2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 * D3D shader asm has swizzles on source parameters, and write masks for
24 * destination parameters. GLSL uses swizzles for both. The result of this is
25 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
26 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
27 * mask for the destination parameter into account.
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
36 #define GLINFO_LOCATION (*gl_info)
38 /** Prints the GLSL info log which will contain error messages if they exist */
39 void print_glsl_info_log(WineD3D_GL_Info
*gl_info
, GLhandleARB obj
) {
41 int infologLength
= 0;
44 GL_EXTCALL(glGetObjectParameterivARB(obj
,
45 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
48 /* A size of 1 is just a null-terminated string, so the log should be bigger than
49 * that if there are errors. */
50 if (infologLength
> 1)
52 infoLog
= (char *)HeapAlloc(GetProcessHeap(), 0, infologLength
);
53 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
54 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
55 HeapFree(GetProcessHeap(), 0, infoLog
);
60 * Loads (pixel shader) samplers
62 void shader_glsl_load_psamplers(
63 WineD3D_GL_Info
*gl_info
,
64 IWineD3DStateBlock
* iface
) {
66 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
67 GLhandleARB programId
= stateBlock
->glsl_program
->programId
;
70 char sampler_name
[20];
72 for (i
=0; i
< GL_LIMITS(samplers
); ++i
) {
73 if (stateBlock
->textures
[i
] != NULL
) {
74 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
75 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
77 TRACE("Loading %s for texture %d\n", sampler_name
, i
);
78 GL_EXTCALL(glUniform1iARB(name_loc
, i
));
79 checkGLcall("glUniform1iARB");
86 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
87 * When constant_list == NULL, it will load all the constants.
89 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
* This
, WineD3D_GL_Info
*gl_info
,
90 unsigned int max_constants
, float* constants
, GLhandleARB
*constant_locations
,
91 struct list
*constant_list
) {
92 local_constant
* lconst
;
97 if (TRACE_ON(d3d_shader
)) {
98 for (i
= 0; i
< max_constants
; ++i
) {
99 tmp_loc
= constant_locations
[i
];
101 TRACE("Loading constants %i: %f, %f, %f, %f\n", i
,
102 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
103 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
107 for (i
= 0; i
< max_constants
; ++i
) {
108 tmp_loc
= constant_locations
[i
];
110 /* We found this uniform name in the program - go ahead and send the data */
111 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
114 checkGLcall("glUniform4fvARB()");
116 constant_entry
*constant
;
117 if (TRACE_ON(d3d_shader
)) {
118 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constant_entry
, entry
) {
120 tmp_loc
= constant_locations
[i
];
122 TRACE("Loading constants %i: %f, %f, %f, %f\n", i
,
123 constants
[i
* 4 + 0], constants
[i
* 4 + 1],
124 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
128 LIST_FOR_EACH_ENTRY(constant
, constant_list
, constant_entry
, entry
) {
130 tmp_loc
= constant_locations
[i
];
132 /* We found this uniform name in the program - go ahead and send the data */
133 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, constants
+ (i
* 4)));
136 checkGLcall("glUniform4fvARB()");
139 /* Load immediate constants */
140 if (TRACE_ON(d3d_shader
)) {
141 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
142 tmp_loc
= constant_locations
[lconst
->idx
];
144 GLfloat
* values
= (GLfloat
*)lconst
->value
;
145 TRACE("Loading local constants %i: %f, %f, %f, %f\n", lconst
->idx
,
146 values
[0], values
[1], values
[2], values
[3]);
150 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
151 tmp_loc
= constant_locations
[lconst
->idx
];
153 /* We found this uniform name in the program - go ahead and send the data */
154 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, (GLfloat
*)lconst
->value
));
157 checkGLcall("glUniform4fvARB()");
161 * Loads integer constants (aka uniforms) into the currently set GLSL program.
162 * When @constants_set == NULL, it will load all the constants.
164 void shader_glsl_load_constantsI(
165 IWineD3DBaseShaderImpl
* This
,
166 WineD3D_GL_Info
*gl_info
,
167 GLhandleARB programId
,
168 unsigned max_constants
,
170 BOOL
* constants_set
) {
175 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
176 const char* prefix
= is_pshader
? "PI":"VI";
179 for (i
=0; i
<max_constants
; ++i
) {
180 if (NULL
== constants_set
|| constants_set
[i
]) {
182 TRACE("Loading constants %i: %i, %i, %i, %i\n",
183 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
185 /* TODO: Benchmark and see if it would be beneficial to store the
186 * locations of the constants to avoid looking up each time */
187 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
188 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
190 /* We found this uniform name in the program - go ahead and send the data */
191 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, &constants
[i
*4]));
192 checkGLcall("glUniform4ivARB");
197 /* Load immediate constants */
198 ptr
= list_head(&This
->baseShader
.constantsI
);
200 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
201 unsigned int idx
= lconst
->idx
;
202 GLint
* values
= (GLint
*) lconst
->value
;
204 TRACE("Loading local constants %i: %i, %i, %i, %i\n", idx
,
205 values
[0], values
[1], values
[2], values
[3]);
207 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
208 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
210 /* We found this uniform name in the program - go ahead and send the data */
211 GL_EXTCALL(glUniform4ivARB(tmp_loc
, 1, values
));
212 checkGLcall("glUniform4ivARB");
214 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
219 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
220 * When @constants_set == NULL, it will load all the constants.
222 void shader_glsl_load_constantsB(
223 IWineD3DBaseShaderImpl
* This
,
224 WineD3D_GL_Info
*gl_info
,
225 GLhandleARB programId
,
226 unsigned max_constants
,
228 BOOL
* constants_set
) {
233 char is_pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
234 const char* prefix
= is_pshader
? "PB":"VB";
237 for (i
=0; i
<max_constants
; ++i
) {
238 if (NULL
== constants_set
|| constants_set
[i
]) {
240 TRACE("Loading constants %i: %i;\n", i
, constants
[i
*4]);
242 /* TODO: Benchmark and see if it would be beneficial to store the
243 * locations of the constants to avoid looking up each time */
244 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
245 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
247 /* We found this uniform name in the program - go ahead and send the data */
248 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
*4]));
249 checkGLcall("glUniform1ivARB");
254 /* Load immediate constants */
255 ptr
= list_head(&This
->baseShader
.constantsB
);
257 local_constant
* lconst
= LIST_ENTRY(ptr
, struct local_constant
, entry
);
258 unsigned int idx
= lconst
->idx
;
259 GLint
* values
= (GLint
*) lconst
->value
;
261 TRACE("Loading local constants %i: %i\n", idx
, values
[0]);
263 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
264 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
266 /* We found this uniform name in the program - go ahead and send the data */
267 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
268 checkGLcall("glUniform1ivARB");
270 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
277 * Loads the app-supplied constants into the currently set GLSL program.
279 void shader_glsl_load_constants(
280 IWineD3DDevice
* device
,
282 char useVertexShader
) {
284 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
285 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
286 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*) deviceImpl
->wineD3D
)->gl_info
;
288 GLhandleARB
*constant_locations
;
289 struct list
*constant_list
;
290 GLhandleARB programId
;
292 if (!stateBlock
->glsl_program
) {
293 /* No GLSL program set - nothing to do. */
296 programId
= stateBlock
->glsl_program
->programId
;
298 if (useVertexShader
) {
299 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
300 IWineD3DVertexShaderImpl
* vshader_impl
= (IWineD3DVertexShaderImpl
*) vshader
;
303 IWineD3DVertexDeclarationImpl
* vertexDeclaration
=
304 (IWineD3DVertexDeclarationImpl
*) vshader_impl
->vertexDeclaration
;
306 constant_locations
= stateBlock
->glsl_program
->vuniformF_locations
;
307 constant_list
= &stateBlock
->set_vconstantsF
;
309 if (NULL
!= vertexDeclaration
&& NULL
!= vertexDeclaration
->constants
) {
310 /* Load DirectX 8 float constants/uniforms for vertex shader */
311 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
312 vertexDeclaration
->constants
, constant_locations
, NULL
);
315 /* Load DirectX 9 float constants/uniforms for vertex shader */
316 shader_glsl_load_constantsF(vshader
, gl_info
, GL_LIMITS(vshader_constantsF
),
317 stateBlock
->vertexShaderConstantF
, constant_locations
, constant_list
);
319 /* Load DirectX 9 integer constants/uniforms for vertex shader */
320 shader_glsl_load_constantsI(vshader
, gl_info
, programId
, MAX_CONST_I
,
321 stateBlock
->vertexShaderConstantI
,
322 stateBlock
->set
.vertexShaderConstantsI
);
324 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
325 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, MAX_CONST_B
,
326 stateBlock
->vertexShaderConstantB
,
327 stateBlock
->set
.vertexShaderConstantsB
);
329 /* Upload the position fixup params */
330 pos
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
331 checkGLcall("glGetUniformLocationARB");
332 GL_EXTCALL(glUniform4fvARB(pos
, 1, &deviceImpl
->posFixup
[0]));
333 checkGLcall("glUniform4fvARB");
336 if (usePixelShader
) {
338 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
340 constant_locations
= stateBlock
->glsl_program
->puniformF_locations
;
341 constant_list
= &stateBlock
->set_pconstantsF
;
343 /* Load pixel shader samplers */
344 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*) stateBlock
);
346 /* Load DirectX 9 float constants/uniforms for pixel shader */
347 shader_glsl_load_constantsF(pshader
, gl_info
, GL_LIMITS(pshader_constantsF
),
348 stateBlock
->pixelShaderConstantF
, constant_locations
, constant_list
);
350 /* Load DirectX 9 integer constants/uniforms for pixel shader */
351 shader_glsl_load_constantsI(pshader
, gl_info
, programId
, MAX_CONST_I
,
352 stateBlock
->pixelShaderConstantI
,
353 stateBlock
->set
.pixelShaderConstantsI
);
355 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
356 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, MAX_CONST_B
,
357 stateBlock
->pixelShaderConstantB
,
358 stateBlock
->set
.pixelShaderConstantsB
);
362 /** Generate the variable & register declarations for the GLSL output target */
363 void shader_generate_glsl_declarations(
364 IWineD3DBaseShader
*iface
,
365 shader_reg_maps
* reg_maps
,
366 SHADER_BUFFER
* buffer
,
367 WineD3D_GL_Info
* gl_info
) {
369 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
372 /* There are some minor differences between pixel and vertex shaders */
373 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
374 char prefix
= pshader
? 'P' : 'V';
376 /* Prototype the subroutines */
377 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
378 if (reg_maps
->labels
[i
])
379 shader_addline(buffer
, "void subroutine%lu();\n", i
);
382 /* Declare the constants (aka uniforms) */
383 if (This
->baseShader
.limits
.constant_float
> 0) {
384 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
385 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
386 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
389 if (This
->baseShader
.limits
.constant_int
> 0)
390 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
392 if (This
->baseShader
.limits
.constant_bool
> 0)
393 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
396 shader_addline(buffer
, "uniform vec4 posFixup;\n");
398 /* Declare texture samplers */
399 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
400 if (reg_maps
->samplers
[i
]) {
402 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
406 shader_addline(buffer
, "uniform sampler1D %csampler%lu;\n", prefix
, i
);
409 shader_addline(buffer
, "uniform sampler2D %csampler%lu;\n", prefix
, i
);
411 case WINED3DSTT_CUBE
:
412 shader_addline(buffer
, "uniform samplerCube %csampler%lu;\n", prefix
, i
);
414 case WINED3DSTT_VOLUME
:
415 shader_addline(buffer
, "uniform sampler3D %csampler%lu;\n", prefix
, i
);
418 shader_addline(buffer
, "uniform unsupported_sampler %csampler%lu;\n", prefix
, i
);
419 FIXME("Unrecognized sampler type: %#x\n", stype
);
425 /* Declare address variables */
426 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
427 if (reg_maps
->address
[i
])
428 shader_addline(buffer
, "ivec4 A%d;\n", i
);
431 /* Declare texture coordinate temporaries and initialize them */
432 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
433 if (reg_maps
->texcoord
[i
])
434 shader_addline(buffer
, "vec4 T%lu = gl_TexCoord[%lu];\n", i
, i
);
437 /* Declare input register temporaries */
438 for (i
=0; i
< This
->baseShader
.limits
.packed_input
; i
++) {
439 if (reg_maps
->packed_input
[i
])
440 shader_addline(buffer
, "vec4 IN%lu;\n", i
);
443 /* Declare output register temporaries */
444 for (i
= 0; i
< This
->baseShader
.limits
.packed_output
; i
++) {
445 if (reg_maps
->packed_output
[i
])
446 shader_addline(buffer
, "vec4 OUT%lu;\n", i
);
449 /* Declare temporary variables */
450 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
451 if (reg_maps
->temporary
[i
])
452 shader_addline(buffer
, "vec4 R%lu;\n", i
);
455 /* Declare attributes */
456 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
457 if (reg_maps
->attributes
[i
])
458 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
461 /* Declare loop register aL */
462 if (reg_maps
->loop
) {
463 shader_addline(buffer
, "int aL;\n");
464 shader_addline(buffer
, "int tmpInt;\n");
467 /* Temporary variables for matrix operations */
468 shader_addline(buffer
, "vec4 tmp0;\n");
469 shader_addline(buffer
, "vec4 tmp1;\n");
471 /* Start the main program */
472 shader_addline(buffer
, "void main() {\n");
475 /*****************************************************************************
476 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
478 * For more information, see http://wiki.winehq.org/DirectX-Shaders
479 ****************************************************************************/
482 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
483 const DWORD addr_token
, DWORD mask
, char *reg_name
, char *swizzle
, char *out_str
);
485 /* FIXME: This should be removed */
486 static void shader_glsl_add_src_param_old(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
487 const DWORD addr_token
, char *reg_name
, char *swizzle
, char *out_str
) {
488 shader_glsl_add_src_param(arg
, param
, addr_token
, 0, reg_name
, swizzle
, out_str
);
491 /** Used for opcode modifiers - They multiply the result by the specified amount */
492 static const char * const shift_glsl_tab
[] = {
494 "2.0 * ", /* 1 (x2) */
495 "4.0 * ", /* 2 (x4) */
496 "8.0 * ", /* 3 (x8) */
497 "16.0 * ", /* 4 (x16) */
498 "32.0 * ", /* 5 (x32) */
505 "0.0625 * ", /* 12 (d16) */
506 "0.125 * ", /* 13 (d8) */
507 "0.25 * ", /* 14 (d4) */
508 "0.5 * " /* 15 (d2) */
511 /** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4("
512 * Will also change the reg_mask if necessary (not all register types are equal in DX vs GL) */
513 static void shader_glsl_add_dst_old(DWORD param
, const char* reg_name
, char* reg_mask
, char* outStr
) {
515 int shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
518 if ((shader_get_regtype(param
) == WINED3DSPR_RASTOUT
)
519 && ((param
& WINED3DSP_REGNUM_MASK
) != 0)) {
520 /* gl_FogFragCoord or glPointSize - both floats */
521 strcpy(cast
, "float");
522 strcpy(reg_mask
, "");
524 } else if (reg_name
[0] == 'A') {
525 /* Address register for vertex shaders (ivec4) */
526 strcpy(cast
, "ivec4");
529 /* Everything else should be a 4 component float vector */
530 strcpy(cast
, "vec4");
533 sprintf(outStr
, "%s%s = %s%s(", reg_name
, reg_mask
, shift_glsl_tab
[shift
], cast
);
536 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
537 static void shader_glsl_gen_modifier (
540 const char *in_regswizzle
,
545 if (instr
== WINED3DSIO_TEXKILL
)
548 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
549 case WINED3DSPSM_NONE
:
550 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
552 case WINED3DSPSM_NEG
:
553 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
555 case WINED3DSPSM_NOT
:
556 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
558 case WINED3DSPSM_BIAS
:
559 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
561 case WINED3DSPSM_BIASNEG
:
562 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
564 case WINED3DSPSM_SIGN
:
565 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
567 case WINED3DSPSM_SIGNNEG
:
568 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
570 case WINED3DSPSM_COMP
:
571 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
574 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
576 case WINED3DSPSM_X2NEG
:
577 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
579 case WINED3DSPSM_DZ
: /* reg1_db = { reg1.r/b, reg1.g/b, ...} The g & a components are undefined, so we'll leave them alone */
580 sprintf(out_str
, "vec4(%s.r / %s.b, %s.g / %s.b, %s.b, %s.a)", in_reg
, in_reg
, in_reg
, in_reg
, in_reg
, in_reg
);
583 sprintf(out_str
, "vec4(%s.r / %s.a, %s.g / %s.a, %s.b, %s.a)", in_reg
, in_reg
, in_reg
, in_reg
, in_reg
, in_reg
);
585 case WINED3DSPSM_ABS
:
586 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
588 case WINED3DSPSM_ABSNEG
:
589 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
592 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
593 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
597 /** Writes the GLSL variable name that corresponds to the register that the
598 * DX opcode parameter is trying to access */
599 static void shader_glsl_get_register_name(
601 const DWORD addr_token
,
604 SHADER_OPCODE_ARG
* arg
) {
606 /* oPos, oFog and oPts in D3D */
607 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
609 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
610 DWORD regtype
= shader_get_regtype(param
);
611 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
612 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
613 WineD3D_GL_Info
* gl_info
= &((IWineD3DImpl
*)deviceImpl
->wineD3D
)->gl_info
;
615 char pshader
= shader_is_pshader_version(This
->baseShader
.hex_version
);
621 case WINED3DSPR_TEMP
:
622 sprintf(tmpStr
, "R%u", reg
);
624 case WINED3DSPR_INPUT
:
626 /* Pixel shaders >= 3.0 */
627 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
628 sprintf(tmpStr
, "IN%u", reg
);
631 strcpy(tmpStr
, "gl_Color");
633 strcpy(tmpStr
, "gl_SecondaryColor");
636 if (vshader_input_is_color((IWineD3DVertexShader
*) This
, reg
))
638 sprintf(tmpStr
, "attrib%u", reg
);
641 case WINED3DSPR_CONST
:
643 const char* prefix
= pshader
? "PC":"VC";
645 /* Relative addressing */
646 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
648 /* Relative addressing on shaders 2.0+ have a relative address token,
649 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
650 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 2) {
651 char relStr
[100], relReg
[50], relMask
[6];
652 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, relReg
, relMask
, relStr
);
653 sprintf(tmpStr
, "%s[%s + %u]", prefix
, relStr
, reg
);
655 sprintf(tmpStr
, "%s[A0.x + %u]", prefix
, reg
);
658 sprintf(tmpStr
, "%s[%u]", prefix
, reg
);
662 case WINED3DSPR_CONSTINT
:
664 sprintf(tmpStr
, "PI[%u]", reg
);
666 sprintf(tmpStr
, "VI[%u]", reg
);
668 case WINED3DSPR_CONSTBOOL
:
670 sprintf(tmpStr
, "PB[%u]", reg
);
672 sprintf(tmpStr
, "VB[%u]", reg
);
674 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
676 sprintf(tmpStr
, "T%u", reg
);
678 sprintf(tmpStr
, "A%u", reg
);
681 case WINED3DSPR_LOOP
:
682 sprintf(tmpStr
, "aL");
684 case WINED3DSPR_SAMPLER
:
686 sprintf(tmpStr
, "Psampler%u", reg
);
688 sprintf(tmpStr
, "Vsampler%u", reg
);
690 case WINED3DSPR_COLOROUT
:
691 if (reg
>= GL_LIMITS(buffers
)) {
692 WARN("Write to render target %u, only %d supported\n", reg
, 4);
694 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
695 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
696 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
697 sprintf(tmpStr
, "gl_FragColor");
700 case WINED3DSPR_RASTOUT
:
701 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
703 case WINED3DSPR_DEPTHOUT
:
704 sprintf(tmpStr
, "gl_FragDepth");
706 case WINED3DSPR_ATTROUT
:
708 sprintf(tmpStr
, "gl_FrontColor");
710 sprintf(tmpStr
, "gl_FrontSecondaryColor");
713 case WINED3DSPR_TEXCRDOUT
:
714 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
715 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.hex_version
) >= 3)
716 sprintf(tmpStr
, "OUT%u", reg
);
718 sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
721 FIXME("Unhandled register name Type(%d)\n", regtype
);
722 sprintf(tmpStr
, "unrecognized_register");
726 strcat(regstr
, tmpStr
);
729 /* Get the GLSL write mask for the destination register */
730 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
731 char *ptr
= write_mask
;
732 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
734 /* gl_FogFragCoord and glPointSize are floats, fixup the write mask. */
735 if ((shader_get_regtype(param
) == WINED3DSPR_RASTOUT
) && ((param
& WINED3DSP_REGNUM_MASK
) != 0)) {
736 mask
= WINED3DSP_WRITEMASK_0
;
738 if (mask
!= WINED3DSP_WRITEMASK_ALL
) {
740 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
741 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
742 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
743 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
752 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
753 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
754 * but addressed as "rgba". To fix this we need to swap the register's x
755 * and z components. */
756 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
757 char *ptr
= swizzle_str
;
759 /* swizzle bits fields: wwzzyyxx */
760 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
761 DWORD swizzle_x
= swizzle
& 0x03;
762 DWORD swizzle_y
= (swizzle
>> 2) & 0x03;
763 DWORD swizzle_z
= (swizzle
>> 4) & 0x03;
764 DWORD swizzle_w
= (swizzle
>> 6) & 0x03;
766 /* FIXME: This is here to keep shader_glsl_add_src_param_old happy.
767 * As soon as that is removed, this needs to go as well. */
769 /* If the swizzle is the default swizzle (ie, "xyzw"), we don't need to
770 * generate a swizzle string. Unless we need to our own swizzling. */
771 if ((WINED3DSP_NOSWIZZLE
>> WINED3DSP_SWIZZLE_SHIFT
) != swizzle
|| fixup
) {
773 if (swizzle_x
== swizzle_y
&& swizzle_x
== swizzle_z
&& swizzle_x
== swizzle_w
) {
774 *ptr
++ = swizzle_chars
[swizzle_x
];
776 *ptr
++ = swizzle_chars
[swizzle_x
];
777 *ptr
++ = swizzle_chars
[swizzle_y
];
778 *ptr
++ = swizzle_chars
[swizzle_z
];
779 *ptr
++ = swizzle_chars
[swizzle_w
];
784 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle_x
];
785 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[swizzle_y
];
786 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[swizzle_z
];
787 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[swizzle_w
];
793 /* From a given parameter token, generate the corresponding GLSL string.
794 * Also, return the actual register name and swizzle in case the
795 * caller needs this information as well. */
796 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
797 const DWORD addr_token
, DWORD mask
, char *reg_name
, char *swizzle
, char *out_str
) {
798 BOOL is_color
= FALSE
;
799 swizzle
[0] = reg_name
[0] = out_str
[0] = 0;
801 shader_glsl_get_register_name(param
, addr_token
, reg_name
, &is_color
, arg
);
803 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle
);
804 shader_glsl_gen_modifier(param
, reg_name
, swizzle
, out_str
);
807 /* From a given parameter token, generate the corresponding GLSL string.
808 * Also, return the actual register name and swizzle in case the
809 * caller needs this information as well. */
810 static DWORD
shader_glsl_add_dst_param(SHADER_OPCODE_ARG
* arg
, const DWORD param
,
811 const DWORD addr_token
, char *reg_name
, char *write_mask
, char *out_str
) {
812 BOOL is_color
= FALSE
;
814 write_mask
[0] = reg_name
[0] = out_str
[0] = 0;
816 shader_glsl_get_register_name(param
, addr_token
, reg_name
, &is_color
, arg
);
818 mask
= shader_glsl_get_write_mask(param
, write_mask
);
819 sprintf(out_str
, "%s%s", reg_name
, write_mask
);
825 /* Append the destination part of the instruction to the buffer, return the effective write mask */
826 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, SHADER_OPCODE_ARG
*arg
) {
827 char reg_name
[50], write_mask
[6], reg_str
[100];
831 shift
= (arg
->dst
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
832 mask
= shader_glsl_add_dst_param(arg
, arg
->dst
, arg
->dst_addr
, reg_name
, write_mask
, reg_str
);
833 shader_addline(buffer
, "%s = %s(", reg_str
, shift_glsl_tab
[shift
]);
839 /** Process GLSL instruction modifiers */
840 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG
* arg
) {
842 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
844 if (arg
->opcode
->dst_token
&& mask
!= 0) {
849 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
851 if (mask
& WINED3DSPDM_SATURATE
) {
852 /* _SAT means to clamp the value of the register to between 0 and 1 */
853 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_reg
, dst_mask
, dst_reg
, dst_mask
);
855 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
856 FIXME("_centroid modifier not handled\n");
858 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
859 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
864 static inline const char* shader_get_comp_op(
865 const DWORD opcode
) {
867 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
869 case COMPARISON_GT
: return ">";
870 case COMPARISON_EQ
: return "==";
871 case COMPARISON_GE
: return ">=";
872 case COMPARISON_LT
: return "<";
873 case COMPARISON_NE
: return "!=";
874 case COMPARISON_LE
: return "<=";
876 FIXME("Unrecognized comparison value: %u\n", op
);
881 static void shader_glsl_sample(SHADER_OPCODE_ARG
* arg
, DWORD sampler_idx
, const char *dst_str
, const char *coord_reg
) {
882 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
883 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
884 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
885 const char sampler_prefix
= shader_is_pshader_version(This
->baseShader
.hex_version
) ? 'P' : 'V';
886 SHADER_BUFFER
* buffer
= arg
->buffer
;
888 if(deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
] & WINED3DTTFF_PROJECTED
) {
889 /* Note that there's no such thing as a projected cube texture. */
890 switch(sampler_type
) {
892 shader_addline(buffer
, "%s = texture2DProj(%csampler%u, %s);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
894 case WINED3DSTT_VOLUME
:
895 shader_addline(buffer
, "%s = texture3DProj(%csampler%u, %s);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
898 shader_addline(buffer
, "%s = unrecognized_stype(%csampler%u, %s);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
899 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
903 switch(sampler_type
) {
905 shader_addline(buffer
, "%s = texture2D(%csampler%u, %s.xy);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
907 case WINED3DSTT_CUBE
:
908 shader_addline(buffer
, "%s = textureCube(%csampler%u, %s.xyz);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
910 case WINED3DSTT_VOLUME
:
911 shader_addline(buffer
, "%s = texture3D(%csampler%u, %s.xyz);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
914 shader_addline(buffer
, "%s = unrecognized_stype(%csampler%u, %s);\n", dst_str
, sampler_prefix
, sampler_idx
, coord_reg
);
915 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
922 /*****************************************************************************
924 * Begin processing individual instruction opcodes
926 ****************************************************************************/
928 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
929 void shader_glsl_arith(SHADER_OPCODE_ARG
* arg
) {
931 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
932 SHADER_BUFFER
* buffer
= arg
->buffer
;
934 char dst_reg
[50], src0_reg
[50], src1_reg
[50];
935 char dst_mask
[6], src0_mask
[6], src1_mask
[6];
936 char dst_str
[100], src0_str
[100], src1_str
[100];
938 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
939 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
940 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
941 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
942 strcat(tmpLine
, "vec4(");
943 strcat(tmpLine
, src0_str
);
944 strcat(tmpLine
, ")");
946 /* Determine the GLSL operator to use based on the opcode */
947 switch (curOpcode
->opcode
) {
948 case WINED3DSIO_MUL
: strcat(tmpLine
, " * "); break;
949 case WINED3DSIO_ADD
: strcat(tmpLine
, " + "); break;
950 case WINED3DSIO_SUB
: strcat(tmpLine
, " - "); break;
952 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
955 shader_addline(buffer
, "%svec4(%s))%s;\n", tmpLine
, src1_str
, dst_mask
);
958 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
959 void shader_glsl_mov(SHADER_OPCODE_ARG
* arg
) {
961 SHADER_BUFFER
* buffer
= arg
->buffer
;
963 char dst_str
[100], src0_str
[100];
964 char dst_reg
[50], src0_reg
[50];
965 char dst_mask
[6], src0_mask
[6];
967 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
968 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
969 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
970 shader_addline(buffer
, "%s%s)%s;\n", tmpLine
, src0_str
, dst_mask
);
973 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
974 void shader_glsl_dot(SHADER_OPCODE_ARG
* arg
) {
976 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
977 SHADER_BUFFER
* buffer
= arg
->buffer
;
979 char dst_str
[100], src0_str
[100], src1_str
[100];
980 char dst_reg
[50], src0_reg
[50], src1_reg
[50];
981 char dst_mask
[6], src0_mask
[6], src1_mask
[6];
984 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
985 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
986 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
988 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpDest
);
990 /* Need to cast the src vectors to vec3 for dp3, and vec4 for dp4 */
991 if (curOpcode
->opcode
== WINED3DSIO_DP4
)
992 strcpy(cast
, "vec4(");
994 strcpy(cast
, "vec3(");
996 shader_addline(buffer
, "%sdot(%s%s), %s%s)))%s;\n",
997 tmpDest
, cast
, src0_str
, cast
, src1_str
, dst_mask
);
1000 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1001 void shader_glsl_map2gl(SHADER_OPCODE_ARG
* arg
) {
1003 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1004 SHADER_BUFFER
* buffer
= arg
->buffer
;
1006 char dst_str
[100], src_str
[100];
1007 char dst_reg
[50], src_reg
[50];
1008 char dst_mask
[6], src_mask
[6];
1011 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1013 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1015 /* Determine the GLSL function to use based on the opcode */
1016 /* TODO: Possibly make this a table for faster lookups */
1017 switch (curOpcode
->opcode
) {
1018 case WINED3DSIO_MIN
: strcat(tmpLine
, "min"); break;
1019 case WINED3DSIO_MAX
: strcat(tmpLine
, "max"); break;
1020 case WINED3DSIO_RSQ
: strcat(tmpLine
, "inversesqrt"); break;
1021 case WINED3DSIO_ABS
: strcat(tmpLine
, "abs"); break;
1022 case WINED3DSIO_FRC
: strcat(tmpLine
, "fract"); break;
1023 case WINED3DSIO_POW
: strcat(tmpLine
, "pow"); break;
1024 case WINED3DSIO_CRS
: strcat(tmpLine
, "cross"); break;
1025 case WINED3DSIO_NRM
: strcat(tmpLine
, "normalize"); break;
1026 case WINED3DSIO_LOGP
:
1027 case WINED3DSIO_LOG
: strcat(tmpLine
, "log2"); break;
1028 case WINED3DSIO_EXP
: strcat(tmpLine
, "exp2"); break;
1029 case WINED3DSIO_SGE
: strcat(tmpLine
, "greaterThanEqual"); break;
1030 case WINED3DSIO_SLT
: strcat(tmpLine
, "lessThan"); break;
1031 case WINED3DSIO_SGN
: strcat(tmpLine
, "sign"); break;
1033 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1037 strcat(tmpLine
, "(");
1039 if (curOpcode
->num_params
> 0) {
1040 strcat(tmpLine
, "vec4(");
1041 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src_reg
, src_mask
, src_str
);
1042 strcat(tmpLine
, src_str
);
1043 strcat(tmpLine
, ")");
1044 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1045 strcat(tmpLine
, ", vec4(");
1046 shader_glsl_add_src_param_old(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], src_reg
, src_mask
, src_str
);
1047 strcat(tmpLine
, src_str
);
1048 strcat(tmpLine
, ")");
1051 shader_addline(buffer
, "%s))%s;\n", tmpLine
, dst_mask
);
1055 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1056 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1057 * dst.x = 2^(floor(src))
1058 * dst.y = src - floor(src)
1059 * dst.z = 2^src (partial precision is allowed, but optional)
1061 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1062 * dst = 2^src; (partial precision is allowed, but optional)
1064 void shader_glsl_expp(SHADER_OPCODE_ARG
* arg
) {
1067 char dst_str
[100], src_str
[100];
1068 char dst_reg
[50], src_reg
[50];
1069 char dst_mask
[6], src_mask
[6];
1070 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1071 DWORD hex_version
= This
->baseShader
.hex_version
;
1073 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1074 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src_reg
, src_mask
, src_str
);
1075 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1077 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1078 shader_addline(arg
->buffer
, "tmp0.x = vec4(exp2(floor(%s))).x;\n", src_str
);
1079 shader_addline(arg
->buffer
, "tmp0.y = vec4(%s - floor(%s)).y;\n", src_str
, src_str
);
1080 shader_addline(arg
->buffer
, "tmp0.z = vec4(exp2(%s)).x;\n", src_str
);
1081 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1082 shader_addline(arg
->buffer
, "%svec4(tmp0))%s;\n", tmpLine
, dst_mask
);
1084 shader_addline(arg
->buffer
, "%svec4(exp2(%s)))%s;\n", tmpLine
, src_str
, dst_mask
);
1088 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1089 void shader_glsl_rcp(SHADER_OPCODE_ARG
* arg
) {
1092 char dst_str
[100], src_str
[100];
1093 char dst_reg
[50], src_reg
[50];
1094 char dst_mask
[6], src_mask
[6];
1096 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1097 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src_reg
, src_mask
, src_str
);
1098 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1099 strcat(tmpLine
, "1.0 / ");
1100 shader_addline(arg
->buffer
, "%s%s)%s;\n", tmpLine
, src_str
, dst_mask
);
1103 /** Process signed comparison opcodes in GLSL. */
1104 void shader_glsl_compare(SHADER_OPCODE_ARG
* arg
) {
1107 char dst_str
[100], src0_str
[100], src1_str
[100];
1108 char dst_reg
[50], src0_reg
[50], src1_reg
[50];
1109 char dst_mask
[6], src0_mask
[6], src1_mask
[6];
1111 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1112 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1113 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1115 /* If we are comparing vectors and not scalars, we should process this through map2gl using the GLSL functions. */
1116 if (strlen(src0_mask
) != 2) {
1117 shader_glsl_map2gl(arg
);
1121 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
1123 switch (arg
->opcode
->opcode
) {
1124 case WINED3DSIO_SLT
: strcpy(compareStr
, "<"); break;
1125 case WINED3DSIO_SGE
: strcpy(compareStr
, ">="); break;
1127 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1129 shader_addline(arg
->buffer
, "%s(float(%s) %s float(%s)) ? 1.0 : 0.0)%s;\n",
1130 tmpLine
, src0_str
, compareStr
, src1_str
, dst_mask
);
1134 /** Process CMP instruction in GLSL (dst = src0.x > 0.0 ? src1.x : src2.x), per channel */
1135 void shader_glsl_cmp(SHADER_OPCODE_ARG
* arg
) {
1138 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
1139 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
1140 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
1142 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1143 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1144 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
1145 shader_glsl_add_src_param_old(arg
, arg
->src
[2], arg
->src_addr
[2], src2_reg
, src2_mask
, src2_str
);
1147 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1148 shader_addline(arg
->buffer
, "%smix(vec4(%s), vec4(%s), vec4(lessThan(vec4(%s), vec4(0.0)))))%s;\n",
1149 tmpLine
, src1_str
, src2_str
, src0_str
, dst_mask
);
1152 /** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */
1153 void shader_glsl_cnd(SHADER_OPCODE_ARG
* arg
) {
1156 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
1157 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
1158 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
1160 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1161 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1162 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
1163 shader_glsl_add_src_param_old(arg
, arg
->src
[2], arg
->src_addr
[2], src2_reg
, src2_mask
, src2_str
);
1164 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1165 shader_addline(arg
->buffer
, "%s(%s < 0.5) ? %s : %s)%s;\n",
1166 tmpLine
, src0_str
, src1_str
, src2_str
, dst_mask
);
1169 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1170 void shader_glsl_mad(SHADER_OPCODE_ARG
* arg
) {
1173 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
1174 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
1175 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
1177 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1178 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1179 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
1180 shader_glsl_add_src_param_old(arg
, arg
->src
[2], arg
->src_addr
[2], src2_reg
, src2_mask
, src2_str
);
1181 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1183 shader_addline(arg
->buffer
, "%s(vec4(%s) * vec4(%s)) + vec4(%s))%s;\n",
1184 tmpLine
, src0_str
, src1_str
, src2_str
, dst_mask
);
1187 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1188 Vertex shaders to GLSL codes */
1189 void shader_glsl_mnxn(SHADER_OPCODE_ARG
* arg
) {
1191 int nComponents
= 0;
1192 SHADER_OPCODE_ARG tmpArg
;
1194 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1196 /* Set constants for the temporary argument */
1197 tmpArg
.shader
= arg
->shader
;
1198 tmpArg
.buffer
= arg
->buffer
;
1199 tmpArg
.src
[0] = arg
->src
[0];
1200 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1201 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1202 tmpArg
.reg_maps
= arg
->reg_maps
;
1204 switch(arg
->opcode
->opcode
) {
1205 case WINED3DSIO_M4x4
:
1207 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1209 case WINED3DSIO_M4x3
:
1211 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP4
);
1213 case WINED3DSIO_M3x4
:
1215 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1217 case WINED3DSIO_M3x3
:
1219 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1221 case WINED3DSIO_M3x2
:
1223 tmpArg
.opcode
= shader_get_opcode(arg
->shader
, WINED3DSIO_DP3
);
1229 for (i
= 0; i
< nComponents
; i
++) {
1230 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1231 tmpArg
.src
[1] = arg
->src
[1]+i
;
1232 shader_glsl_dot(&tmpArg
);
1237 The LRP instruction performs a component-wise linear interpolation
1238 between the second and third operands using the first operand as the
1239 blend factor. Equation: (dst = src2 * (src1 - src0) + src0)
1241 void shader_glsl_lrp(SHADER_OPCODE_ARG
* arg
) {
1244 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
1245 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
1246 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
1248 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1249 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1250 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
1251 shader_glsl_add_src_param_old(arg
, arg
->src
[2], arg
->src_addr
[2], src2_reg
, src2_mask
, src2_str
);
1253 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1255 shader_addline(arg
->buffer
, "%s%s + %s * (%s - %s))%s;\n",
1256 tmpLine
, src2_str
, src0_str
, src1_str
, src2_str
, dst_mask
);
1259 /** Process the WINED3DSIO_LIT instruction in GLSL:
1260 * dst.x = dst.w = 1.0
1261 * dst.y = (src0.x > 0) ? src0.x
1262 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1263 * where src.w is clamped at +- 128
1265 void shader_glsl_lit(SHADER_OPCODE_ARG
* arg
) {
1267 char dst_str
[100], src0_str
[100];
1268 char dst_reg
[50], src0_reg
[50];
1269 char dst_mask
[6], src0_mask
[6];
1271 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1272 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1274 shader_addline(arg
->buffer
,
1275 "%s = vec4(1.0, (%s.x > 0.0 ? %s.x : 0.0), (%s.x > 0.0 ? ((%s.y > 0.0) ? pow(%s.y, clamp(%s.w, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s;\n",
1276 dst_str
, src0_reg
, src0_reg
, src0_reg
, src0_reg
, src0_reg
, src0_reg
, dst_mask
);
1279 /** Process the WINED3DSIO_DST instruction in GLSL:
1281 * dst.y = src0.x * src0.y
1285 void shader_glsl_dst(SHADER_OPCODE_ARG
* arg
) {
1287 char dst_str
[100], src0_str
[100], src1_str
[100];
1288 char dst_reg
[50], src0_reg
[50], src1_reg
[50];
1289 char dst_mask
[6], src0_mask
[6], src1_mask
[6];
1291 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1292 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1293 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
1295 shader_addline(arg
->buffer
, "%s = vec4(1.0, %s.x * %s.y, %s.z, %s.w)%s;\n",
1296 dst_str
, src0_reg
, src1_reg
, src0_reg
, src1_reg
, dst_mask
);
1299 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1300 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1301 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1303 * dst.x = cos(src0.?)
1304 * dst.y = sin(src0.?)
1308 void shader_glsl_sincos(SHADER_OPCODE_ARG
* arg
) {
1310 char dst_str
[100], src0_str
[100];
1311 char dst_reg
[50], src0_reg
[50];
1312 char dst_mask
[6], src0_mask
[6];
1314 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1315 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1317 shader_addline(arg
->buffer
, "%s = vec4(cos(%s), sin(%s), %s.z, %s.w)%s;\n",
1318 dst_str
, src0_str
, src0_str
, dst_reg
, dst_reg
, dst_mask
);
1321 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1322 * Start a for() loop where src0.y is the initial value of aL,
1323 * increment aL by src0.z for a total of src0.x iterations.
1324 * Need to use a temporary variable for this operation.
1326 void shader_glsl_loop(SHADER_OPCODE_ARG
* arg
) {
1332 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
1334 shader_addline(arg
->buffer
, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
1335 src1_reg
, src1_reg
, src1_reg
);
1338 void shader_glsl_end(SHADER_OPCODE_ARG
* arg
) {
1339 shader_addline(arg
->buffer
, "}\n");
1342 void shader_glsl_rep(SHADER_OPCODE_ARG
* arg
) {
1348 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1349 shader_addline(arg
->buffer
, "for (tmpInt = 0; tmpInt < %s.x; tmpInt++) {\n", src0_reg
);
1352 void shader_glsl_if(SHADER_OPCODE_ARG
* arg
) {
1358 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1359 shader_addline(arg
->buffer
, "if (%s) {\n", src0_str
);
1362 void shader_glsl_ifc(SHADER_OPCODE_ARG
* arg
) {
1364 char src0_str
[100], src1_str
[100];
1365 char src0_reg
[50], src1_reg
[50];
1366 char src0_mask
[6], src1_mask
[6];
1368 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1369 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
1371 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
1372 src0_str
, shader_get_comp_op(arg
->opcode_token
), src1_str
);
1375 void shader_glsl_else(SHADER_OPCODE_ARG
* arg
) {
1376 shader_addline(arg
->buffer
, "} else {\n");
1379 void shader_glsl_break(SHADER_OPCODE_ARG
* arg
) {
1380 shader_addline(arg
->buffer
, "break;\n");
1383 void shader_glsl_breakc(SHADER_OPCODE_ARG
* arg
) {
1385 char src0_str
[100], src1_str
[100];
1386 char src0_reg
[50], src1_reg
[50];
1387 char src0_mask
[6], src1_mask
[6];
1389 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1390 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
1392 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
1393 src0_str
, shader_get_comp_op(arg
->opcode_token
), src1_str
);
1396 void shader_glsl_label(SHADER_OPCODE_ARG
* arg
) {
1398 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1399 shader_addline(arg
->buffer
, "}\n");
1400 shader_addline(arg
->buffer
, "void subroutine%lu () {\n", snum
);
1403 void shader_glsl_call(SHADER_OPCODE_ARG
* arg
) {
1404 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1405 shader_addline(arg
->buffer
, "subroutine%lu();\n", snum
);
1408 void shader_glsl_callnz(SHADER_OPCODE_ARG
* arg
) {
1414 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
1415 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
1416 shader_addline(arg
->buffer
, "if (%s) subroutine%lu();\n", src1_str
, snum
);
1419 /*********************************************
1420 * Pixel Shader Specific Code begins here
1421 ********************************************/
1422 void pshader_glsl_tex(SHADER_OPCODE_ARG
* arg
) {
1423 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1425 DWORD hex_version
= This
->baseShader
.hex_version
;
1427 char dst_str
[100], dst_reg
[50], dst_mask
[6];
1428 char coord_str
[100], coord_reg
[50], coord_mask
[6];
1430 /* All versions have a destination register */
1431 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1433 /* 1.0-1.3: Use destination register as coordinate source.
1434 1.4+: Use provided coordinate source register. */
1435 if (hex_version
< WINED3DPS_VERSION(1,4))
1436 strcpy(coord_reg
, dst_reg
);
1438 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], coord_reg
, coord_mask
, coord_str
);
1440 /* 1.0-1.4: Use destination register as sampler source.
1441 * 2.0+: Use provided sampler source. */
1442 if (hex_version
< WINED3DPS_VERSION(2,0)) {
1443 shader_glsl_sample(arg
, arg
->dst
& WINED3DSP_REGNUM_MASK
, dst_str
, coord_reg
);
1445 shader_glsl_sample(arg
, arg
->src
[1] & WINED3DSP_REGNUM_MASK
, dst_str
, coord_reg
);
1450 void pshader_glsl_texcoord(SHADER_OPCODE_ARG
* arg
) {
1452 /* FIXME: Make this work for more than just 2D textures */
1454 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1455 SHADER_BUFFER
* buffer
= arg
->buffer
;
1456 DWORD hex_version
= This
->baseShader
.hex_version
;
1463 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, tmpReg
, tmpMask
, tmpStr
);
1465 if (hex_version
!= WINED3DPS_VERSION(1,4)) {
1466 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1467 shader_addline(buffer
, "%s = clamp(gl_TexCoord[%u], 0.0, 1.0);\n", tmpReg
, reg
);
1469 DWORD reg2
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1470 shader_addline(buffer
, "%s = gl_TexCoord[%u]%s;\n", tmpStr
, reg2
, tmpMask
);
1474 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
1475 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1476 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1477 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG
* arg
) {
1479 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1480 char src0_str
[100], dst_str
[100];
1481 char src0_name
[50], dst_name
[50];
1482 char src0_mask
[6], dst_mask
[6];
1484 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_name
, dst_mask
, dst_str
);
1485 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_name
, src0_mask
, src0_str
);
1487 shader_addline(arg
->buffer
, "tmp0.x = dot(vec3(gl_TexCoord[%u]), vec3(%s));\n", dstreg
, src0_str
);
1488 shader_addline(arg
->buffer
, "%s = vec4(texture1D(Psampler%u, tmp0.x))%s;\n", dst_str
, dstreg
, dst_mask
);
1491 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
1492 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1493 void pshader_glsl_texdp3(SHADER_OPCODE_ARG
* arg
) {
1495 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1496 char src0_str
[100], dst_str
[100];
1497 char src0_name
[50], dst_name
[50];
1498 char src0_mask
[6], dst_mask
[6];
1500 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_name
, dst_mask
, dst_str
);
1501 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_name
, src0_mask
, src0_str
);
1503 shader_addline(arg
->buffer
, "%s = vec4(dot(vec3(T%u), vec3(%s)))%s;\n",
1504 dst_str
, dstreg
, src0_str
, dst_mask
);
1507 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
1508 * Calculate the depth as dst.x / dst.y */
1509 void pshader_glsl_texdepth(SHADER_OPCODE_ARG
* arg
) {
1515 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1517 shader_addline(arg
->buffer
, "gl_FragDepth = %s.x / %s.y;\n", dst_reg
, dst_reg
);
1520 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
1521 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1522 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1523 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1525 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG
* arg
) {
1527 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1528 char src0_str
[100], dst_str
[100];
1529 char src0_name
[50], dst_name
[50];
1530 char src0_mask
[6], dst_mask
[6];
1532 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_name
, dst_mask
, dst_str
);
1533 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_name
, src0_mask
, src0_str
);
1535 shader_addline(arg
->buffer
, "tmp0.y = dot(vec3(T%u), vec3(%s));\n", dstreg
, src0_str
);
1536 shader_addline(arg
->buffer
, "gl_FragDepth = vec4((tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y)%s;\n", dst_str
, dst_name
);
1539 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
1540 * Calculate the 1st of a 2-row matrix multiplication. */
1541 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG
* arg
) {
1543 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1544 SHADER_BUFFER
* buffer
= arg
->buffer
;
1549 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_name
, src0_mask
, src0_str
);
1550 shader_addline(buffer
, "tmp0.x = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1553 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
1554 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
1555 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG
* arg
) {
1557 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1558 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1559 SHADER_BUFFER
* buffer
= arg
->buffer
;
1560 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1565 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_name
, src0_mask
, src0_str
);
1566 shader_addline(buffer
, "tmp0.%c = dot(vec3(T%u), vec3(%s));\n", 'x' + current_state
->current_row
, reg
, src0_str
);
1567 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
1570 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG
* arg
) {
1572 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1573 SHADER_BUFFER
* buffer
= arg
->buffer
;
1578 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_name
, src0_mask
, src0_str
);
1579 shader_addline(buffer
, "tmp0.y = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1581 /* Sample the texture using the calculated coordinates */
1582 sprintf(dst_str
, "T%u", reg
);
1583 shader_glsl_sample(arg
, reg
, dst_str
, "tmp0");
1586 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
1587 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
1588 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG
* arg
) {
1593 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1594 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1595 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1597 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_name
, src0_mask
, src0_str
);
1598 shader_addline(arg
->buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1600 /* Sample the texture using the calculated coordinates */
1601 sprintf(dst_str
, "T%u", reg
);
1602 shader_glsl_sample(arg
, reg
, dst_str
, "tmp0");
1603 current_state
->current_row
= 0;
1606 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
1607 * Perform the 3rd row of a 3x3 matrix multiply */
1608 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG
* arg
) {
1613 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1614 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1615 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
1617 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_name
, src0_mask
, src0_str
);
1619 shader_addline(arg
->buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1620 shader_addline(arg
->buffer
, "T%u = vec4(tmp0.x, tmp0.y, tmp0.z, 1.0);\n", reg
);
1621 current_state
->current_row
= 0;
1624 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
1625 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1626 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG
* arg
) {
1628 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1629 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1632 char src0_str
[100], src0_name
[50], src0_mask
[6];
1633 char src1_str
[100], src1_name
[50], src1_mask
[6];
1634 SHADER_BUFFER
* buffer
= arg
->buffer
;
1635 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1636 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
1639 case WINED3DSTT_2D
: strcpy(dimensions
, "2D"); break;
1640 case WINED3DSTT_CUBE
: strcpy(dimensions
, "Cube"); break;
1641 case WINED3DSTT_VOLUME
: strcpy(dimensions
, "3D"); break;
1643 strcpy(dimensions
, "");
1644 FIXME("Unrecognized sampler type: %#x\n", stype
);
1648 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_name
, src0_mask
, src0_str
);
1649 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_name
, src1_mask
, src1_str
);
1651 /* Perform the last matrix multiply operation */
1652 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1654 /* Calculate reflection vector */
1655 shader_addline(buffer
, "tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));\n", src1_str
);
1657 /* Sample the texture */
1658 sprintf(dst_str
, "T%u", reg
);
1659 shader_glsl_sample(arg
, reg
, dst_str
, "tmp0");
1660 current_state
->current_row
= 0;
1663 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
1664 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1665 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG
* arg
) {
1667 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
1668 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1669 SHADER_BUFFER
* buffer
= arg
->buffer
;
1670 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
1672 char src0_str
[100], src0_name
[50], src0_mask
[6];
1674 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_name
, src0_mask
, src0_str
);
1676 /* Perform the last matrix multiply operation */
1677 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_str
);
1679 /* Construct the eye-ray vector from w coordinates */
1680 shader_addline(buffer
, "tmp1.x = gl_TexCoord[%u].w;\n", current_state
->texcoord_w
[0]);
1681 shader_addline(buffer
, "tmp1.y = gl_TexCoord[%u].w;\n", current_state
->texcoord_w
[1]);
1682 shader_addline(buffer
, "tmp1.z = gl_TexCoord[%u].w;\n", reg
);
1684 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */
1685 shader_addline(buffer
, "tmp0.x = dot(vec3(tmp0), vec3(tmp1));\n");
1686 shader_addline(buffer
, "tmp0 = tmp0.w * tmp0;\n");
1687 shader_addline(buffer
, "tmp0 = (2.0 * tmp0) - tmp1;\n");
1689 /* Sample the texture using the calculated coordinates */
1690 sprintf(dst_str
, "T%u", reg
);
1691 shader_glsl_sample(arg
, reg
, dst_str
, "tmp0");
1692 current_state
->current_row
= 0;
1695 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
1696 * Apply a fake bump map transform.
1697 * FIXME: Should apply the BUMPMAPENV matrix. For now, just sample the texture */
1698 void pshader_glsl_texbem(SHADER_OPCODE_ARG
* arg
) {
1700 DWORD reg1
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1701 DWORD reg2
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1703 FIXME("Not applying the BUMPMAPENV matrix for pixel shader instruction texbem.\n");
1704 shader_addline(arg
->buffer
, "T%u = texture2D(Psampler%u, gl_TexCoord[%u].xy + T%u.xy);\n",
1705 reg1
, reg1
, reg1
, reg2
);
1708 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
1709 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
1710 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG
* arg
) {
1713 char dst_str
[100], src0_str
[100];
1714 char dst_reg
[50], src0_reg
[50];
1715 char dst_mask
[6], src0_mask
[6];
1716 DWORD src0_regnum
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1718 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1719 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1721 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1722 shader_addline(arg
->buffer
, "%stexture2D(Psampler%u, %s.yz))%s;\n",
1723 tmpLine
, src0_regnum
, dst_reg
, dst_mask
);
1726 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
1727 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
1728 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG
* arg
) {
1731 char dst_str
[100], src0_str
[100];
1732 char dst_reg
[50], src0_reg
[50];
1733 char dst_mask
[6], src0_mask
[6];
1734 DWORD src0_regnum
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1736 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1737 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1739 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1740 shader_addline(arg
->buffer
, "%stexture2D(Psampler%u, %s.yz))%s;\n",
1741 tmpLine
, src0_regnum
, dst_reg
, dst_mask
);
1744 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
1745 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
1746 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG
* arg
) {
1749 char dst_str
[100], src0_str
[100];
1750 char dst_reg
[50], src0_reg
[50];
1751 char dst_mask
[6], src0_mask
[6];
1753 DWORD src0_regnum
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1754 DWORD stype
= arg
->reg_maps
->samplers
[src0_regnum
] & WINED3DSP_TEXTURETYPE_MASK
;
1756 case WINED3DSTT_2D
: strcpy(dimensions
, "2D"); break;
1757 case WINED3DSTT_CUBE
: strcpy(dimensions
, "Cube"); break;
1758 case WINED3DSTT_VOLUME
: strcpy(dimensions
, "3D"); break;
1760 strcpy(dimensions
, "");
1761 FIXME("Unrecognized sampler type: %#x\n", stype
);
1765 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1766 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1768 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1769 shader_addline(arg
->buffer
, "%stexture%s(Psampler%u, %s.%s))%s;\n",
1770 tmpLine
, dimensions
, src0_regnum
, dst_reg
, (stype
== WINED3DSTT_2D
) ? "xy" : "xyz", dst_mask
);
1773 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
1774 * If any of the first 3 components are < 0, discard this pixel */
1775 void pshader_glsl_texkill(SHADER_OPCODE_ARG
* arg
) {
1777 char dst_str
[100], dst_name
[50], dst_mask
[6];
1779 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_name
, dst_mask
, dst_str
);
1780 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_name
);
1783 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
1784 * dst = dot2(src0, src1) + src2 */
1785 void pshader_glsl_dp2add(SHADER_OPCODE_ARG
* arg
) {
1788 char dst_str
[100], src0_str
[100], src1_str
[100], src2_str
[100];
1789 char dst_reg
[50], src0_reg
[50], src1_reg
[50], src2_reg
[50];
1790 char dst_mask
[6], src0_mask
[6], src1_mask
[6], src2_mask
[6];
1792 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, dst_reg
, dst_mask
, dst_str
);
1793 shader_glsl_add_src_param_old(arg
, arg
->src
[0], arg
->src_addr
[0], src0_reg
, src0_mask
, src0_str
);
1794 shader_glsl_add_src_param_old(arg
, arg
->src
[1], arg
->src_addr
[1], src1_reg
, src1_mask
, src1_str
);
1795 shader_glsl_add_src_param_old(arg
, arg
->src
[2], arg
->src_addr
[2], src2_reg
, src2_mask
, src2_str
);
1796 shader_glsl_add_dst_old(arg
->dst
, dst_reg
, dst_mask
, tmpLine
);
1797 shader_addline(arg
->buffer
, "%sdot(vec2(%s), vec2(%s)) + %s)%s;\n",
1798 tmpLine
, src0_str
, src1_str
, src2_str
, dst_mask
);
1801 void pshader_glsl_input_pack(
1802 SHADER_BUFFER
* buffer
,
1803 semantic
* semantics_in
) {
1807 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
1809 DWORD usage_token
= semantics_in
[i
].usage
;
1810 DWORD register_token
= semantics_in
[i
].reg
;
1811 DWORD usage
, usage_idx
;
1815 if (!usage_token
) continue;
1816 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
1817 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
1818 shader_glsl_get_write_mask(register_token
, reg_mask
);
1822 case D3DDECLUSAGE_COLOR
:
1824 shader_addline(buffer
, "IN%u%s = vec4(gl_Color)%s;\n",
1825 i
, reg_mask
, reg_mask
);
1826 else if (usage_idx
== 1)
1827 shader_addline(buffer
, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
1828 i
, reg_mask
, reg_mask
);
1830 shader_addline(buffer
, "IN%u%s = vec4(unsupported_color_input)%s;\n",
1831 i
, reg_mask
, reg_mask
);
1834 case D3DDECLUSAGE_TEXCOORD
:
1835 shader_addline(buffer
, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
1836 i
, reg_mask
, usage_idx
, reg_mask
);
1839 case D3DDECLUSAGE_FOG
:
1840 shader_addline(buffer
, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
1841 i
, reg_mask
, reg_mask
);
1845 shader_addline(buffer
, "IN%u%s = vec4(unsupported_input)%s;\n",
1846 i
, reg_mask
, reg_mask
);
1851 /*********************************************
1852 * Vertex Shader Specific Code begins here
1853 ********************************************/
1855 void vshader_glsl_output_unpack(
1856 SHADER_BUFFER
* buffer
,
1857 semantic
* semantics_out
) {
1861 for (i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
1863 DWORD usage_token
= semantics_out
[i
].usage
;
1864 DWORD register_token
= semantics_out
[i
].reg
;
1865 DWORD usage
, usage_idx
;
1869 if (!usage_token
) continue;
1871 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
1872 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
1873 shader_glsl_get_write_mask(register_token
, reg_mask
);
1877 case D3DDECLUSAGE_COLOR
:
1879 shader_addline(buffer
, "gl_FrontColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1880 else if (usage_idx
== 1)
1881 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1883 shader_addline(buffer
, "unsupported_color_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1886 case D3DDECLUSAGE_POSITION
:
1887 shader_addline(buffer
, "gl_Position%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1890 case D3DDECLUSAGE_TEXCOORD
:
1891 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT%u%s;\n",
1892 usage_idx
, reg_mask
, i
, reg_mask
);
1895 case WINED3DSHADERDECLUSAGE_PSIZE
:
1896 shader_addline(buffer
, "gl_PointSize = OUT%u.x;\n", i
);
1899 case WINED3DSHADERDECLUSAGE_FOG
:
1900 shader_addline(buffer
, "gl_FogFragCoord%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1904 shader_addline(buffer
, "unsupported_output%s = OUT%u%s;\n", reg_mask
, i
, reg_mask
);
1909 /** Attach a GLSL pixel or vertex shader object to the shader program */
1910 static void attach_glsl_shader(IWineD3DDevice
*iface
, IWineD3DBaseShader
* shader
) {
1911 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1912 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
1913 GLhandleARB shaderObj
= ((IWineD3DBaseShaderImpl
*)shader
)->baseShader
.prgId
;
1914 if (This
->stateBlock
->glsl_program
&& shaderObj
!= 0) {
1915 TRACE("Attaching GLSL shader object %u to program %u\n", shaderObj
, This
->stateBlock
->glsl_program
->programId
);
1916 GL_EXTCALL(glAttachObjectARB(This
->stateBlock
->glsl_program
->programId
, shaderObj
));
1917 checkGLcall("glAttachObjectARB");
1921 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
1922 * It sets the programId on the current StateBlock (because it should be called
1923 * inside of the DrawPrimitive() part of the render loop).
1925 * If a program for the given combination does not exist, create one, and store
1926 * the program in the list. If it creates a program, it will link the given
1929 * We keep the shader programs around on a list because linking
1930 * shader objects together is an expensive operation. It's much
1931 * faster to loop through a list of pre-compiled & linked programs
1932 * each time that the application sets a new pixel or vertex shader
1933 * than it is to re-link them together at that time.
1935 * The list will be deleted in IWineD3DDevice::Release().
1937 static void set_glsl_shader_program(IWineD3DDevice
*iface
) {
1938 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
1939 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
1940 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
1941 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
1942 struct glsl_shader_prog_link
*curLink
= NULL
;
1943 struct glsl_shader_prog_link
*newLink
= NULL
;
1944 struct list
*ptr
= NULL
;
1945 GLhandleARB programId
= 0;
1949 ptr
= list_head( &This
->glsl_shader_progs
);
1951 /* At least one program exists - see if it matches our ps/vs combination */
1952 curLink
= LIST_ENTRY( ptr
, struct glsl_shader_prog_link
, entry
);
1953 if (vshader
== curLink
->vertexShader
&& pshader
== curLink
->pixelShader
) {
1954 /* Existing Program found, use it */
1955 TRACE("Found existing program (%u) for this vertex/pixel shader combination\n",
1956 curLink
->programId
);
1957 This
->stateBlock
->glsl_program
= curLink
;
1960 /* This isn't the entry we need - try the next one */
1961 ptr
= list_next( &This
->glsl_shader_progs
, ptr
);
1964 /* If we get to this point, then no matching program exists, so we create one */
1965 programId
= GL_EXTCALL(glCreateProgramObjectARB());
1966 TRACE("Created new GLSL shader program %u\n", programId
);
1968 /* Allocate a new link for the list of programs */
1969 newLink
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
1970 newLink
->programId
= programId
;
1971 This
->stateBlock
->glsl_program
= newLink
;
1973 /* Attach GLSL vshader */
1974 if (NULL
!= vshader
&& This
->vs_selected_mode
== SHADER_GLSL
) {
1976 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
1979 TRACE("Attaching vertex shader to GLSL program\n");
1980 attach_glsl_shader(iface
, (IWineD3DBaseShader
*)vshader
);
1982 /* Bind vertex attributes to a corresponding index number to match
1983 * the same index numbers as ARB_vertex_programs (makes loading
1984 * vertex attributes simpler). With this method, we can use the
1985 * exact same code to load the attributes later for both ARB and
1988 * We have to do this here because we need to know the Program ID
1989 * in order to make the bindings work, and it has to be done prior
1990 * to linking the GLSL program. */
1991 for (i
= 0; i
< max_attribs
; ++i
) {
1992 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
1993 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
1995 checkGLcall("glBindAttribLocationARB");
1996 newLink
->vertexShader
= vshader
;
1999 /* Attach GLSL pshader */
2000 if (NULL
!= pshader
&& This
->ps_selected_mode
== SHADER_GLSL
) {
2001 TRACE("Attaching pixel shader to GLSL program\n");
2002 attach_glsl_shader(iface
, (IWineD3DBaseShader
*)pshader
);
2003 newLink
->pixelShader
= pshader
;
2006 /* Link the program */
2007 TRACE("Linking GLSL shader program %u\n", programId
);
2008 GL_EXTCALL(glLinkProgramARB(programId
));
2009 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
2010 list_add_head( &This
->glsl_shader_progs
, &newLink
->entry
);
2012 newLink
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
2013 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
2014 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
2015 newLink
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2017 newLink
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
2018 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
2019 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
2020 newLink
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
2026 static GLhandleARB
create_glsl_blt_shader(WineD3D_GL_Info
*gl_info
) {
2027 GLhandleARB program_id
;
2028 GLhandleARB vshader_id
, pshader_id
;
2029 const char *blt_vshader
[] = {
2032 " gl_Position = gl_Vertex;\n"
2033 " gl_FrontColor = vec4(1.0);\n"
2034 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
2035 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
2039 const char *blt_pshader
[] = {
2040 "uniform sampler2D sampler;\n"
2043 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
2047 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
2048 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
2049 GL_EXTCALL(glCompileShaderARB(vshader_id
));
2051 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
2052 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, blt_pshader
, NULL
));
2053 GL_EXTCALL(glCompileShaderARB(pshader_id
));
2055 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
2056 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
2057 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
2058 GL_EXTCALL(glLinkProgramARB(program_id
));
2060 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
2065 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
2066 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2067 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2068 GLhandleARB program_id
= 0;
2070 if (useVS
|| usePS
) set_glsl_shader_program(iface
);
2071 else This
->stateBlock
->glsl_program
= NULL
;
2073 program_id
= This
->stateBlock
->glsl_program
? This
->stateBlock
->glsl_program
->programId
: 0;
2074 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
2075 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2076 checkGLcall("glUseProgramObjectARB");
2079 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
) {
2080 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
2081 WineD3D_GL_Info
*gl_info
= &((IWineD3DImpl
*)(This
->wineD3D
))->gl_info
;
2082 static GLhandleARB program_id
= 0;
2083 static GLhandleARB loc
= -1;
2086 program_id
= create_glsl_blt_shader(gl_info
);
2087 loc
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "sampler"));
2090 GL_EXTCALL(glUseProgramObjectARB(program_id
));
2091 GL_EXTCALL(glUniform1iARB(loc
, 0));
2094 static void shader_glsl_cleanup(BOOL usePS
, BOOL useVS
) {
2098 const shader_backend_t glsl_shader_backend
= {
2099 &shader_glsl_select
,
2100 &shader_glsl_select_depth_blt
,
2101 &shader_glsl_load_constants
,
2102 &shader_glsl_cleanup