367 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1369 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1373 /* Note that this instruction has some restrictions. The destination write mask
1374 * can't contain the w component, and the source swizzles have to be .xyzw */
1375 static void shader_glsl_cross(const SHADER_OPCODE_ARG
*arg
)
1377 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1378 glsl_src_param_t src0_param
;
1379 glsl_src_param_t src1_param
;
1382 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1383 shader_glsl_append_dst(arg
->buffer
, arg
);
1384 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1385 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1386 shader_addline(arg
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1389 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1390 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1391 * GLSL uses the value as-is. */
1392 static void shader_glsl_pow(const SHADER_OPCODE_ARG
*arg
)
1394 SHADER_BUFFER
*buffer
= arg
->buffer
;
1395 glsl_src_param_t src0_param
;
1396 glsl_src_param_t src1_param
;
1397 DWORD dst_write_mask
;
1398 unsigned int dst_size
;
1400 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1401 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1403 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1404 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1407 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1409 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1413 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1414 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1415 * GLSL uses the value as-is. */
1416 static void shader_glsl_log(const SHADER_OPCODE_ARG
*arg
)
1418 SHADER_BUFFER
*buffer
= arg
->buffer
;
1419 glsl_src_param_t src0_param
;
1420 DWORD dst_write_mask
;
1421 unsigned int dst_size
;
1423 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1424 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1426 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1429 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1431 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1435 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1436 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG
*arg
)
1438 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1439 SHADER_BUFFER
* buffer
= arg
->buffer
;
1440 glsl_src_param_t src_param
;
1441 const char *instruction
;
1442 char arguments
[256];
1446 /* Determine the GLSL function to use based on the opcode */
1447 /* TODO: Possibly make this a table for faster lookups */
1448 switch (curOpcode
->opcode
) {
1449 case WINED3DSIO_MIN
: instruction
= "min"; break;
1450 case WINED3DSIO_MAX
: instruction
= "max"; break;
1451 case WINED3DSIO_ABS
: instruction
= "abs"; break;
1452 case WINED3DSIO_FRC
: instruction
= "fract"; break;
1453 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
1454 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
1455 case WINED3DSIO_SGN
: instruction
= "sign"; break;
1456 case WINED3DSIO_DSX
: instruction
= "dFdx"; break;
1457 case WINED3DSIO_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1458 default: instruction
= "";
1459 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1463 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1465 arguments
[0] = '\0';
1466 if (curOpcode
->num_params
> 0) {
1467 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src_param
);
1468 strcat(arguments
, src_param
.param_str
);
1469 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1470 strcat(arguments
, ", ");
1471 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, &src_param
);
1472 strcat(arguments
, src_param
.param_str
);
1476 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1479 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1480 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1481 * dst.x = 2^(floor(src))
1482 * dst.y = src - floor(src)
1483 * dst.z = 2^src (partial precision is allowed, but optional)
1485 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1486 * dst = 2^src; (partial precision is allowed, but optional)
1488 static void shader_glsl_expp(const SHADER_OPCODE_ARG
*arg
)
1490 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1491 glsl_src_param_t src_param
;
1493 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1495 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
1498 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1499 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1500 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1501 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1503 shader_glsl_append_dst(arg
->buffer
, arg
);
1504 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1505 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1508 unsigned int mask_size
;
1510 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1511 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1513 if (mask_size
> 1) {
1514 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1516 shader_addline(arg
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1521 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1522 static void shader_glsl_rcp(const SHADER_OPCODE_ARG
*arg
)
1524 glsl_src_param_t src_param
;
1526 unsigned int mask_size
;
1528 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1529 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1530 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1532 if (mask_size
> 1) {
1533 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1535 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1539 static void shader_glsl_rsq(const SHADER_OPCODE_ARG
*arg
)
1541 SHADER_BUFFER
* buffer
= arg
->buffer
;
1542 glsl_src_param_t src_param
;
1544 unsigned int mask_size
;
1546 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1547 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1549 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1551 if (mask_size
> 1) {
1552 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1554 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1558 /** Process signed comparison opcodes in GLSL. */
1559 static void shader_glsl_compare(const SHADER_OPCODE_ARG
*arg
)
1561 glsl_src_param_t src0_param
;
1562 glsl_src_param_t src1_param
;
1564 unsigned int mask_size
;
1566 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1567 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1568 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1569 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1571 if (mask_size
> 1) {
1572 const char *compare
;
1574 switch(arg
->opcode
->opcode
) {
1575 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1576 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1577 default: compare
= "";
1578 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1581 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1582 src0_param
.param_str
, src1_param
.param_str
);
1584 switch(arg
->opcode
->opcode
) {
1585 case WINED3DSIO_SLT
:
1586 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1587 * to return 0.0 but step returns 1.0 because step is not < x
1588 * An alternative is a bvec compare padded with an unused second component.
1589 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1590 * issue. Playing with not() is not possible either because not() does not accept
1593 shader_addline(arg
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n", src0_param
.param_str
, src1_param
.param_str
);
1595 case WINED3DSIO_SGE
:
1596 /* Here we can use the step() function and safe a conditional */
1597 shader_addline(arg
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
1600 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1606 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1607 static void shader_glsl_cmp(const SHADER_OPCODE_ARG
*arg
)
1609 glsl_src_param_t src0_param
;
1610 glsl_src_param_t src1_param
;
1611 glsl_src_param_t src2_param
;
1612 DWORD write_mask
, cmp_channel
= 0;
1615 BOOL temp_destination
= FALSE
;
1617 if(shader_is_scalar(arg
->src
[0])) {
1618 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1620 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1621 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1622 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1624 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1625 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1627 DWORD src0reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1628 DWORD src1reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1629 DWORD src2reg
= arg
->src
[2] & WINED3DSP_REGNUM_MASK
;
1630 DWORD src0regtype
= shader_get_regtype(arg
->src
[0]);
1631 DWORD src1regtype
= shader_get_regtype(arg
->src
[1]);
1632 DWORD src2regtype
= shader_get_regtype(arg
->src
[2]);
1633 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1634 DWORD dstregtype
= shader_get_regtype(arg
->dst
);
1636 /* Cycle through all source0 channels */
1637 for (i
=0; i
<4; i
++) {
1639 /* Find the destination channels which use the current source0 channel */
1640 for (j
=0; j
<4; j
++) {
1641 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1642 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1643 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1647 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1648 * The first lines may overwrite source parameters of the following lines.
1649 * Deal with that by using a temporary destination register if needed
1651 if((src0reg
== dstreg
&& src0regtype
== dstregtype
) ||
1652 (src1reg
== dstreg
&& src1regtype
== dstregtype
) ||
1653 (src2reg
== dstreg
&& src2regtype
== dstregtype
)) {
1655 write_mask
= shader_glsl_get_write_mask(arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
), mask_char
);
1656 if (!write_mask
) continue;
1657 shader_addline(arg
->buffer
, "tmp0%s = (", mask_char
);
1658 temp_destination
= TRUE
;
1660 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1661 if (!write_mask
) continue;
1664 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1665 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1666 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1668 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1669 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1672 if(temp_destination
) {
1673 shader_glsl_get_write_mask(arg
->dst
, mask_char
);
1674 shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
);
1675 shader_addline(arg
->buffer
, "tmp0%s);\n", mask_char
);
1681 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1682 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1683 * the compare is done per component of src0. */
1684 static void shader_glsl_cnd(const SHADER_OPCODE_ARG
*arg
)
1686 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1687 glsl_src_param_t src0_param
;
1688 glsl_src_param_t src1_param
;
1689 glsl_src_param_t src2_param
;
1690 DWORD write_mask
, cmp_channel
= 0;
1693 if (shader
->baseShader
.hex_version
< WINED3DPS_VERSION(1, 4)) {
1694 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1695 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1696 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1697 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1699 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1700 if(arg
->opcode_token
& WINED3DSI_COISSUE
) {
1701 shader_addline(arg
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
1703 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1704 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1708 /* Cycle through all source0 channels */
1709 for (i
=0; i
<4; i
++) {
1711 /* Find the destination channels which use the current source0 channel */
1712 for (j
=0; j
<4; j
++) {
1713 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1714 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1715 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1718 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1719 if (!write_mask
) continue;
1721 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1722 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1723 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1725 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1726 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1730 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1731 static void shader_glsl_mad(const SHADER_OPCODE_ARG
*arg
)
1733 glsl_src_param_t src0_param
;
1734 glsl_src_param_t src1_param
;
1735 glsl_src_param_t src2_param
;
1738 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1739 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1740 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1741 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1742 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n",
1743 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1746 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1747 Vertex shaders to GLSL codes */
1748 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG
*arg
)
1751 int nComponents
= 0;
1752 SHADER_OPCODE_ARG tmpArg
;
1754 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1756 /* Set constants for the temporary argument */
1757 tmpArg
.shader
= arg
->shader
;
1758 tmpArg
.buffer
= arg
->buffer
;
1759 tmpArg
.src
[0] = arg
->src
[0];
1760 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1761 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1762 tmpArg
.reg_maps
= arg
->reg_maps
;
1764 switch(arg
->opcode
->opcode
) {
1765 case WINED3DSIO_M4x4
:
1767 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1769 case WINED3DSIO_M4x3
:
1771 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1773 case WINED3DSIO_M3x4
:
1775 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1777 case WINED3DSIO_M3x3
:
1779 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1781 case WINED3DSIO_M3x2
:
1783 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1789 for (i
= 0; i
< nComponents
; i
++) {
1790 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1791 tmpArg
.src
[1] = arg
->src
[1]+i
;
1792 shader_glsl_dot(&tmpArg
);
1797 The LRP instruction performs a component-wise linear interpolation
1798 between the second and third operands using the first operand as the
1799 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1800 This is equivalent to mix(src2, src1, src0);
1802 static void shader_glsl_lrp(const SHADER_OPCODE_ARG
*arg
)
1804 glsl_src_param_t src0_param
;
1805 glsl_src_param_t src1_param
;
1806 glsl_src_param_t src2_param
;
1809 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1811 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1812 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1813 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1815 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n",
1816 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
1819 /** Process the WINED3DSIO_LIT instruction in GLSL:
1820 * dst.x = dst.w = 1.0
1821 * dst.y = (src0.x > 0) ? src0.x
1822 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1823 * where src.w is clamped at +- 128
1825 static void shader_glsl_lit(const SHADER_OPCODE_ARG
*arg
)
1827 glsl_src_param_t src0_param
;
1828 glsl_src_param_t src1_param
;
1829 glsl_src_param_t src3_param
;
1832 shader_glsl_append_dst(arg
->buffer
, arg
);
1833 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1835 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1836 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
1837 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
1839 /* The sdk specifies the instruction like this
1841 * if(src.x > 0.0) dst.y = src.x
1843 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1847 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1848 * dst.x = 1.0 ... No further explanation needed
1849 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1850 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1851 * dst.w = 1.0. ... Nothing fancy.
1853 * So we still have one conditional in there. So do this:
1854 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1856 * 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),
1857 * 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.
1858 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1860 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",
1861 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
1864 /** Process the WINED3DSIO_DST instruction in GLSL:
1866 * dst.y = src0.x * src0.y
1870 static void shader_glsl_dst(const SHADER_OPCODE_ARG
*arg
)
1872 glsl_src_param_t src0y_param
;
1873 glsl_src_param_t src0z_param
;
1874 glsl_src_param_t src1y_param
;
1875 glsl_src_param_t src1w_param
;
1878 shader_glsl_append_dst(arg
->buffer
, arg
);
1879 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1881 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
1882 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
1883 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
1884 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
1886 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1887 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
1890 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1891 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1892 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1894 * dst.x = cos(src0.?)
1895 * dst.y = sin(src0.?)
1899 static void shader_glsl_sincos(const SHADER_OPCODE_ARG
*arg
)
1901 glsl_src_param_t src0_param
;
1904 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1905 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1907 switch (write_mask
) {
1908 case WINED3DSP_WRITEMASK_0
:
1909 shader_addline(arg
->buffer
, "cos(%s));\n", src0_param
.param_str
);
1912 case WINED3DSP_WRITEMASK_1
:
1913 shader_addline(arg
->buffer
, "sin(%s));\n", src0_param
.param_str
);
1916 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
1917 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1921 ERR("Write mask should be .x, .y or .xy\n");
1926 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1927 * Start a for() loop where src1.y is the initial value of aL,
1928 * increment aL by src1.z for a total of src1.x iterations.
1929 * Need to use a temporary variable for this operation.
1931 /* FIXME: I don't think nested loops will work correctly this way. */
1932 static void shader_glsl_loop(const SHADER_OPCODE_ARG
*arg
)
1934 glsl_src_param_t src1_param
;
1935 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1936 DWORD regtype
= shader_get_regtype(arg
->src
[1]);
1937 DWORD reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1938 const DWORD
*control_values
= NULL
;
1939 const local_constant
*constant
;
1941 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
1943 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
1944 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
1945 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
1948 if(regtype
== WINED3DSPR_CONSTINT
) {
1949 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
1950 if(constant
->idx
== reg
) {
1951 control_values
= constant
->value
;
1957 if(control_values
) {
1958 if(control_values
[2] > 0) {
1959 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
1960 shader
->baseShader
.cur_loop_depth
, control_values
[1],
1961 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
1962 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
1963 } else if(control_values
[2] == 0) {
1964 shader_addline(arg
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
1965 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
1966 shader
->baseShader
.cur_loop_depth
, control_values
[0],
1967 shader
->baseShader
.cur_loop_depth
);
1969 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
1970 shader
->baseShader
.cur_loop_depth
, control_values
[1],
1971 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
1972 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
1975 shader_addline(arg
->buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
1976 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
1977 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
1978 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
1981 shader
->baseShader
.cur_loop_depth
++;
1982 shader
->baseShader
.cur_loop_regno
++;
1985 static void shader_glsl_end(const SHADER_OPCODE_ARG
*arg
)
1987 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
1989 shader_addline(arg
->buffer
, "}\n");
1991 if(arg
->opcode
->opcode
== WINED3DSIO_ENDLOOP
) {
1992 shader
->baseShader
.cur_loop_depth
--;
1993 shader
->baseShader
.cur_loop_regno
--;
1995 if(arg
->opcode
->opcode
== WINED3DSIO_ENDREP
) {
1996 shader
->baseShader
.cur_loop_depth
--;
2000 static void shader_glsl_rep(const SHADER_OPCODE_ARG
*arg
)
2002 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2003 glsl_src_param_t src0_param
;
2005 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2006 shader_addline(arg
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2007 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2008 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2009 shader
->baseShader
.cur_loop_depth
++;
2012 static void shader_glsl_if(const SHADER_OPCODE_ARG
*arg
)
2014 glsl_src_param_t src0_param
;
2016 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2017 shader_addline(arg
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2020 static void shader_glsl_ifc(const SHADER_OPCODE_ARG
*arg
)
2022 glsl_src_param_t src0_param
;
2023 glsl_src_param_t src1_param
;
2025 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2026 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2028 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
2029 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2032 static void shader_glsl_else(const SHADER_OPCODE_ARG
*arg
)
2034 shader_addline(arg
->buffer
, "} else {\n");
2037 static void shader_glsl_break(const SHADER_OPCODE_ARG
*arg
)
2039 shader_addline(arg
->buffer
, "break;\n");
2042 /* FIXME: According to MSDN the compare is done per component. */
2043 static void shader_glsl_breakc(const SHADER_OPCODE_ARG
*arg
)
2045 glsl_src_param_t src0_param
;
2046 glsl_src_param_t src1_param
;
2048 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2049 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2051 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
2052 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2055 static void shader_glsl_label(const SHADER_OPCODE_ARG
*arg
)
2058 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2059 shader_addline(arg
->buffer
, "}\n");
2060 shader_addline(arg
->buffer
, "void subroutine%u () {\n", snum
);
2063 static void shader_glsl_call(const SHADER_OPCODE_ARG
*arg
)
2065 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2066 shader_addline(arg
->buffer
, "subroutine%u();\n", snum
);
2069 static void shader_glsl_callnz(const SHADER_OPCODE_ARG
*arg
)
2071 glsl_src_param_t src1_param
;
2073 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2074 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2075 shader_addline(arg
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, snum
);
2078 /*********************************************
2079 * Pixel Shader Specific Code begins here
2080 ********************************************/
2081 static void pshader_glsl_tex(const SHADER_OPCODE_ARG
*arg
)
2083 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2084 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2085 DWORD hex_version
= This
->baseShader
.hex_version
;
2086 char dst_swizzle
[6];
2087 glsl_sample_function_t sample_function
;
2090 BOOL projected
, texrect
= FALSE
;
2093 /* All versions have a destination register */
2094 shader_glsl_append_dst(arg
->buffer
, arg
);
2096 /* 1.0-1.4: Use destination register as sampler source.
2097 * 2.0+: Use provided sampler source. */
2098 if (hex_version
< WINED3DPS_VERSION(2,0)) {
2099 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2101 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2103 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2105 if (hex_version
< WINED3DPS_VERSION(1,4)) {
2106 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2108 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2109 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
2111 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2112 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2113 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2114 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2115 case WINED3DTTFF_COUNT4
:
2116 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2121 } else if (hex_version
< WINED3DPS_VERSION(2,0)) {
2122 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2124 if (src_mod
== WINED3DSPSM_DZ
) {
2126 mask
= WINED3DSP_WRITEMASK_2
;
2127 } else if (src_mod
== WINED3DSPSM_DW
) {
2129 mask
= WINED3DSP_WRITEMASK_3
;
2134 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
2135 /* ps 2.0 texldp instruction always divides by the fourth component. */
2137 mask
= WINED3DSP_WRITEMASK_3
;
2143 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2144 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2148 shader_glsl_get_sample_function(sampler_type
, projected
, texrect
, &sample_function
);
2149 mask
|= sample_function
.coord_mask
;
2151 if (hex_version
< WINED3DPS_VERSION(2,0)) {
2152 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2154 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2157 /* 1.0-1.3: Use destination register as coordinate source.
2158 1.4+: Use provided coordinate source register. */
2159 if (hex_version
< WINED3DPS_VERSION(1,4)) {
2161 shader_glsl_get_write_mask(mask
, coord_mask
);
2162 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
2163 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
2165 glsl_src_param_t coord_param
;
2166 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, &coord_param
);
2167 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
2168 glsl_src_param_t bias
;
2169 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2171 shader_addline(arg
->buffer
, "%s(Psampler%u, %s, %s)%s);\n",
2172 sample_function
.name
, sampler_idx
, coord_param
.param_str
,
2173 bias
.param_str
, dst_swizzle
);
2175 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
2176 sample_function
.name
, sampler_idx
, coord_param
.param_str
, dst_swizzle
);
2181 static void shader_glsl_texldl(const SHADER_OPCODE_ARG
*arg
)
2183 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
2184 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2185 glsl_sample_function_t sample_function
;
2186 glsl_src_param_t coord_param
, lod_param
;
2187 char dst_swizzle
[6];
2190 BOOL texrect
= FALSE
;
2192 shader_glsl_append_dst(arg
->buffer
, arg
);
2193 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2195 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2196 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2197 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2198 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2201 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
);
2203 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2205 if (shader_is_pshader_version(This
->baseShader
.hex_version
)) {
2206 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2207 * However, they seem to work just fine in fragment shaders as well. */
2208 WARN("Using %sLod in fragment shader.\n", sample_function
.name
);
2209 shader_addline(arg
->buffer
, "%sLod(Psampler%u, %s, %s)%s);\n",
2210 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2212 shader_addline(arg
->buffer
, "%sLod(Vsampler%u, %s, %s)%s);\n",
2213 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2217 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG
*arg
)
2219 /* FIXME: Make this work for more than just 2D textures */
2221 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2222 SHADER_BUFFER
* buffer
= arg
->buffer
;
2223 DWORD hex_version
= This
->baseShader
.hex_version
;
2227 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2228 shader_glsl_get_write_mask(write_mask
, dst_mask
);
2230 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
2231 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2232 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
2234 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
2235 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2236 char dst_swizzle
[6];
2238 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2240 if (src_mod
== WINED3DSPSM_DZ
) {
2241 glsl_src_param_t div_param
;
2242 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2243 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2245 if (mask_size
> 1) {
2246 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2248 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2250 } else if (src_mod
== WINED3DSPSM_DW
) {
2251 glsl_src_param_t div_param
;
2252 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2253 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2255 if (mask_size
> 1) {
2256 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2258 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2261 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2266 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2267 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2268 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2269 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG
*arg
)
2271 glsl_src_param_t src0_param
;
2273 glsl_sample_function_t sample_function
;
2274 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2275 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2276 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2278 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2280 shader_glsl_append_dst(arg
->buffer
, arg
);
2281 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2283 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2284 * scalar, and projected sampling would require 4.
2286 * It is a dependent read - not valid with conditional NP2 textures
2288 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2290 switch(count_bits(sample_function
.coord_mask
)) {
2292 shader_addline(arg
->buffer
, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2293 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2297 shader_addline(arg
->buffer
, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2298 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2302 shader_addline(arg
->buffer
, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2303 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2306 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function
.coord_mask
));
2310 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2311 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2312 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG
*arg
)
2314 glsl_src_param_t src0_param
;
2315 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2316 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2318 unsigned int mask_size
;
2320 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2321 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2322 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2324 if (mask_size
> 1) {
2325 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2327 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2331 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2332 * Calculate the depth as dst.x / dst.y */
2333 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG
*arg
)
2335 glsl_dst_param_t dst_param
;
2337 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2339 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2340 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2341 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2342 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2345 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
);
2348 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2349 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2350 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2351 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2353 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG
*arg
)
2355 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2356 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2357 glsl_src_param_t src0_param
;
2359 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2361 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2362 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2365 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2366 * Calculate the 1st of a 2-row matrix multiplication. */
2367 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG
*arg
)
2369 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2370 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2371 SHADER_BUFFER
* buffer
= arg
->buffer
;
2372 glsl_src_param_t src0_param
;
2374 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2375 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2378 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2379 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2380 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG
* arg
)
2382 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2383 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2384 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2385 SHADER_BUFFER
* buffer
= arg
->buffer
;
2386 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2387 glsl_src_param_t src0_param
;
2389 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2390 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2391 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2394 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG
*arg
)
2396 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2397 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2398 SHADER_BUFFER
* buffer
= arg
->buffer
;
2399 glsl_src_param_t src0_param
;
2402 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2403 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2405 shader_glsl_append_dst(buffer
, arg
);
2406 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2408 /* Sample the texture using the calculated coordinates */
2409 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
2412 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2413 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2414 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG
*arg
)
2416 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2417 glsl_src_param_t src0_param
;
2419 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2420 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2421 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2422 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2423 glsl_sample_function_t sample_function
;
2425 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2426 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2428 shader_glsl_append_dst(arg
->buffer
, arg
);
2429 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2430 /* Dependent read, not valid with conditional NP2 */
2431 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2433 /* Sample the texture using the calculated coordinates */
2434 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2436 current_state
->current_row
= 0;
2439 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2440 * Perform the 3rd row of a 3x3 matrix multiply */
2441 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG
*arg
)
2443 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2444 glsl_src_param_t src0_param
;
2446 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2447 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2448 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2450 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2452 shader_glsl_append_dst(arg
->buffer
, arg
);
2453 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2454 shader_addline(arg
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2456 current_state
->current_row
= 0;
2459 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2460 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2461 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG
*arg
)
2463 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2464 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2465 glsl_src_param_t src0_param
;
2466 glsl_src_param_t src1_param
;
2468 SHADER_BUFFER
* buffer
= arg
->buffer
;
2469 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2470 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2471 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2472 glsl_sample_function_t sample_function
;
2474 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2475 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
2477 /* Perform the last matrix multiply operation */
2478 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2479 /* Reflection calculation */
2480 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2482 shader_glsl_append_dst(buffer
, arg
);
2483 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2484 /* Dependent read, not valid with conditional NP2 */
2485 shader_glsl_get_sample_function(stype
, FALSE
, FALSE
, &sample_function
);
2487 /* Sample the texture */
2488 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2490 current_state
->current_row
= 0;
2493 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2494 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2495 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG
*arg
)
2497 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2498 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2499 SHADER_BUFFER
* buffer
= arg
->buffer
;
2500 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2501 glsl_src_param_t src0_param
;
2503 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2504 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2505 glsl_sample_function_t sample_function
;
2507 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2509 /* Perform the last matrix multiply operation */
2510 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2512 /* Construct the eye-ray vector from w coordinates */
2513 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2514 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2515 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2517 shader_glsl_append_dst(buffer
, arg
);
2518 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2519 /* Dependent read, not valid with conditional NP2 */
2520 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2522 /* Sample the texture using the calculated coordinates */
2523 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2525 current_state
->current_row
= 0;
2528 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2529 * Apply a fake bump map transform.
2530 * texbem is pshader <= 1.3 only, this saves a few version checks
2532 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG
*arg
)
2534 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2535 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2536 char dst_swizzle
[6];
2537 glsl_sample_function_t sample_function
;
2538 glsl_src_param_t coord_param
;
2545 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2546 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2548 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2549 /* Dependent read, not valid with conditional NP2 */
2550 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2551 mask
= sample_function
.coord_mask
;
2553 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2555 shader_glsl_get_write_mask(mask
, coord_mask
);
2557 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2558 * so we can't let the GL handle this.
2560 if (flags
& WINED3DTTFF_PROJECTED
) {
2562 char coord_div_mask
[3];
2563 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2564 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2565 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2566 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2567 case WINED3DTTFF_COUNT4
:
2568 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2570 shader_glsl_get_write_mask(div_mask
, coord_div_mask
);
2571 shader_addline(arg
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2574 shader_glsl_append_dst(arg
->buffer
, arg
);
2575 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &coord_param
);
2576 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
) {
2577 glsl_src_param_t luminance_param
;
2578 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
2579 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",
2580 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
,
2581 luminance_param
.param_str
, sampler_idx
, sampler_idx
, dst_swizzle
);
2583 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2584 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
, dst_swizzle
);
2588 static void pshader_glsl_bem(const SHADER_OPCODE_ARG
*arg
)
2590 glsl_src_param_t src0_param
, src1_param
;
2591 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2593 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src0_param
);
2594 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src1_param
);
2596 shader_glsl_append_dst(arg
->buffer
, arg
);
2597 shader_addline(arg
->buffer
, "%s + bumpenvmat%d * %s);\n",
2598 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
2601 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2602 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2603 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG
*arg
)
2605 glsl_src_param_t src0_param
;
2606 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2609 shader_glsl_append_dst(arg
->buffer
, arg
);
2610 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2611 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2613 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2616 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2617 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2618 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG
*arg
)
2620 glsl_src_param_t src0_param
;
2621 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2624 shader_glsl_append_dst(arg
->buffer
, arg
);
2625 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2626 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2628 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2631 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2632 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2633 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG
*arg
)
2635 glsl_src_param_t src0_param
;
2637 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2638 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2639 glsl_sample_function_t sample_function
;
2641 shader_glsl_append_dst(arg
->buffer
, arg
);
2642 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2643 /* Dependent read, not valid with conditional NP2 */
2644 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2645 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
2647 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2650 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2651 * If any of the first 3 components are < 0, discard this pixel */
2652 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG
*arg
)
2654 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2655 DWORD hex_version
= This
->baseShader
.hex_version
;
2656 glsl_dst_param_t dst_param
;
2658 /* The argument is a destination parameter, and no writemasks are allowed */
2659 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2660 if((hex_version
>= WINED3DPS_VERSION(2,0))) {
2661 /* 2.0 shaders compare all 4 components in texkill */
2662 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
2664 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2665 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2666 * 4 components are defined, only the first 3 are used
2668 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
2672 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2673 * dst = dot2(src0, src1) + src2 */
2674 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG
*arg
)
2676 glsl_src_param_t src0_param
;
2677 glsl_src_param_t src1_param
;
2678 glsl_src_param_t src2_param
;
2680 unsigned int mask_size
;
2682 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2683 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2685 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2686 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2687 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
2689 if (mask_size
> 1) {
2690 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
);
2692 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2696 static void pshader_glsl_input_pack(SHADER_BUFFER
* buffer
, const struct semantic
* semantics_in
,
2697 IWineD3DPixelShader
*iface
, enum vertexprocessing_mode vertexprocessing
)
2700 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
2702 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
2704 DWORD usage_token
= semantics_in
[i
].usage
;
2705 DWORD register_token
= semantics_in
[i
].reg
;
2706 DWORD usage
, usage_idx
;
2710 if (!usage_token
) continue;
2711 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2712 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2713 shader_glsl_get_write_mask(register_token
, reg_mask
);
2717 case WINED3DDECLUSAGE_TEXCOORD
:
2718 if(usage_idx
< 8 && vertexprocessing
== pretransformed
) {
2719 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2720 This
->input_reg_map
[i
], reg_mask
, usage_idx
, reg_mask
);
2722 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2723 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2727 case WINED3DDECLUSAGE_COLOR
:
2729 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
2730 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2731 else if (usage_idx
== 1)
2732 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2733 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2735 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2736 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2740 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2741 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2746 /*********************************************
2747 * Vertex Shader Specific Code begins here
2748 ********************************************/
2750 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
2751 glsl_program_key_t
*key
;
2753 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2754 key
->vshader
= entry
->vshader
;
2755 key
->pshader
= entry
->pshader
;
2756 key
->ps_args
= entry
->ps_args
;
2758 hash_table_put(priv
->glsl_program_lookup
, key
, entry
);
2761 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
2762 GLhandleARB vshader
, IWineD3DPixelShader
*pshader
, struct ps_compile_args
*ps_args
) {
2763 glsl_program_key_t key
;
2765 key
.vshader
= vshader
;
2766 key
.pshader
= pshader
;
2767 key
.ps_args
= *ps_args
;
2769 return (struct glsl_shader_prog_link
*)hash_table_get(priv
->glsl_program_lookup
, &key
);
2772 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const WineD3D_GL_Info
*gl_info
,
2773 struct glsl_shader_prog_link
*entry
)
2775 glsl_program_key_t
*key
;
2777 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2778 key
->vshader
= entry
->vshader
;
2779 key
->pshader
= entry
->pshader
;
2780 key
->ps_args
= entry
->ps_args
;
2781 hash_table_remove(priv
->glsl_program_lookup
, key
);
2783 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
2784 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
2785 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
2786 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
2787 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
2788 HeapFree(GetProcessHeap(), 0, entry
);
2791 static void handle_ps3_input(SHADER_BUFFER
*buffer
, const struct semantic
*semantics_in
,
2792 const struct semantic
*semantics_out
, const WineD3D_GL_Info
*gl_info
, const DWORD
*map
)
2795 DWORD usage_token
, usage_token_out
;
2796 DWORD register_token
, register_token_out
;
2797 DWORD usage
, usage_idx
, usage_out
, usage_idx_out
;
2800 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
2801 char reg_mask
[6], reg_mask_out
[6];
2802 char destination
[50];
2804 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
2806 if (!semantics_out
) {
2807 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
2808 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
2809 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
2812 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
2813 usage_token
= semantics_in
[i
].usage
;
2814 if (!usage_token
) continue;
2817 if (in_idx
>= (in_count
+ 2)) {
2818 FIXME("More input varyings declared than supported, expect issues\n");
2820 } else if(map
[i
] == -1) {
2821 /* Declared, but not read register */
2825 if (in_idx
== in_count
) {
2826 sprintf(destination
, "gl_FrontColor");
2827 } else if (in_idx
== in_count
+ 1) {
2828 sprintf(destination
, "gl_FrontSecondaryColor");
2830 sprintf(destination
, "IN[%u]", in_idx
);
2833 register_token
= semantics_in
[i
].reg
;
2835 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2836 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2837 set
[map
[i
]] = shader_glsl_get_write_mask(register_token
, reg_mask
);
2839 if(!semantics_out
) {
2841 case WINED3DDECLUSAGE_COLOR
:
2843 shader_addline(buffer
, "%s%s = front_color%s;\n",
2844 destination
, reg_mask
, reg_mask
);
2845 else if (usage_idx
== 1)
2846 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
2847 destination
, reg_mask
, reg_mask
);
2849 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2850 destination
, reg_mask
, reg_mask
);
2853 case WINED3DDECLUSAGE_TEXCOORD
:
2854 if (usage_idx
< 8) {
2855 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
2856 destination
, reg_mask
, usage_idx
, reg_mask
);
2858 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2859 destination
, reg_mask
, reg_mask
);
2863 case WINED3DDECLUSAGE_FOG
:
2864 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2865 destination
, reg_mask
, reg_mask
);
2869 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2870 destination
, reg_mask
, reg_mask
);
2874 for(j
= 0; j
< MAX_REG_OUTPUT
; j
++) {
2875 usage_token_out
= semantics_out
[j
].usage
;
2876 if (!usage_token_out
) continue;
2877 register_token_out
= semantics_out
[j
].reg
;
2879 usage_out
= (usage_token_out
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2880 usage_idx_out
= (usage_token_out
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2881 shader_glsl_get_write_mask(register_token_out
, reg_mask_out
);
2883 if(usage
== usage_out
&&
2884 usage_idx
== usage_idx_out
) {
2885 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
2886 destination
, reg_mask
, j
, reg_mask
);
2891 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2892 destination
, reg_mask
, reg_mask
);
2897 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2898 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2899 * input varyings are assigned above, if the optimizer works properly.
2901 for(i
= 0; i
< in_count
+ 2; i
++) {
2902 if(set
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2903 unsigned int size
= 0;
2904 memset(reg_mask
, 0, sizeof(reg_mask
));
2905 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
2906 reg_mask
[size
] = 'x';
2909 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
2910 reg_mask
[size
] = 'y';
2913 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
2914 reg_mask
[size
] = 'z';
2917 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
2918 reg_mask
[size
] = 'w';
2922 if (i
== in_count
) {
2923 sprintf(destination
, "gl_FrontColor");
2924 } else if (i
== in_count
+ 1) {
2925 sprintf(destination
, "gl_FrontSecondaryColor");
2927 sprintf(destination
, "IN[%u]", i
);
2931 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
2933 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
2938 HeapFree(GetProcessHeap(), 0, set
);
2941 static GLhandleARB
generate_param_reorder_function(IWineD3DVertexShader
*vertexshader
,
2942 IWineD3DPixelShader
*pixelshader
, const WineD3D_GL_Info
*gl_info
)
2944 GLhandleARB ret
= 0;
2945 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
2946 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
2947 IWineD3DDeviceImpl
*device
;
2948 DWORD vs_major
= WINED3DSHADER_VERSION_MAJOR(vs
->baseShader
.hex_version
);
2949 DWORD ps_major
= ps
? WINED3DSHADER_VERSION_MAJOR(ps
->baseShader
.hex_version
) : 0;
2951 SHADER_BUFFER buffer
;
2953 DWORD register_token
;
2954 DWORD usage
, usage_idx
, writemask
;
2956 const struct semantic
*semantics_out
, *semantics_in
;
2958 buffer
.buffer
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, SHADER_PGMSIZE
);
2961 buffer
.newline
= TRUE
;
2963 shader_addline(&buffer
, "#version 120\n");
2965 if(vs_major
< 3 && ps_major
< 3) {
2966 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
2967 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
2969 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
2970 if((GLINFO_LOCATION
).set_texcoord_w
&& ps_major
== 0 && vs_major
> 0 &&
2971 !device
->frag_pipe
->ffp_proj_control
) {
2972 shader_addline(&buffer
, "void order_ps_input() {\n");
2973 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
2974 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
2975 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
2976 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
2979 shader_addline(&buffer
, "}\n");
2981 shader_addline(&buffer
, "void order_ps_input() { /* do nothing */ }\n");
2983 } else if(ps_major
< 3 && vs_major
>= 3) {
2984 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
2985 semantics_out
= vs
->semantics_out
;
2987 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
2988 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
2989 usage_token
= semantics_out
[i
].usage
;
2990 if (!usage_token
) continue;
2991 register_token
= semantics_out
[i
].reg
;
2993 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2994 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2995 writemask
= shader_glsl_get_write_mask(register_token
, reg_mask
);
2998 case WINED3DDECLUSAGE_COLOR
:
3000 shader_addline(&buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3001 else if (usage_idx
== 1)
3002 shader_addline(&buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3005 case WINED3DDECLUSAGE_POSITION
:
3006 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3009 case WINED3DDECLUSAGE_TEXCOORD
:
3010 if (usage_idx
< 8) {
3011 if(!(GLINFO_LOCATION
).set_texcoord_w
|| ps_major
> 0) writemask
|= WINED3DSP_WRITEMASK_3
;
3013 shader_addline(&buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3014 usage_idx
, reg_mask
, i
, reg_mask
);
3015 if(!(writemask
& WINED3DSP_WRITEMASK_3
)) {
3016 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", usage_idx
);
3021 case WINED3DDECLUSAGE_PSIZE
:
3022 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3025 case WINED3DDECLUSAGE_FOG
:
3026 shader_addline(&buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3033 shader_addline(&buffer
, "}\n");
3035 } else if(ps_major
>= 3 && vs_major
>= 3) {
3036 semantics_out
= vs
->semantics_out
;
3037 semantics_in
= ps
->semantics_in
;
3039 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3040 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3041 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3043 /* First, sort out position and point size. Those are not passed to the pixel shader */
3044 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3045 usage_token
= semantics_out
[i
].usage
;
3046 if (!usage_token
) continue;
3047 register_token
= semantics_out
[i
].reg
;
3049 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3050 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3051 shader_glsl_get_write_mask(register_token
, reg_mask
);
3054 case WINED3DDECLUSAGE_POSITION
:
3055 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3058 case WINED3DDECLUSAGE_PSIZE
:
3059 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3067 /* Then, fix the pixel shader input */
3068 handle_ps3_input(&buffer
, semantics_in
, semantics_out
, gl_info
, ps
->input_reg_map
);
3070 shader_addline(&buffer
, "}\n");
3071 } else if(ps_major
>= 3 && vs_major
< 3) {
3072 semantics_in
= ps
->semantics_in
;
3074 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3075 shader_addline(&buffer
, "void order_ps_input() {\n");
3076 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3077 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3078 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3080 handle_ps3_input(&buffer
, semantics_in
, NULL
, gl_info
, ps
->input_reg_map
);
3081 shader_addline(&buffer
, "}\n");
3083 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3086 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3087 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3088 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
.buffer
, NULL
));
3089 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3090 GL_EXTCALL(glCompileShaderARB(ret
));
3091 checkGLcall("glCompileShaderARB(ret)");
3093 HeapFree(GetProcessHeap(), 0, buffer
.buffer
);
3097 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const WineD3D_GL_Info
*gl_info
,
3098 GLhandleARB programId
, char prefix
)
3100 const local_constant
*lconst
;
3105 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3106 value
= (const float *)lconst
->value
;
3107 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3108 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3109 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3111 checkGLcall("Hardcoding local constants\n");
3114 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3115 * It sets the programId on the current StateBlock (because it should be called
3116 * inside of the DrawPrimitive() part of the render loop).
3118 * If a program for the given combination does not exist, create one, and store
3119 * the program in the hash table. If it creates a program, it will link the
3120 * given objects, too.
3122 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
3123 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3124 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3125 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3126 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
3127 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
3128 struct glsl_shader_prog_link
*entry
= NULL
;
3129 GLhandleARB programId
= 0;
3130 GLhandleARB reorder_shader_id
= 0;
3133 GLhandleARB vshader_id
, pshader_id
;
3134 struct ps_compile_args compile_args
;
3137 IWineD3DVertexShaderImpl_CompileShader(vshader
);
3138 vshader_id
= ((IWineD3DVertexShaderImpl
*)vshader
)->prgId
;
3143 find_ps_compile_args((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
, This
->stateBlock
, &compile_args
);
3145 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3146 memset(&compile_args
, 0, sizeof(compile_args
));
3148 entry
= get_glsl_program_entry(priv
, vshader_id
, pshader
, &compile_args
);
3150 priv
->glsl_program
= entry
;
3154 /* If we get to this point, then no matching program exists, so we create one */
3155 programId
= GL_EXTCALL(glCreateProgramObjectARB());
3156 TRACE("Created new GLSL shader program %u\n", programId
);
3158 /* Create the entry */
3159 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
3160 entry
->programId
= programId
;
3161 entry
->vshader
= vshader_id
;
3162 entry
->pshader
= pshader
;
3163 entry
->ps_args
= compile_args
;
3164 /* Add the hash table entry */
3165 add_glsl_program_entry(priv
, entry
);
3167 /* Set the current program */
3168 priv
->glsl_program
= entry
;
3170 /* Attach GLSL vshader */
3172 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
3175 reorder_shader_id
= generate_param_reorder_function(vshader
, pshader
, gl_info
);
3176 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
3177 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
3178 checkGLcall("glAttachObjectARB");
3179 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3182 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
3184 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
3185 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
3186 checkGLcall("glAttachObjectARB");
3188 /* Bind vertex attributes to a corresponding index number to match
3189 * the same index numbers as ARB_vertex_programs (makes loading
3190 * vertex attributes simpler). With this method, we can use the
3191 * exact same code to load the attributes later for both ARB and
3194 * We have to do this here because we need to know the Program ID
3195 * in order to make the bindings work, and it has to be done prior
3196 * to linking the GLSL program. */
3197 for (i
= 0; i
< max_attribs
; ++i
) {
3198 if (((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.attributes
[i
]) {
3199 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
3200 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
3203 checkGLcall("glBindAttribLocationARB");
3205 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
3209 pshader_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) pshader
, &compile_args
);
3214 /* Attach GLSL pshader */
3216 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
3217 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
3218 checkGLcall("glAttachObjectARB");
3220 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
3223 /* Link the program */
3224 TRACE("Linking GLSL shader program %u\n", programId
);
3225 GL_EXTCALL(glLinkProgramARB(programId
));
3226 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
3228 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
3229 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
3230 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
3231 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3233 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3234 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
3235 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3237 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
3238 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
3239 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
3240 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3242 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3243 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
3244 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3248 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*)pshader
)->numbumpenvmatconsts
; i
++) {
3250 sprintf(name
, "bumpenvmat%d", ((IWineD3DPixelShaderImpl
*)pshader
)->bumpenvmatconst
[i
].texunit
);
3251 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3252 sprintf(name
, "luminancescale%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3253 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3254 sprintf(name
, "luminanceoffset%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3255 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3260 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
3261 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
3262 checkGLcall("Find glsl program uniform locations");
3264 if (pshader
&& WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.hex_version
) >= 3
3265 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> GL_LIMITS(glsl_varyings
) / 4) {
3266 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
3267 entry
->vertex_color_clamp
= GL_FALSE
;
3269 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
3272 /* Set the shader to allow uniform loading on it */
3273 GL_EXTCALL(glUseProgramObjectARB(programId
));
3274 checkGLcall("glUseProgramObjectARB(programId)");
3276 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3277 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3278 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3279 * vertex shader with fixed function pixel processing is used we make sure that the card
3280 * supports enough samplers to allow the max number of vertex samplers with all possible
3281 * fixed function fragment processing setups. So once the program is linked these samplers
3285 /* Load vertex shader samplers */
3286 shader_glsl_load_vsamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3289 /* Load pixel shader samplers */
3290 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3293 /* If the local constants do not have to be loaded with the environment constants,
3294 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3297 if(pshader
&& !((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.load_local_constsF
) {
3298 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
3300 if(vshader
&& !((IWineD3DVertexShaderImpl
*)vshader
)->baseShader
.load_local_constsF
) {
3301 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
3305 static GLhandleARB
create_glsl_blt_shader(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
3307 GLhandleARB program_id
;
3308 GLhandleARB vshader_id
, pshader_id
;
3309 const char *blt_vshader
[] = {
3313 " gl_Position = gl_Vertex;\n"
3314 " gl_FrontColor = vec4(1.0);\n"
3315 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3319 const char *blt_pshaders
[tex_type_count
] = {
3324 "uniform sampler2D sampler;\n"
3327 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3333 "uniform samplerCube sampler;\n"
3336 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3340 "#extension GL_ARB_texture_rectangle : enable\n"
3341 "uniform sampler2DRect sampler;\n"
3344 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3348 if (!blt_pshaders
[tex_type
])
3350 FIXME("tex_type %#x not supported\n", tex_type
);
3354 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3355 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
3356 GL_EXTCALL(glCompileShaderARB(vshader_id
));
3358 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3359 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshaders
[tex_type
], NULL
));
3360 GL_EXTCALL(glCompileShaderARB(pshader_id
));
3362 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
3363 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
3364 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
3365 GL_EXTCALL(glLinkProgramARB(program_id
));
3367 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
3369 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3372 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
3373 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
3377 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
3378 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3379 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3380 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3381 GLhandleARB program_id
= 0;
3382 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
3384 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3386 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
3387 else priv
->glsl_program
= NULL
;
3389 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3391 if (old_vertex_color_clamp
!= current_vertex_color_clamp
) {
3392 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
3393 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
3394 checkGLcall("glClampColorARB");
3396 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3400 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3401 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3402 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3403 checkGLcall("glUseProgramObjectARB");
3406 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
3407 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3408 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3409 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*) This
->shader_priv
;
3410 GLhandleARB
*blt_program
= &priv
->depth_blt_program
[tex_type
];
3412 if (!*blt_program
) {
3414 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
);
3415 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
3416 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
3417 GL_EXTCALL(glUniform1iARB(loc
, 0));
3419 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
3423 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
3424 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3425 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3426 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*) This
->shader_priv
;
3427 GLhandleARB program_id
;
3429 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3430 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3432 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3433 checkGLcall("glUseProgramObjectARB");
3436 static void shader_glsl_cleanup(IWineD3DDevice
*iface
) {
3437 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3438 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3439 GL_EXTCALL(glUseProgramObjectARB(0));
3442 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
3443 const struct list
*linked_programs
;
3444 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
3445 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3446 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)device
->shader_priv
;
3447 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
3448 IWineD3DPixelShaderImpl
*ps
= NULL
;
3449 IWineD3DVertexShaderImpl
*vs
= NULL
;
3451 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3452 * can be called from IWineD3DBaseShader::Release
3454 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
3457 ps
= (IWineD3DPixelShaderImpl
*) This
;
3458 if(ps
->num_gl_shaders
== 0) return;
3460 vs
= (IWineD3DVertexShaderImpl
*) This
;
3461 if(vs
->prgId
== 0) return;
3464 linked_programs
= &This
->baseShader
.linked_programs
;
3466 TRACE("Deleting linked programs\n");
3467 if (linked_programs
->next
) {
3468 struct glsl_shader_prog_link
*entry
, *entry2
;
3471 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
3472 delete_glsl_program_entry(priv
, gl_info
, entry
);
3475 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
3476 delete_glsl_program_entry(priv
, gl_info
, entry
);
3485 for(i
= 0; i
< ps
->num_gl_shaders
; i
++) {
3486 TRACE("deleting pshader %u\n", ps
->gl_shaders
[i
].prgId
);
3487 GL_EXTCALL(glDeleteObjectARB(ps
->gl_shaders
[i
].prgId
));
3488 checkGLcall("glDeleteObjectARB");
3491 HeapFree(GetProcessHeap(), 0, ps
->gl_shaders
);
3492 ps
->gl_shaders
= NULL
;
3493 ps
->num_gl_shaders
= 0;
3495 TRACE("Deleting shader object %u\n", vs
->prgId
);
3497 GL_EXTCALL(glDeleteObjectARB(vs
->prgId
));
3498 checkGLcall("glDeleteObjectARB");
3501 vs
->baseShader
.is_compiled
= FALSE
;
3505 static unsigned int glsl_program_key_hash(const void *key
)
3507 const glsl_program_key_t
*k
= (const glsl_program_key_t
*)key
;
3509 unsigned int hash
= k
->vshader
| ((DWORD_PTR
) k
->pshader
) << 16;
3510 hash
+= ~(hash
<< 15);
3511 hash
^= (hash
>> 10);
3512 hash
+= (hash
<< 3);
3513 hash
^= (hash
>> 6);
3514 hash
+= ~(hash
<< 11);
3515 hash
^= (hash
>> 16);
3520 static BOOL
glsl_program_key_compare(const void *keya
, const void *keyb
)
3522 const glsl_program_key_t
*ka
= (const glsl_program_key_t
*)keya
;
3523 const glsl_program_key_t
*kb
= (const glsl_program_key_t
*)keyb
;
3525 return ka
->vshader
== kb
->vshader
&& ka
->pshader
== kb
->pshader
&&
3526 (memcmp(&ka
->ps_args
, &kb
->ps_args
, sizeof(kb
->ps_args
)) == 0);
3529 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
3530 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3531 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
3532 priv
->glsl_program_lookup
= hash_table_create(glsl_program_key_hash
, glsl_program_key_compare
);
3533 This
->shader_priv
= priv
;
3537 static void shader_glsl_free(IWineD3DDevice
*iface
) {
3538 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3539 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3540 struct shader_glsl_priv
*priv
= (struct shader_glsl_priv
*)This
->shader_priv
;
3543 for (i
= 0; i
< tex_type_count
; ++i
)
3545 if (priv
->depth_blt_program
[i
])
3547 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program
[i
]));
3551 hash_table_destroy(priv
->glsl_program_lookup
, NULL
, NULL
);
3553 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
3554 This
->shader_priv
= NULL
;
3557 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
3558 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3562 static GLuint
shader_glsl_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
) {
3563 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3564 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3565 CONST DWORD
*function
= This
->baseShader
.function
;
3566 const char *fragcolor
;
3567 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3569 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3570 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3572 shader_addline(buffer
, "#version 120\n");
3574 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3575 shader_addline(buffer
, "#extension GL_ARB_draw_buffers : enable\n");
3577 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3578 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3579 * drivers write a warning if we don't do so
3581 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3584 /* Base Declarations */
3585 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
3587 /* Pack 3.0 inputs */
3588 if (This
->baseShader
.hex_version
>= WINED3DPS_VERSION(3,0)) {
3590 if(((IWineD3DDeviceImpl
*) This
->baseShader
.device
)->strided_streams
.u
.s
.position_transformed
) {
3591 pshader_glsl_input_pack(buffer
, This
->semantics_in
, iface
, pretransformed
);
3592 } else if(!use_vs((IWineD3DDeviceImpl
*) This
->baseShader
.device
)) {
3593 pshader_glsl_input_pack(buffer
, This
->semantics_in
, iface
, fixedfunction
);
3597 /* Base Shader Body */
3598 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3600 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3601 if (This
->baseShader
.hex_version
< WINED3DPS_VERSION(2,0)) {
3602 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3603 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
3604 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
3606 shader_addline(buffer
, "gl_FragColor = R0;\n");
3609 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3610 fragcolor
= "gl_FragData[0]";
3612 fragcolor
= "gl_FragColor";
3614 if(((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->stateBlock
->renderState
[WINED3DRS_SRGBWRITEENABLE
]) {
3615 shader_addline(buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3616 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
3617 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
3618 shader_addline(buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
3619 shader_addline(buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
3620 shader_addline(buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
3621 shader_addline(buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
3622 shader_addline(buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
3624 /* Pixel shader < 3.0 do not replace the fog stage.
3625 * This implements linear fog computation and blending.
3626 * TODO: non linear fog
3627 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3628 * -1/(e-s) and e/(e-s) respectively.
3630 if(This
->baseShader
.hex_version
< WINED3DPS_VERSION(3,0)) {
3631 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
3632 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3635 shader_addline(buffer
, "}\n");
3637 TRACE("Compiling shader object %u\n", shader_obj
);
3638 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3639 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3640 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3642 /* Store the shader object */
3646 static void shader_glsl_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
) {
3647 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
3648 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3649 CONST DWORD
*function
= This
->baseShader
.function
;
3650 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3652 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3653 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3655 shader_addline(buffer
, "#version 120\n");
3657 /* Base Declarations */
3658 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
);
3660 /* Base Shader Body */
3661 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3663 /* Unpack 3.0 outputs */
3664 if (This
->baseShader
.hex_version
>= WINED3DVS_VERSION(3,0)) {
3665 shader_addline(buffer
, "order_ps_input(OUT);\n");
3667 shader_addline(buffer
, "order_ps_input();\n");
3670 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3672 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
3674 /* Write the final position.
3676 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3677 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3678 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3679 * contains 1.0 to allow a mad.
3681 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3682 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3684 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3686 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3687 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3688 * which is the same as z = z * 2 - w.
3690 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3692 shader_addline(buffer
, "}\n");
3694 TRACE("Compiling shader object %u\n", shader_obj
);
3695 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3696 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3697 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3699 /* Store the shader object */
3700 This
->prgId
= shader_obj
;
3703 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
3705 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3706 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3707 * vs_nv_version which is based on NV_vertex_program.
3708 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3709 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3710 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3711 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3713 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3714 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
3716 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
3717 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
3718 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
3720 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3721 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3722 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3723 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3724 * in max native instructions. Intel and others also offer the info in this extension but they
3725 * don't support GLSL (at least on Windows).
3727 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3728 * of instructions is 512 or less we have to do with ps2.0 hardware.
3729 * 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.
3731 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3732 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
3734 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
3736 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3737 * Direct3D minimum requirement.
3739 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3740 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3742 * The problem is that the refrast clamps temporary results in the shader to
3743 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3744 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3745 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3746 * offer a way to query this.
3748 pCaps
->PixelShader1xMaxValue
= 8.0;
3749 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
3752 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
3754 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
3756 TRACE("Checking support for fixup:\n");
3757 dump_color_fixup_desc(fixup
);
3760 /* We support everything except YUV conversions. */
3761 if (!is_yuv_fixup(fixup
))
3767 TRACE("[FAILED]\n");
3771 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
3773 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
3774 /* WINED3DSIH_ADD */ shader_glsl_arith
,
3775 /* WINED3DSIH_BEM */ pshader_glsl_bem
,
3776 /* WINED3DSIH_BREAK */ shader_glsl_break
,
3777 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
3778 /* WINED3DSIH_BREAKP */ NULL
,
3779 /* WINED3DSIH_CALL */ shader_glsl_call
,
3780 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
3781 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
3782 /* WINED3DSIH_CND */ shader_glsl_cnd
,
3783 /* WINED3DSIH_CRS */ shader_glsl_cross
,
3784 /* WINED3DSIH_DCL */ NULL
,
3785 /* WINED3DSIH_DEF */ NULL
,
3786 /* WINED3DSIH_DEFB */ NULL
,
3787 /* WINED3DSIH_DEFI */ NULL
,
3788 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add
,
3789 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
3790 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
3791 /* WINED3DSIH_DST */ shader_glsl_dst
,
3792 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
3793 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
3794 /* WINED3DSIH_ELSE */ shader_glsl_else
,
3795 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
3796 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
3797 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
3798 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
3799 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
3800 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
3801 /* WINED3DSIH_IF */ shader_glsl_if
,
3802 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
3803 /* WINED3DSIH_LABEL */ shader_glsl_label
,
3804 /* WINED3DSIH_LIT */ shader_glsl_lit
,
3805 /* WINED3DSIH_LOG */ shader_glsl_log
,
3806 /* WINED3DSIH_LOGP */ shader_glsl_log
,
3807 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
3808 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
3809 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
3810 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
3811 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
3812 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
3813 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
3814 /* WINED3DSIH_MAD */ shader_glsl_mad
,
3815 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
3816 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
3817 /* WINED3DSIH_MOV */ shader_glsl_mov
,
3818 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
3819 /* WINED3DSIH_MUL */ shader_glsl_arith
,
3820 /* WINED3DSIH_NOP */ NULL
,
3821 /* WINED3DSIH_NRM */ shader_glsl_map2gl
,
3822 /* WINED3DSIH_PHASE */ NULL
,
3823 /* WINED3DSIH_POW */ shader_glsl_pow
,
3824 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
3825 /* WINED3DSIH_REP */ shader_glsl_rep
,
3826 /* WINED3DSIH_RET */ NULL
,
3827 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
3828 /* WINED3DSIH_SETP */ NULL
,
3829 /* WINED3DSIH_SGE */ shader_glsl_compare
,
3830 /* WINED3DSIH_SGN */ shader_glsl_map2gl
,
3831 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
3832 /* WINED3DSIH_SLT */ shader_glsl_compare
,
3833 /* WINED3DSIH_SUB */ shader_glsl_arith
,
3834 /* WINED3DSIH_TEX */ pshader_glsl_tex
,
3835 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem
,
3836 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem
,
3837 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord
,
3838 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth
,
3839 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3
,
3840 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex
,
3841 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill
,
3842 /* WINED3DSIH_TEXLDD */ NULL
,
3843 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
3844 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth
,
3845 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad
,
3846 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex
,
3847 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3
,
3848 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
3849 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad
,
3850 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec
,
3851 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex
,
3852 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec
,
3853 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar
,
3854 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb
,
3855 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb
,
3858 const shader_backend_t glsl_shader_backend
= {
3859 shader_glsl_instruction_handler_table
,
3861 shader_glsl_select_depth_blt
,
3862 shader_glsl_deselect_depth_blt
,
3863 shader_glsl_load_constants
,
3864 shader_glsl_cleanup
,
3865 shader_glsl_color_correction
,
3866 shader_glsl_destroy
,
3869 shader_glsl_dirty_const
,
3870 shader_glsl_generate_pshader
,
3871 shader_glsl_generate_vshader
,
3872 shader_glsl_get_caps
,
3873 shader_glsl_color_fixup_supported
,