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 static const char * const spam[] =
101 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
102 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
103 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
104 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
105 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
106 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
107 "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
108 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
109 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
110 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
113 GL_EXTCALL(glGetObjectParameterivARB(obj,
114 GL_OBJECT_INFO_LOG_LENGTH_ARB,
117 /* A size of 1 is just a null-terminated string, so the log should be bigger than
118 * that if there are errors. */
119 if (infologLength > 1)
121 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
122 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
124 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
125 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
128 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
129 if(strcmp(infoLog, spam[i]) == 0) {
135 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
137 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
139 HeapFree(GetProcessHeap(), 0, infoLog);
144 * Loads (pixel shader) samplers
146 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
148 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
149 GLhandleARB name_loc;
151 char sampler_name[20];
153 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
154 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
155 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
156 if (name_loc != -1) {
157 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
158 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
159 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
160 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
161 checkGLcall("glUniform1iARB");
163 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
169 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
171 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
172 GLhandleARB name_loc;
173 char sampler_name[20];
176 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
177 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
178 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
179 if (name_loc != -1) {
180 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
181 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
182 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
183 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
184 checkGLcall("glUniform1iARB");
186 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
193 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
194 * When constant_list == NULL, it will load all the constants.
196 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
197 unsigned int max_constants, const float *constants, const GLhandleARB *constant_locations,
198 const struct list *constant_list)
200 const constants_entry *constant;
201 const local_constant *lconst;
206 if (TRACE_ON(d3d_shader)) {
207 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
212 tmp_loc = constant_locations[i];
214 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
215 constants[i * 4 + 0], constants[i * 4 + 1],
216 constants[i * 4 + 2], constants[i * 4 + 3]);
222 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
223 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1
224 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version))
228 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
233 tmp_loc = constant_locations[i];
235 /* We found this uniform name in the program - go ahead and send the data */
237 if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
238 else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
239 else lcl_const[0] = constants[k + 0];
240 if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
241 else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
242 else lcl_const[1] = constants[k + 1];
243 if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
244 else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
245 else lcl_const[2] = constants[k + 2];
246 if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
247 else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
248 else lcl_const[3] = constants[k + 3];
250 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const));
255 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
260 tmp_loc = constant_locations[i];
262 /* We found this uniform name in the program - go ahead and send the data */
263 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
268 checkGLcall("glUniform4fvARB()");
270 if(!This->baseShader.load_local_constsF) {
271 TRACE("No need to load local float constants for this shader\n");
275 /* Load immediate constants */
276 if (TRACE_ON(d3d_shader)) {
277 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
278 tmp_loc = constant_locations[lconst->idx];
280 const GLfloat *values = (const GLfloat *)lconst->value;
281 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
282 values[0], values[1], values[2], values[3]);
286 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
287 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
288 tmp_loc = constant_locations[lconst->idx];
290 /* We found this uniform name in the program - go ahead and send the data */
291 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (const GLfloat *)lconst->value));
294 checkGLcall("glUniform4fvARB()");
297 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
298 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
299 const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
304 for (i = 0; constants_set; constants_set >>= 1, ++i)
306 if (!(constants_set & 1)) continue;
308 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
309 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
311 /* We found this uniform name in the program - go ahead and send the data */
312 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
313 checkGLcall("glUniform4ivARB");
316 /* Load immediate constants */
317 ptr = list_head(&This->baseShader.constantsI);
319 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
320 unsigned int idx = lconst->idx;
321 const GLint *values = (const GLint *)lconst->value;
323 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
324 values[0], values[1], values[2], values[3]);
326 /* We found this uniform name in the program - go ahead and send the data */
327 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
328 checkGLcall("glUniform4ivARB");
329 ptr = list_next(&This->baseShader.constantsI, ptr);
333 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
334 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
335 GLhandleARB programId, const BOOL *constants, WORD constants_set)
340 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
341 const char* prefix = is_pshader? "PB":"VB";
344 /* TODO: Benchmark and see if it would be beneficial to store the
345 * locations of the constants to avoid looking up each time */
346 for (i = 0; constants_set; constants_set >>= 1, ++i)
348 if (!(constants_set & 1)) continue;
350 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
352 /* TODO: Benchmark and see if it would be beneficial to store the
353 * locations of the constants to avoid looking up each time */
354 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
355 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
358 /* We found this uniform name in the program - go ahead and send the data */
359 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
360 checkGLcall("glUniform1ivARB");
364 /* Load immediate constants */
365 ptr = list_head(&This->baseShader.constantsB);
367 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
368 unsigned int idx = lconst->idx;
369 const GLint *values = (const GLint *)lconst->value;
371 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
373 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
374 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
376 /* We found this uniform name in the program - go ahead and send the data */
377 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
378 checkGLcall("glUniform1ivARB");
380 ptr = list_next(&This->baseShader.constantsB, ptr);
387 * Loads the app-supplied constants into the currently set GLSL program.
389 static void shader_glsl_load_constants(
390 IWineD3DDevice* device,
392 char useVertexShader) {
394 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
395 const struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
396 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
397 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
399 const GLhandleARB *constant_locations;
400 const struct list *constant_list;
401 GLhandleARB programId;
402 const struct glsl_shader_prog_link *prog = priv->glsl_program;
406 /* No GLSL program set - nothing to do. */
409 programId = prog->programId;
411 if (useVertexShader) {
412 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
414 constant_locations = prog->vuniformF_locations;
415 constant_list = &stateBlock->set_vconstantsF;
417 /* Load DirectX 9 float constants/uniforms for vertex shader */
418 shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
419 stateBlock->vertexShaderConstantF, constant_locations, constant_list);
421 /* Load DirectX 9 integer constants/uniforms for vertex shader */
422 if(vshader->baseShader.uses_int_consts) {
423 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
424 stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
427 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
428 if(vshader->baseShader.uses_bool_consts) {
429 shader_glsl_load_constantsB(vshader, gl_info, programId,
430 stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
433 /* Upload the position fixup params */
434 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
435 checkGLcall("glUniform4fvARB");
438 if (usePixelShader) {
440 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
442 constant_locations = prog->puniformF_locations;
443 constant_list = &stateBlock->set_pconstantsF;
445 /* Load DirectX 9 float constants/uniforms for pixel shader */
446 shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
447 stateBlock->pixelShaderConstantF, constant_locations, constant_list);
449 /* Load DirectX 9 integer constants/uniforms for pixel shader */
450 if(pshader->baseShader.uses_int_consts) {
451 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
452 stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
455 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
456 if(pshader->baseShader.uses_bool_consts) {
457 shader_glsl_load_constantsB(pshader, gl_info, programId,
458 stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
461 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
462 * It can't be 0 for a valid texbem instruction.
464 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
465 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
466 int stage = ps->luminanceconst[i].texunit;
468 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
469 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
470 checkGLcall("glUniformMatrix2fvARB");
472 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
473 * is set too, so we can check that in the needsbumpmat check
475 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
476 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
477 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
479 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
480 checkGLcall("glUniform1fvARB");
481 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
482 checkGLcall("glUniform1fvARB");
486 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
487 float correction_params[4];
488 if(deviceImpl->render_offscreen) {
489 correction_params[0] = 0.0;
490 correction_params[1] = 1.0;
492 /* position is window relative, not viewport relative */
493 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
494 correction_params[1] = -1.0;
496 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
501 /** Generate the variable & register declarations for the GLSL output target */
502 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
503 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
505 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
506 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
507 DWORD shader_version = reg_maps->shader_version;
508 unsigned int i, extra_constants_needed = 0;
509 const local_constant *lconst;
511 /* There are some minor differences between pixel and vertex shaders */
512 char pshader = shader_is_pshader_version(shader_version);
513 char prefix = pshader ? 'P' : 'V';
515 /* Prototype the subroutines */
516 for (i = 0; i < This->baseShader.limits.label; i++) {
517 if (reg_maps->labels[i])
518 shader_addline(buffer, "void subroutine%u();\n", i);
521 /* Declare the constants (aka uniforms) */
522 if (This->baseShader.limits.constant_float > 0) {
523 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
524 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
525 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
528 if (This->baseShader.limits.constant_int > 0)
529 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
531 if (This->baseShader.limits.constant_bool > 0)
532 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
535 shader_addline(buffer, "uniform vec4 posFixup;\n");
536 /* Predeclaration; This function is added at link time based on the pixel shader.
537 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
538 * that. We know the input to the reorder function at vertex shader compile time, so
539 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
540 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
541 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
542 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
543 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
546 if (shader_version >= WINED3DVS_VERSION(3, 0))
548 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
550 shader_addline(buffer, "void order_ps_input();\n");
553 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
555 ps_impl->numbumpenvmatconsts = 0;
556 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
557 if(!reg_maps->bumpmat[i]) {
561 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
562 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
564 if(reg_maps->luminanceparams) {
565 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
566 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
567 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
568 extra_constants_needed++;
570 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
573 extra_constants_needed++;
574 ps_impl->numbumpenvmatconsts++;
577 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
578 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
579 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
580 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
581 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
583 if(reg_maps->vpos || reg_maps->usesdsy) {
584 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
585 shader_addline(buffer, "uniform vec4 ycorrection;\n");
586 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
587 extra_constants_needed++;
589 /* This happens because we do not have proper tracking of the constant registers that are
590 * actually used, only the max limit of the shader version
592 FIXME("Cannot find a free uniform for vpos correction params\n");
593 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
594 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
595 device->render_offscreen ? 1.0 : -1.0);
597 shader_addline(buffer, "vec4 vpos;\n");
601 /* Declare texture samplers */
602 for (i = 0; i < This->baseShader.limits.sampler; i++) {
603 if (reg_maps->samplers[i]) {
605 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
609 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
612 if(device->stateBlock->textures[i] &&
613 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
614 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
616 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
619 case WINED3DSTT_CUBE:
620 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
622 case WINED3DSTT_VOLUME:
623 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
626 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
627 FIXME("Unrecognized sampler type: %#x\n", stype);
633 /* Declare address variables */
634 for (i = 0; i < This->baseShader.limits.address; i++) {
635 if (reg_maps->address[i])
636 shader_addline(buffer, "ivec4 A%d;\n", i);
639 /* Declare texture coordinate temporaries and initialize them */
640 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
641 if (reg_maps->texcoord[i])
642 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
645 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
646 * helper function shader that is linked in at link time
648 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
651 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
653 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
654 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
655 * pixel shader that reads the fixed function color into the packed input registers.
657 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
661 /* Declare output register temporaries */
662 if(This->baseShader.limits.packed_output) {
663 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
666 /* Declare temporary variables */
667 for(i = 0; i < This->baseShader.limits.temporary; i++) {
668 if (reg_maps->temporary[i])
669 shader_addline(buffer, "vec4 R%u;\n", i);
672 /* Declare attributes */
673 for (i = 0; i < This->baseShader.limits.attributes; i++) {
674 if (reg_maps->attributes[i])
675 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
678 /* Declare loop registers aLx */
679 for (i = 0; i < reg_maps->loop_depth; i++) {
680 shader_addline(buffer, "int aL%u;\n", i);
681 shader_addline(buffer, "int tmpInt%u;\n", i);
684 /* Temporary variables for matrix operations */
685 shader_addline(buffer, "vec4 tmp0;\n");
686 shader_addline(buffer, "vec4 tmp1;\n");
688 /* Local constants use a different name so they can be loaded once at shader link time
689 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
690 * float -> string conversion can cause precision loss.
692 if(!This->baseShader.load_local_constsF) {
693 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
694 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
698 /* Start the main program */
699 shader_addline(buffer, "void main() {\n");
700 if(pshader && reg_maps->vpos) {
701 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
702 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
703 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
704 * precision troubles when we just substract 0.5.
706 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
708 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
710 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
711 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
712 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
713 * correctly on drivers that returns integer values.
715 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
719 /*****************************************************************************
720 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
722 * For more information, see http://wiki.winehq.org/DirectX-Shaders
723 ****************************************************************************/
726 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
727 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
729 /** Used for opcode modifiers - They multiply the result by the specified amount */
730 static const char * const shift_glsl_tab[] = {
732 "2.0 * ", /* 1 (x2) */
733 "4.0 * ", /* 2 (x4) */
734 "8.0 * ", /* 3 (x8) */
735 "16.0 * ", /* 4 (x16) */
736 "32.0 * ", /* 5 (x32) */
743 "0.0625 * ", /* 12 (d16) */
744 "0.125 * ", /* 13 (d8) */
745 "0.25 * ", /* 14 (d4) */
746 "0.5 * " /* 15 (d2) */
749 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
750 static void shader_glsl_gen_modifier (
753 const char *in_regswizzle,
758 if (instr == WINED3DSIO_TEXKILL)
761 switch (instr & WINED3DSP_SRCMOD_MASK) {
762 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
764 case WINED3DSPSM_NONE:
765 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
767 case WINED3DSPSM_NEG:
768 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
770 case WINED3DSPSM_NOT:
771 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
773 case WINED3DSPSM_BIAS:
774 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
776 case WINED3DSPSM_BIASNEG:
777 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
779 case WINED3DSPSM_SIGN:
780 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
782 case WINED3DSPSM_SIGNNEG:
783 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
785 case WINED3DSPSM_COMP:
786 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
789 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
791 case WINED3DSPSM_X2NEG:
792 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
794 case WINED3DSPSM_ABS:
795 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
797 case WINED3DSPSM_ABSNEG:
798 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
801 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
802 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
806 /** Writes the GLSL variable name that corresponds to the register that the
807 * DX opcode parameter is trying to access */
808 static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
809 char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
811 /* oPos, oFog and oPts in D3D */
812 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
814 DWORD reg = param & WINED3DSP_REGNUM_MASK;
815 DWORD regtype = shader_get_regtype(param);
816 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
817 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
818 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
819 DWORD shader_version = This->baseShader.reg_maps.shader_version;
820 char pshader = shader_is_pshader_version(shader_version);
826 case WINED3DSPR_TEMP:
827 sprintf(tmpStr, "R%u", reg);
829 case WINED3DSPR_INPUT:
831 /* Pixel shaders >= 3.0 */
832 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
834 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
836 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
837 glsl_src_param_t rel_param;
838 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
840 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
843 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
844 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
845 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
846 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
847 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
848 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
850 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
853 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
854 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
855 rel_param.param_str, in_count - 1,
856 rel_param.param_str, in_count,
857 rel_param.param_str);
859 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
863 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
864 if (idx == in_count) {
865 sprintf(tmpStr, "gl_Color");
866 } else if (idx == in_count + 1) {
867 sprintf(tmpStr, "gl_SecondaryColor");
869 sprintf(tmpStr, "IN[%u]", idx);
874 strcpy(tmpStr, "gl_Color");
876 strcpy(tmpStr, "gl_SecondaryColor");
879 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
881 sprintf(tmpStr, "attrib%u", reg);
884 case WINED3DSPR_CONST:
886 const char prefix = pshader? 'P':'V';
888 /* Relative addressing */
889 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
891 /* Relative addressing on shaders 2.0+ have a relative address token,
892 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
893 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
895 glsl_src_param_t rel_param;
896 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
898 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
900 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
904 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
906 sprintf(tmpStr, "%cC[A0.x]", prefix);
911 if(shader_constant_is_local(This, reg)) {
912 sprintf(tmpStr, "%cLC%u", prefix, reg);
914 sprintf(tmpStr, "%cC[%u]", prefix, reg);
920 case WINED3DSPR_CONSTINT:
922 sprintf(tmpStr, "PI[%u]", reg);
924 sprintf(tmpStr, "VI[%u]", reg);
926 case WINED3DSPR_CONSTBOOL:
928 sprintf(tmpStr, "PB[%u]", reg);
930 sprintf(tmpStr, "VB[%u]", reg);
932 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
934 sprintf(tmpStr, "T%u", reg);
936 sprintf(tmpStr, "A%u", reg);
939 case WINED3DSPR_LOOP:
940 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
942 case WINED3DSPR_SAMPLER:
944 sprintf(tmpStr, "Psampler%u", reg);
946 sprintf(tmpStr, "Vsampler%u", reg);
948 case WINED3DSPR_COLOROUT:
949 if (reg >= GL_LIMITS(buffers)) {
950 WARN("Write to render target %u, only %d supported\n", reg, 4);
952 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
953 sprintf(tmpStr, "gl_FragData[%u]", reg);
954 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
955 sprintf(tmpStr, "gl_FragColor");
958 case WINED3DSPR_RASTOUT:
959 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
961 case WINED3DSPR_DEPTHOUT:
962 sprintf(tmpStr, "gl_FragDepth");
964 case WINED3DSPR_ATTROUT:
966 sprintf(tmpStr, "gl_FrontColor");
968 sprintf(tmpStr, "gl_FrontSecondaryColor");
971 case WINED3DSPR_TEXCRDOUT:
972 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
973 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(tmpStr, "OUT[%u]", reg);
974 else sprintf(tmpStr, "gl_TexCoord[%u]", reg);
976 case WINED3DSPR_MISCTYPE:
979 sprintf(tmpStr, "vpos");
980 } else if (reg == 1){
981 /* Note that gl_FrontFacing is a bool, while vFace is
982 * a float for which the sign determines front/back
984 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
986 FIXME("Unhandled misctype register %d\n", reg);
987 sprintf(tmpStr, "unrecognized_register");
991 FIXME("Unhandled register name Type(%d)\n", regtype);
992 sprintf(tmpStr, "unrecognized_register");
996 strcat(regstr, tmpStr);
999 /* Get the GLSL write mask for the destination register */
1000 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
1001 char *ptr = write_mask;
1002 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1004 if (shader_is_scalar(param)) {
1005 mask = WINED3DSP_WRITEMASK_0;
1008 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1009 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1010 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1011 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1019 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1020 unsigned int size = 0;
1022 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1023 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1024 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1025 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1030 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1031 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1032 * but addressed as "rgba". To fix this we need to swap the register's x
1033 * and z components. */
1034 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1035 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1036 char *ptr = swizzle_str;
1038 if (!shader_is_scalar(param)) {
1040 /* swizzle bits fields: wwzzyyxx */
1041 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1042 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1043 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1044 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1050 /* From a given parameter token, generate the corresponding GLSL string.
1051 * Also, return the actual register name and swizzle in case the
1052 * caller needs this information as well. */
1053 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
1054 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
1056 BOOL is_color = FALSE;
1057 char swizzle_str[6];
1059 src_param->reg_name[0] = '\0';
1060 src_param->param_str[0] = '\0';
1061 swizzle_str[0] = '\0';
1063 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1065 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1066 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1069 /* From a given parameter token, generate the corresponding GLSL string.
1070 * Also, return the actual register name and swizzle in case the
1071 * caller needs this information as well. */
1072 static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
1073 const DWORD addr_token, glsl_dst_param_t *dst_param)
1075 BOOL is_color = FALSE;
1077 dst_param->mask_str[0] = '\0';
1078 dst_param->reg_name[0] = '\0';
1080 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1081 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1084 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1085 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
1087 glsl_dst_param_t dst_param;
1091 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1094 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1095 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1101 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1102 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
1104 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1107 /** Process GLSL instruction modifiers */
1108 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
1110 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1112 if (arg->opcode->dst_token && mask != 0) {
1113 glsl_dst_param_t dst_param;
1115 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1117 if (mask & WINED3DSPDM_SATURATE) {
1118 /* _SAT means to clamp the value of the register to between 0 and 1 */
1119 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1120 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1122 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1123 FIXME("_centroid modifier not handled\n");
1125 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1126 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1131 static inline const char* shader_get_comp_op(
1132 const DWORD opcode) {
1134 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1136 case COMPARISON_GT: return ">";
1137 case COMPARISON_EQ: return "==";
1138 case COMPARISON_GE: return ">=";
1139 case COMPARISON_LT: return "<";
1140 case COMPARISON_NE: return "!=";
1141 case COMPARISON_LE: return "<=";
1143 FIXME("Unrecognized comparison value: %u\n", op);
1148 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
1149 /* Note that there's no such thing as a projected cube texture. */
1150 switch(sampler_type) {
1152 sample_function->name = projected ? "texture1DProj" : "texture1D";
1153 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1157 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1159 sample_function->name = projected ? "texture2DProj" : "texture2D";
1161 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1163 case WINED3DSTT_CUBE:
1164 sample_function->name = "textureCube";
1165 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1167 case WINED3DSTT_VOLUME:
1168 sample_function->name = projected ? "texture3DProj" : "texture3D";
1169 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1172 sample_function->name = "";
1173 sample_function->coord_mask = 0;
1174 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1179 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1180 BOOL sign_fixup, enum fixup_channel_source channel_source)
1182 switch(channel_source)
1184 case CHANNEL_SOURCE_ZERO:
1185 strcat(arguments, "0.0");
1188 case CHANNEL_SOURCE_ONE:
1189 strcat(arguments, "1.0");
1192 case CHANNEL_SOURCE_X:
1193 strcat(arguments, reg_name);
1194 strcat(arguments, ".x");
1197 case CHANNEL_SOURCE_Y:
1198 strcat(arguments, reg_name);
1199 strcat(arguments, ".y");
1202 case CHANNEL_SOURCE_Z:
1203 strcat(arguments, reg_name);
1204 strcat(arguments, ".z");
1207 case CHANNEL_SOURCE_W:
1208 strcat(arguments, reg_name);
1209 strcat(arguments, ".w");
1213 FIXME("Unhandled channel source %#x\n", channel_source);
1214 strcat(arguments, "undefined");
1218 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1221 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
1223 unsigned int mask_size, remaining;
1224 glsl_dst_param_t dst_param;
1225 char arguments[256];
1230 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1231 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1232 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1233 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1236 if (!mask) return; /* Nothing to do */
1238 if (is_yuv_fixup(fixup))
1240 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1241 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1245 mask_size = shader_glsl_get_write_mask_size(mask);
1247 dst_param.mask_str[0] = '\0';
1248 shader_glsl_get_write_mask(mask, dst_param.mask_str);
1250 dst_param.reg_name[0] = '\0';
1251 shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
1253 arguments[0] = '\0';
1254 remaining = mask_size;
1255 if (mask & WINED3DSP_WRITEMASK_0)
1257 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1258 if (--remaining) strcat(arguments, ", ");
1260 if (mask & WINED3DSP_WRITEMASK_1)
1262 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1263 if (--remaining) strcat(arguments, ", ");
1265 if (mask & WINED3DSP_WRITEMASK_2)
1267 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1268 if (--remaining) strcat(arguments, ", ");
1270 if (mask & WINED3DSP_WRITEMASK_3)
1272 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1273 if (--remaining) strcat(arguments, ", ");
1278 shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
1279 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1283 shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1287 /*****************************************************************************
1289 * Begin processing individual instruction opcodes
1291 ****************************************************************************/
1293 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1294 static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
1296 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1297 SHADER_BUFFER* buffer = arg->buffer;
1298 glsl_src_param_t src0_param;
1299 glsl_src_param_t src1_param;
1303 /* Determine the GLSL operator to use based on the opcode */
1304 switch (curOpcode->opcode) {
1305 case WINED3DSIO_MUL: op = '*'; break;
1306 case WINED3DSIO_ADD: op = '+'; break;
1307 case WINED3DSIO_SUB: op = '-'; break;
1310 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1314 write_mask = shader_glsl_append_dst(buffer, arg);
1315 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1316 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1317 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1320 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1321 static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
1323 SHADER_BUFFER* buffer = arg->buffer;
1324 glsl_src_param_t src0_param;
1327 write_mask = shader_glsl_append_dst(buffer, arg);
1328 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1330 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1331 * shader versions WINED3DSIO_MOVA is used for this. */
1332 if ((WINED3DSHADER_VERSION_MAJOR(arg->reg_maps->shader_version) == 1
1333 && !shader_is_pshader_version(arg->reg_maps->shader_version)
1334 && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR))
1336 /* This is a simple floor() */
1337 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1338 if (mask_size > 1) {
1339 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1341 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1343 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1344 /* We need to *round* to the nearest int here. */
1345 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1346 if (mask_size > 1) {
1347 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);
1349 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1352 shader_addline(buffer, "%s);\n", src0_param.param_str);
1356 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1357 static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
1359 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1360 SHADER_BUFFER* buffer = arg->buffer;
1361 glsl_src_param_t src0_param;
1362 glsl_src_param_t src1_param;
1363 DWORD dst_write_mask, src_write_mask;
1364 unsigned int dst_size = 0;
1366 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1367 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1369 /* dp3 works on vec3, dp4 on vec4 */
1370 if (curOpcode->opcode == WINED3DSIO_DP4) {
1371 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1373 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1376 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1377 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1380 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1382 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1386 /* Note that this instruction has some restrictions. The destination write mask
1387 * can't contain the w component, and the source swizzles have to be .xyzw */
1388 static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
1390 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1391 glsl_src_param_t src0_param;
1392 glsl_src_param_t src1_param;
1395 shader_glsl_get_write_mask(arg->dst, dst_mask);
1396 shader_glsl_append_dst(arg->buffer, arg);
1397 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1398 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1399 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1402 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1403 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1404 * GLSL uses the value as-is. */
1405 static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
1407 SHADER_BUFFER *buffer = arg->buffer;
1408 glsl_src_param_t src0_param;
1409 glsl_src_param_t src1_param;
1410 DWORD dst_write_mask;
1411 unsigned int dst_size;
1413 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1414 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1416 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1417 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1420 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1422 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1426 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1427 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1428 * GLSL uses the value as-is. */
1429 static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
1431 SHADER_BUFFER *buffer = arg->buffer;
1432 glsl_src_param_t src0_param;
1433 DWORD dst_write_mask;
1434 unsigned int dst_size;
1436 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1437 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1439 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1442 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1444 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1448 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1449 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
1451 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1452 SHADER_BUFFER* buffer = arg->buffer;
1453 glsl_src_param_t src_param;
1454 const char *instruction;
1455 char arguments[256];
1459 /* Determine the GLSL function to use based on the opcode */
1460 /* TODO: Possibly make this a table for faster lookups */
1461 switch (curOpcode->opcode) {
1462 case WINED3DSIO_MIN: instruction = "min"; break;
1463 case WINED3DSIO_MAX: instruction = "max"; break;
1464 case WINED3DSIO_ABS: instruction = "abs"; break;
1465 case WINED3DSIO_FRC: instruction = "fract"; break;
1466 case WINED3DSIO_NRM: instruction = "normalize"; break;
1467 case WINED3DSIO_EXP: instruction = "exp2"; break;
1468 case WINED3DSIO_SGN: instruction = "sign"; break;
1469 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1470 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1471 default: instruction = "";
1472 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1476 write_mask = shader_glsl_append_dst(buffer, arg);
1478 arguments[0] = '\0';
1479 if (curOpcode->num_params > 0) {
1480 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1481 strcat(arguments, src_param.param_str);
1482 for (i = 2; i < curOpcode->num_params; ++i) {
1483 strcat(arguments, ", ");
1484 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1485 strcat(arguments, src_param.param_str);
1489 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1492 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1493 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1494 * dst.x = 2^(floor(src))
1495 * dst.y = src - floor(src)
1496 * dst.z = 2^src (partial precision is allowed, but optional)
1498 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1499 * dst = 2^src; (partial precision is allowed, but optional)
1501 static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
1503 glsl_src_param_t src_param;
1505 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1507 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1511 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1512 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1513 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1514 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1516 shader_glsl_append_dst(arg->buffer, arg);
1517 shader_glsl_get_write_mask(arg->dst, dst_mask);
1518 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1521 unsigned int mask_size;
1523 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1524 mask_size = shader_glsl_get_write_mask_size(write_mask);
1526 if (mask_size > 1) {
1527 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1529 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1534 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1535 static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
1537 glsl_src_param_t src_param;
1539 unsigned int mask_size;
1541 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1542 mask_size = shader_glsl_get_write_mask_size(write_mask);
1543 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1545 if (mask_size > 1) {
1546 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1548 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1552 static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
1554 SHADER_BUFFER* buffer = arg->buffer;
1555 glsl_src_param_t src_param;
1557 unsigned int mask_size;
1559 write_mask = shader_glsl_append_dst(buffer, arg);
1560 mask_size = shader_glsl_get_write_mask_size(write_mask);
1562 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1564 if (mask_size > 1) {
1565 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1567 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1571 /** Process signed comparison opcodes in GLSL. */
1572 static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
1574 glsl_src_param_t src0_param;
1575 glsl_src_param_t src1_param;
1577 unsigned int mask_size;
1579 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1580 mask_size = shader_glsl_get_write_mask_size(write_mask);
1581 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1582 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1584 if (mask_size > 1) {
1585 const char *compare;
1587 switch(arg->opcode->opcode) {
1588 case WINED3DSIO_SLT: compare = "lessThan"; break;
1589 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1590 default: compare = "";
1591 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1594 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1595 src0_param.param_str, src1_param.param_str);
1597 switch(arg->opcode->opcode) {
1598 case WINED3DSIO_SLT:
1599 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1600 * to return 0.0 but step returns 1.0 because step is not < x
1601 * An alternative is a bvec compare padded with an unused second component.
1602 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1603 * issue. Playing with not() is not possible either because not() does not accept
1606 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1608 case WINED3DSIO_SGE:
1609 /* Here we can use the step() function and safe a conditional */
1610 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1613 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1619 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1620 static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
1622 glsl_src_param_t src0_param;
1623 glsl_src_param_t src1_param;
1624 glsl_src_param_t src2_param;
1625 DWORD write_mask, cmp_channel = 0;
1628 BOOL temp_destination = FALSE;
1630 if(shader_is_scalar(arg->src[0])) {
1631 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1633 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1634 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1635 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1637 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1638 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1640 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1641 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1642 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1643 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1644 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1645 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1646 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1647 DWORD dstregtype = shader_get_regtype(arg->dst);
1649 /* Cycle through all source0 channels */
1650 for (i=0; i<4; i++) {
1652 /* Find the destination channels which use the current source0 channel */
1653 for (j=0; j<4; j++) {
1654 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1655 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1656 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1660 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1661 * The first lines may overwrite source parameters of the following lines.
1662 * Deal with that by using a temporary destination register if needed
1664 if((src0reg == dstreg && src0regtype == dstregtype) ||
1665 (src1reg == dstreg && src1regtype == dstregtype) ||
1666 (src2reg == dstreg && src2regtype == dstregtype)) {
1668 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1669 if (!write_mask) continue;
1670 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1671 temp_destination = TRUE;
1673 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1674 if (!write_mask) continue;
1677 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1678 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1679 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1681 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1682 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1685 if(temp_destination) {
1686 shader_glsl_get_write_mask(arg->dst, mask_char);
1687 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1688 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1694 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1695 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1696 * the compare is done per component of src0. */
1697 static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
1699 glsl_src_param_t src0_param;
1700 glsl_src_param_t src1_param;
1701 glsl_src_param_t src2_param;
1702 DWORD write_mask, cmp_channel = 0;
1705 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
1707 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1708 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1709 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1710 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1712 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1713 if(arg->opcode_token & WINED3DSI_COISSUE) {
1714 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1716 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1717 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1721 /* Cycle through all source0 channels */
1722 for (i=0; i<4; i++) {
1724 /* Find the destination channels which use the current source0 channel */
1725 for (j=0; j<4; j++) {
1726 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1727 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1728 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1731 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1732 if (!write_mask) continue;
1734 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1735 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1736 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1738 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1739 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1743 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1744 static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
1746 glsl_src_param_t src0_param;
1747 glsl_src_param_t src1_param;
1748 glsl_src_param_t src2_param;
1751 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1752 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1753 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1754 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1755 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1756 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1759 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1760 Vertex shaders to GLSL codes */
1761 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
1763 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1764 const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
1765 DWORD shader_version = arg->reg_maps->shader_version;
1767 int nComponents = 0;
1768 SHADER_OPCODE_ARG tmpArg;
1770 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1772 /* Set constants for the temporary argument */
1773 tmpArg.shader = arg->shader;
1774 tmpArg.buffer = arg->buffer;
1775 tmpArg.src[0] = arg->src[0];
1776 tmpArg.src_addr[0] = arg->src_addr[0];
1777 tmpArg.src_addr[1] = arg->src_addr[1];
1778 tmpArg.reg_maps = arg->reg_maps;
1780 switch(arg->opcode->opcode) {
1781 case WINED3DSIO_M4x4:
1783 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1785 case WINED3DSIO_M4x3:
1787 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1789 case WINED3DSIO_M3x4:
1791 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1793 case WINED3DSIO_M3x3:
1795 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1797 case WINED3DSIO_M3x2:
1799 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1805 for (i = 0; i < nComponents; i++) {
1806 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1807 tmpArg.src[1] = arg->src[1]+i;
1808 shader_glsl_dot(&tmpArg);
1813 The LRP instruction performs a component-wise linear interpolation
1814 between the second and third operands using the first operand as the
1815 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1816 This is equivalent to mix(src2, src1, src0);
1818 static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
1820 glsl_src_param_t src0_param;
1821 glsl_src_param_t src1_param;
1822 glsl_src_param_t src2_param;
1825 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1827 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1828 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1829 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1831 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1832 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1835 /** Process the WINED3DSIO_LIT instruction in GLSL:
1836 * dst.x = dst.w = 1.0
1837 * dst.y = (src0.x > 0) ? src0.x
1838 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1839 * where src.w is clamped at +- 128
1841 static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
1843 glsl_src_param_t src0_param;
1844 glsl_src_param_t src1_param;
1845 glsl_src_param_t src3_param;
1848 shader_glsl_append_dst(arg->buffer, arg);
1849 shader_glsl_get_write_mask(arg->dst, dst_mask);
1851 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1852 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
1853 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
1855 /* The sdk specifies the instruction like this
1857 * if(src.x > 0.0) dst.y = src.x
1859 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1863 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1864 * dst.x = 1.0 ... No further explanation needed
1865 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1866 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1867 * dst.w = 1.0. ... Nothing fancy.
1869 * So we still have one conditional in there. So do this:
1870 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1872 * 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),
1873 * 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.
1874 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1876 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",
1877 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
1880 /** Process the WINED3DSIO_DST instruction in GLSL:
1882 * dst.y = src0.x * src0.y
1886 static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
1888 glsl_src_param_t src0y_param;
1889 glsl_src_param_t src0z_param;
1890 glsl_src_param_t src1y_param;
1891 glsl_src_param_t src1w_param;
1894 shader_glsl_append_dst(arg->buffer, arg);
1895 shader_glsl_get_write_mask(arg->dst, dst_mask);
1897 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
1898 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
1899 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
1900 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
1902 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1903 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
1906 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1907 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1908 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1910 * dst.x = cos(src0.?)
1911 * dst.y = sin(src0.?)
1915 static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
1917 glsl_src_param_t src0_param;
1920 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1921 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1923 switch (write_mask) {
1924 case WINED3DSP_WRITEMASK_0:
1925 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
1928 case WINED3DSP_WRITEMASK_1:
1929 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
1932 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
1933 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
1937 ERR("Write mask should be .x, .y or .xy\n");
1942 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1943 * Start a for() loop where src1.y is the initial value of aL,
1944 * increment aL by src1.z for a total of src1.x iterations.
1945 * Need to use a temporary variable for this operation.
1947 /* FIXME: I don't think nested loops will work correctly this way. */
1948 static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
1950 glsl_src_param_t src1_param;
1951 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1952 DWORD regtype = shader_get_regtype(arg->src[1]);
1953 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1954 const DWORD *control_values = NULL;
1955 const local_constant *constant;
1957 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
1959 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
1960 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
1961 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
1964 if(regtype == WINED3DSPR_CONSTINT) {
1965 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
1966 if(constant->idx == reg) {
1967 control_values = constant->value;
1973 if(control_values) {
1974 if(control_values[2] > 0) {
1975 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
1976 shader->baseShader.cur_loop_depth, control_values[1],
1977 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
1978 shader->baseShader.cur_loop_depth, control_values[2]);
1979 } else if(control_values[2] == 0) {
1980 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
1981 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
1982 shader->baseShader.cur_loop_depth, control_values[0],
1983 shader->baseShader.cur_loop_depth);
1985 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
1986 shader->baseShader.cur_loop_depth, control_values[1],
1987 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
1988 shader->baseShader.cur_loop_depth, control_values[2]);
1991 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
1992 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
1993 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
1994 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
1997 shader->baseShader.cur_loop_depth++;
1998 shader->baseShader.cur_loop_regno++;
2001 static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
2003 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2005 shader_addline(arg->buffer, "}\n");
2007 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2008 shader->baseShader.cur_loop_depth--;
2009 shader->baseShader.cur_loop_regno--;
2011 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2012 shader->baseShader.cur_loop_depth--;
2016 static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
2018 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2019 glsl_src_param_t src0_param;
2021 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2022 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2023 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2024 src0_param.param_str, shader->baseShader.cur_loop_depth);
2025 shader->baseShader.cur_loop_depth++;
2028 static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
2030 glsl_src_param_t src0_param;
2032 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2033 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2036 static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
2038 glsl_src_param_t src0_param;
2039 glsl_src_param_t src1_param;
2041 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2042 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2044 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2045 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2048 static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
2050 shader_addline(arg->buffer, "} else {\n");
2053 static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
2055 shader_addline(arg->buffer, "break;\n");
2058 /* FIXME: According to MSDN the compare is done per component. */
2059 static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
2061 glsl_src_param_t src0_param;
2062 glsl_src_param_t src1_param;
2064 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2065 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2067 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2068 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2071 static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
2074 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2075 shader_addline(arg->buffer, "}\n");
2076 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2079 static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
2081 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2082 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2085 static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
2087 glsl_src_param_t src1_param;
2089 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2090 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2091 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2094 /*********************************************
2095 * Pixel Shader Specific Code begins here
2096 ********************************************/
2097 static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
2099 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2100 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2101 DWORD shader_version = arg->reg_maps->shader_version;
2102 char dst_swizzle[6];
2103 glsl_sample_function_t sample_function;
2106 BOOL projected, texrect = FALSE;
2109 /* All versions have a destination register */
2110 shader_glsl_append_dst(arg->buffer, arg);
2112 /* 1.0-1.4: Use destination register as sampler source.
2113 * 2.0+: Use provided sampler source. */
2114 if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2115 else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2116 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2118 if (shader_version < WINED3DPS_VERSION(1,4))
2120 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2122 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2123 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2125 switch (flags & ~WINED3DTTFF_PROJECTED) {
2126 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2127 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2128 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2129 case WINED3DTTFF_COUNT4:
2130 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2136 else if (shader_version < WINED3DPS_VERSION(2,0))
2138 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2140 if (src_mod == WINED3DSPSM_DZ) {
2142 mask = WINED3DSP_WRITEMASK_2;
2143 } else if (src_mod == WINED3DSPSM_DW) {
2145 mask = WINED3DSP_WRITEMASK_3;
2150 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2151 /* ps 2.0 texldp instruction always divides by the fourth component. */
2153 mask = WINED3DSP_WRITEMASK_3;
2159 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2160 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2164 shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
2165 mask |= sample_function.coord_mask;
2167 if (shader_version < WINED3DPS_VERSION(2,0)) shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2168 else shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2170 /* 1.0-1.3: Use destination register as coordinate source.
2171 1.4+: Use provided coordinate source register. */
2172 if (shader_version < WINED3DPS_VERSION(1,4))
2175 shader_glsl_get_write_mask(mask, coord_mask);
2176 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
2177 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
2179 glsl_src_param_t coord_param;
2180 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2181 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2182 glsl_src_param_t bias;
2183 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2185 shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
2186 sample_function.name, sampler_idx, coord_param.param_str,
2187 bias.param_str, dst_swizzle);
2189 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
2190 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
2195 static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
2197 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2198 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2199 glsl_sample_function_t sample_function;
2200 glsl_src_param_t coord_param, lod_param;
2201 char dst_swizzle[6];
2204 BOOL texrect = FALSE;
2206 shader_glsl_append_dst(arg->buffer, arg);
2207 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2209 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2210 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2211 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2212 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2215 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);
2217 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2219 if (shader_is_pshader_version(arg->reg_maps->shader_version))
2221 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2222 * However, they seem to work just fine in fragment shaders as well. */
2223 WARN("Using %sLod in fragment shader.\n", sample_function.name);
2224 shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
2225 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2227 shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
2228 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2232 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
2234 /* FIXME: Make this work for more than just 2D textures */
2235 SHADER_BUFFER* buffer = arg->buffer;
2239 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2240 shader_glsl_get_write_mask(write_mask, dst_mask);
2242 if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2244 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2245 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2247 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2248 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2249 char dst_swizzle[6];
2251 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2253 if (src_mod == WINED3DSPSM_DZ) {
2254 glsl_src_param_t div_param;
2255 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2256 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2258 if (mask_size > 1) {
2259 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2261 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2263 } else if (src_mod == WINED3DSPSM_DW) {
2264 glsl_src_param_t div_param;
2265 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2266 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2268 if (mask_size > 1) {
2269 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2271 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2274 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2279 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2280 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2281 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2282 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
2284 glsl_src_param_t src0_param;
2286 glsl_sample_function_t sample_function;
2287 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2288 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2289 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2291 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2293 shader_glsl_append_dst(arg->buffer, arg);
2294 shader_glsl_get_write_mask(arg->dst, dst_mask);
2296 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2297 * scalar, and projected sampling would require 4.
2299 * It is a dependent read - not valid with conditional NP2 textures
2301 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2303 switch(count_bits(sample_function.coord_mask)) {
2305 shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2306 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2310 shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2311 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2315 shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2316 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2319 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2323 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2324 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2325 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
2327 glsl_src_param_t src0_param;
2328 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2329 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2331 unsigned int mask_size;
2333 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2334 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2335 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2337 if (mask_size > 1) {
2338 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2340 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2344 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2345 * Calculate the depth as dst.x / dst.y */
2346 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
2348 glsl_dst_param_t dst_param;
2350 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2352 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2353 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2354 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2355 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2358 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);
2361 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2362 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2363 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2364 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2366 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
2368 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2369 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2370 glsl_src_param_t src0_param;
2372 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2374 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2375 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2378 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2379 * Calculate the 1st of a 2-row matrix multiplication. */
2380 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
2382 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2383 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2384 SHADER_BUFFER* buffer = arg->buffer;
2385 glsl_src_param_t src0_param;
2387 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2388 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2391 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2392 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2393 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
2395 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
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 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2400 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.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2404 current_state->texcoord_w[current_state->current_row++] = reg;
2407 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
2409 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2410 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2411 SHADER_BUFFER* buffer = arg->buffer;
2412 glsl_src_param_t src0_param;
2415 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2416 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2418 shader_glsl_append_dst(buffer, arg);
2419 shader_glsl_get_write_mask(arg->dst, dst_mask);
2421 /* Sample the texture using the calculated coordinates */
2422 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
2425 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2426 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2427 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
2429 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2430 glsl_src_param_t src0_param;
2432 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2433 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2434 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2435 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2436 glsl_sample_function_t sample_function;
2438 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2439 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2441 shader_glsl_append_dst(arg->buffer, arg);
2442 shader_glsl_get_write_mask(arg->dst, dst_mask);
2443 /* Dependent read, not valid with conditional NP2 */
2444 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2446 /* Sample the texture using the calculated coordinates */
2447 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2449 current_state->current_row = 0;
2452 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2453 * Perform the 3rd row of a 3x3 matrix multiply */
2454 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
2456 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2457 glsl_src_param_t src0_param;
2459 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2460 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2461 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2463 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2465 shader_glsl_append_dst(arg->buffer, arg);
2466 shader_glsl_get_write_mask(arg->dst, dst_mask);
2467 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2469 current_state->current_row = 0;
2472 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2473 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2474 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
2476 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2477 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2478 glsl_src_param_t src0_param;
2479 glsl_src_param_t src1_param;
2481 SHADER_BUFFER* buffer = arg->buffer;
2482 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2483 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2484 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2485 glsl_sample_function_t sample_function;
2487 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2488 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2490 /* Perform the last matrix multiply operation */
2491 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2492 /* Reflection calculation */
2493 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2495 shader_glsl_append_dst(buffer, arg);
2496 shader_glsl_get_write_mask(arg->dst, dst_mask);
2497 /* Dependent read, not valid with conditional NP2 */
2498 shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
2500 /* Sample the texture */
2501 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2503 current_state->current_row = 0;
2506 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2507 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2508 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
2510 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2511 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2512 SHADER_BUFFER* buffer = arg->buffer;
2513 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2514 glsl_src_param_t src0_param;
2516 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2517 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2518 glsl_sample_function_t sample_function;
2520 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2522 /* Perform the last matrix multiply operation */
2523 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2525 /* Construct the eye-ray vector from w coordinates */
2526 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2527 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2528 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2530 shader_glsl_append_dst(buffer, arg);
2531 shader_glsl_get_write_mask(arg->dst, dst_mask);
2532 /* Dependent read, not valid with conditional NP2 */
2533 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2535 /* Sample the texture using the calculated coordinates */
2536 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2538 current_state->current_row = 0;
2541 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2542 * Apply a fake bump map transform.
2543 * texbem is pshader <= 1.3 only, this saves a few version checks
2545 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
2547 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2548 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2549 char dst_swizzle[6];
2550 glsl_sample_function_t sample_function;
2551 glsl_src_param_t coord_param;
2558 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2559 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2561 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2562 /* Dependent read, not valid with conditional NP2 */
2563 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2564 mask = sample_function.coord_mask;
2566 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2568 shader_glsl_get_write_mask(mask, coord_mask);
2570 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2571 * so we can't let the GL handle this.
2573 if (flags & WINED3DTTFF_PROJECTED) {
2575 char coord_div_mask[3];
2576 switch (flags & ~WINED3DTTFF_PROJECTED) {
2577 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2578 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2579 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2580 case WINED3DTTFF_COUNT4:
2581 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2583 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2584 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2587 shader_glsl_append_dst(arg->buffer, arg);
2588 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2589 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2590 glsl_src_param_t luminance_param;
2591 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2592 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",
2593 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask,
2594 luminance_param.param_str, sampler_idx, sampler_idx, dst_swizzle);
2596 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2597 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, dst_swizzle);
2601 static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
2603 glsl_src_param_t src0_param, src1_param;
2604 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2606 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2607 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2609 shader_glsl_append_dst(arg->buffer, arg);
2610 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2611 src0_param.param_str, sampler_idx, src1_param.param_str);
2614 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2615 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2616 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
2618 glsl_src_param_t src0_param;
2619 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2622 shader_glsl_append_dst(arg->buffer, arg);
2623 shader_glsl_get_write_mask(arg->dst, dst_mask);
2624 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2626 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2629 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2630 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2631 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
2633 glsl_src_param_t src0_param;
2634 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2637 shader_glsl_append_dst(arg->buffer, arg);
2638 shader_glsl_get_write_mask(arg->dst, dst_mask);
2639 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2641 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2644 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2645 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2646 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
2648 glsl_src_param_t src0_param;
2650 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2651 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2652 glsl_sample_function_t sample_function;
2654 shader_glsl_append_dst(arg->buffer, arg);
2655 shader_glsl_get_write_mask(arg->dst, dst_mask);
2656 /* Dependent read, not valid with conditional NP2 */
2657 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2658 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2660 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2663 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2664 * If any of the first 3 components are < 0, discard this pixel */
2665 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
2667 glsl_dst_param_t dst_param;
2669 /* The argument is a destination parameter, and no writemasks are allowed */
2670 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2671 if ((arg->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
2673 /* 2.0 shaders compare all 4 components in texkill */
2674 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2676 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2677 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2678 * 4 components are defined, only the first 3 are used
2680 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2684 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2685 * dst = dot2(src0, src1) + src2 */
2686 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
2688 glsl_src_param_t src0_param;
2689 glsl_src_param_t src1_param;
2690 glsl_src_param_t src2_param;
2692 unsigned int mask_size;
2694 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2695 mask_size = shader_glsl_get_write_mask_size(write_mask);
2697 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2698 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2699 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2701 if (mask_size > 1) {
2702 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);
2704 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2708 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2709 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2712 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2714 for (i = 0; i < MAX_REG_INPUT; i++) {
2716 DWORD usage_token = semantics_in[i].usage;
2717 DWORD register_token = semantics_in[i].reg;
2718 DWORD usage, usage_idx;
2722 if (!usage_token) continue;
2723 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2724 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2725 shader_glsl_get_write_mask(register_token, reg_mask);
2729 case WINED3DDECLUSAGE_TEXCOORD:
2730 if(usage_idx < 8 && vertexprocessing == pretransformed) {
2731 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2732 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2734 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2735 This->input_reg_map[i], reg_mask, reg_mask);
2739 case WINED3DDECLUSAGE_COLOR:
2741 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2742 This->input_reg_map[i], reg_mask, reg_mask);
2743 else if (usage_idx == 1)
2744 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2745 This->input_reg_map[i], reg_mask, reg_mask);
2747 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2748 This->input_reg_map[i], reg_mask, reg_mask);
2752 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2753 This->input_reg_map[i], reg_mask, reg_mask);
2758 /*********************************************
2759 * Vertex Shader Specific Code begins here
2760 ********************************************/
2762 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
2763 glsl_program_key_t *key;
2765 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2766 key->vshader = entry->vshader;
2767 key->pshader = entry->pshader;
2768 key->ps_args = entry->ps_args;
2770 hash_table_put(priv->glsl_program_lookup, key, entry);
2773 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
2774 GLhandleARB vshader, IWineD3DPixelShader *pshader, struct ps_compile_args *ps_args) {
2775 glsl_program_key_t key;
2777 key.vshader = vshader;
2778 key.pshader = pshader;
2779 key.ps_args = *ps_args;
2781 return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
2784 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
2785 struct glsl_shader_prog_link *entry)
2787 glsl_program_key_t *key;
2789 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2790 key->vshader = entry->vshader;
2791 key->pshader = entry->pshader;
2792 key->ps_args = entry->ps_args;
2793 hash_table_remove(priv->glsl_program_lookup, key);
2795 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2796 if (entry->vshader) list_remove(&entry->vshader_entry);
2797 if (entry->pshader) list_remove(&entry->pshader_entry);
2798 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2799 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2800 HeapFree(GetProcessHeap(), 0, entry);
2803 static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
2804 const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
2807 DWORD usage_token, usage_token_out;
2808 DWORD register_token, register_token_out;
2809 DWORD usage, usage_idx, usage_out, usage_idx_out;
2812 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
2813 char reg_mask[6], reg_mask_out[6];
2814 char destination[50];
2816 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
2818 if (!semantics_out) {
2819 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
2820 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
2821 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
2824 for(i = 0; i < MAX_REG_INPUT; i++) {
2825 usage_token = semantics_in[i].usage;
2826 if (!usage_token) continue;
2829 if (in_idx >= (in_count + 2)) {
2830 FIXME("More input varyings declared than supported, expect issues\n");
2832 } else if(map[i] == -1) {
2833 /* Declared, but not read register */
2837 if (in_idx == in_count) {
2838 sprintf(destination, "gl_FrontColor");
2839 } else if (in_idx == in_count + 1) {
2840 sprintf(destination, "gl_FrontSecondaryColor");
2842 sprintf(destination, "IN[%u]", in_idx);
2845 register_token = semantics_in[i].reg;
2847 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2848 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2849 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
2851 if(!semantics_out) {
2853 case WINED3DDECLUSAGE_COLOR:
2855 shader_addline(buffer, "%s%s = front_color%s;\n",
2856 destination, reg_mask, reg_mask);
2857 else if (usage_idx == 1)
2858 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
2859 destination, reg_mask, reg_mask);
2861 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2862 destination, reg_mask, reg_mask);
2865 case WINED3DDECLUSAGE_TEXCOORD:
2866 if (usage_idx < 8) {
2867 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
2868 destination, reg_mask, usage_idx, reg_mask);
2870 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2871 destination, reg_mask, reg_mask);
2875 case WINED3DDECLUSAGE_FOG:
2876 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2877 destination, reg_mask, reg_mask);
2881 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2882 destination, reg_mask, reg_mask);
2886 for(j = 0; j < MAX_REG_OUTPUT; j++) {
2887 usage_token_out = semantics_out[j].usage;
2888 if (!usage_token_out) continue;
2889 register_token_out = semantics_out[j].reg;
2891 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2892 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2893 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
2895 if(usage == usage_out &&
2896 usage_idx == usage_idx_out) {
2897 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
2898 destination, reg_mask, j, reg_mask);
2903 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2904 destination, reg_mask, reg_mask);
2909 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2910 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2911 * input varyings are assigned above, if the optimizer works properly.
2913 for(i = 0; i < in_count + 2; i++) {
2914 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
2915 unsigned int size = 0;
2916 memset(reg_mask, 0, sizeof(reg_mask));
2917 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
2918 reg_mask[size] = 'x';
2921 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
2922 reg_mask[size] = 'y';
2925 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
2926 reg_mask[size] = 'z';
2929 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
2930 reg_mask[size] = 'w';
2934 if (i == in_count) {
2935 sprintf(destination, "gl_FrontColor");
2936 } else if (i == in_count + 1) {
2937 sprintf(destination, "gl_FrontSecondaryColor");
2939 sprintf(destination, "IN[%u]", i);
2943 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
2945 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
2950 HeapFree(GetProcessHeap(), 0, set);
2953 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
2954 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
2956 GLhandleARB ret = 0;
2957 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
2958 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
2959 IWineD3DDeviceImpl *device;
2960 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version);
2961 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
2963 SHADER_BUFFER buffer;
2965 DWORD register_token;
2966 DWORD usage, usage_idx, writemask;
2968 const struct semantic *semantics_out, *semantics_in;
2970 shader_buffer_init(&buffer);
2972 shader_addline(&buffer, "#version 120\n");
2974 if(vs_major < 3 && ps_major < 3) {
2975 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
2976 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
2978 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
2979 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
2980 !device->frag_pipe->ffp_proj_control) {
2981 shader_addline(&buffer, "void order_ps_input() {\n");
2982 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2983 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2984 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2985 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
2988 shader_addline(&buffer, "}\n");
2990 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
2992 } else if(ps_major < 3 && vs_major >= 3) {
2993 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
2994 semantics_out = vs->semantics_out;
2996 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
2997 for(i = 0; i < MAX_REG_OUTPUT; i++) {
2998 usage_token = semantics_out[i].usage;
2999 if (!usage_token) continue;
3000 register_token = semantics_out[i].reg;
3002 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3003 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3004 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3007 case WINED3DDECLUSAGE_COLOR:
3009 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3010 else if (usage_idx == 1)
3011 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3014 case WINED3DDECLUSAGE_POSITION:
3015 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3018 case WINED3DDECLUSAGE_TEXCOORD:
3019 if (usage_idx < 8) {
3020 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3022 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3023 usage_idx, reg_mask, i, reg_mask);
3024 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3025 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3030 case WINED3DDECLUSAGE_PSIZE:
3031 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3034 case WINED3DDECLUSAGE_FOG:
3035 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3042 shader_addline(&buffer, "}\n");
3044 } else if(ps_major >= 3 && vs_major >= 3) {
3045 semantics_out = vs->semantics_out;
3046 semantics_in = ps->semantics_in;
3048 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3049 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3050 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3052 /* First, sort out position and point size. Those are not passed to the pixel shader */
3053 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3054 usage_token = semantics_out[i].usage;
3055 if (!usage_token) continue;
3056 register_token = semantics_out[i].reg;
3058 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3059 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3060 shader_glsl_get_write_mask(register_token, reg_mask);
3063 case WINED3DDECLUSAGE_POSITION:
3064 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3067 case WINED3DDECLUSAGE_PSIZE:
3068 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3076 /* Then, fix the pixel shader input */
3077 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3079 shader_addline(&buffer, "}\n");
3080 } else if(ps_major >= 3 && vs_major < 3) {
3081 semantics_in = ps->semantics_in;
3083 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3084 shader_addline(&buffer, "void order_ps_input() {\n");
3085 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3086 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3087 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3089 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3090 shader_addline(&buffer, "}\n");
3092 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3095 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3096 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3097 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3098 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3099 GL_EXTCALL(glCompileShaderARB(ret));
3100 checkGLcall("glCompileShaderARB(ret)");
3102 shader_buffer_free(&buffer);
3106 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3107 GLhandleARB programId, char prefix)
3109 const local_constant *lconst;
3114 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3115 value = (const float *)lconst->value;
3116 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3117 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3118 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3120 checkGLcall("Hardcoding local constants\n");
3123 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3124 * It sets the programId on the current StateBlock (because it should be called
3125 * inside of the DrawPrimitive() part of the render loop).
3127 * If a program for the given combination does not exist, create one, and store
3128 * the program in the hash table. If it creates a program, it will link the
3129 * given objects, too.
3131 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3132 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3133 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3134 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3135 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3136 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3137 struct glsl_shader_prog_link *entry = NULL;
3138 GLhandleARB programId = 0;
3139 GLhandleARB reorder_shader_id = 0;
3142 GLhandleARB vshader_id, pshader_id;
3143 struct ps_compile_args compile_args;
3146 IWineD3DVertexShaderImpl_CompileShader(vshader);
3147 vshader_id = ((IWineD3DVertexShaderImpl*)vshader)->prgId;
3152 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &compile_args);
3154 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3155 memset(&compile_args, 0, sizeof(compile_args));
3157 entry = get_glsl_program_entry(priv, vshader_id, pshader, &compile_args);
3159 priv->glsl_program = entry;
3163 /* If we get to this point, then no matching program exists, so we create one */
3164 programId = GL_EXTCALL(glCreateProgramObjectARB());
3165 TRACE("Created new GLSL shader program %u\n", programId);
3167 /* Create the entry */
3168 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3169 entry->programId = programId;
3170 entry->vshader = vshader_id;
3171 entry->pshader = pshader;
3172 entry->ps_args = compile_args;
3173 /* Add the hash table entry */
3174 add_glsl_program_entry(priv, entry);
3176 /* Set the current program */
3177 priv->glsl_program = entry;
3179 /* Attach GLSL vshader */
3181 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3184 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3185 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3186 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3187 checkGLcall("glAttachObjectARB");
3188 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3191 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3193 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3194 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3195 checkGLcall("glAttachObjectARB");
3197 /* Bind vertex attributes to a corresponding index number to match
3198 * the same index numbers as ARB_vertex_programs (makes loading
3199 * vertex attributes simpler). With this method, we can use the
3200 * exact same code to load the attributes later for both ARB and
3203 * We have to do this here because we need to know the Program ID
3204 * in order to make the bindings work, and it has to be done prior
3205 * to linking the GLSL program. */
3206 for (i = 0; i < max_attribs; ++i) {
3207 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3208 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3209 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3212 checkGLcall("glBindAttribLocationARB");
3214 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3218 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &compile_args);
3223 /* Attach GLSL pshader */
3225 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3226 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3227 checkGLcall("glAttachObjectARB");
3229 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3232 /* Link the program */
3233 TRACE("Linking GLSL shader program %u\n", programId);
3234 GL_EXTCALL(glLinkProgramARB(programId));
3235 print_glsl_info_log(&GLINFO_LOCATION, programId);
3237 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3238 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3239 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3240 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3242 for (i = 0; i < MAX_CONST_I; ++i) {
3243 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3244 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3246 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3247 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3248 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3249 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3251 for (i = 0; i < MAX_CONST_I; ++i) {
3252 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3253 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3257 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3259 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3260 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3261 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3262 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3263 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3264 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3269 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3270 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3271 checkGLcall("Find glsl program uniform locations");
3274 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3275 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3277 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3278 entry->vertex_color_clamp = GL_FALSE;
3280 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3283 /* Set the shader to allow uniform loading on it */
3284 GL_EXTCALL(glUseProgramObjectARB(programId));
3285 checkGLcall("glUseProgramObjectARB(programId)");
3287 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3288 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3289 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3290 * vertex shader with fixed function pixel processing is used we make sure that the card
3291 * supports enough samplers to allow the max number of vertex samplers with all possible
3292 * fixed function fragment processing setups. So once the program is linked these samplers
3296 /* Load vertex shader samplers */
3297 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3300 /* Load pixel shader samplers */
3301 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3304 /* If the local constants do not have to be loaded with the environment constants,
3305 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3308 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3309 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3311 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3312 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3316 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3318 GLhandleARB program_id;
3319 GLhandleARB vshader_id, pshader_id;
3320 static const char *blt_vshader[] =
3325 " gl_Position = gl_Vertex;\n"
3326 " gl_FrontColor = vec4(1.0);\n"
3327 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3331 static const char *blt_pshaders[tex_type_count] =
3337 "uniform sampler2D sampler;\n"
3340 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3346 "uniform samplerCube sampler;\n"
3349 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3353 "#extension GL_ARB_texture_rectangle : enable\n"
3354 "uniform sampler2DRect sampler;\n"
3357 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3361 if (!blt_pshaders[tex_type])
3363 FIXME("tex_type %#x not supported\n", tex_type);
3367 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3368 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3369 GL_EXTCALL(glCompileShaderARB(vshader_id));
3371 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3372 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3373 GL_EXTCALL(glCompileShaderARB(pshader_id));
3375 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3376 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3377 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3378 GL_EXTCALL(glLinkProgramARB(program_id));
3380 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3382 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3385 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3386 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3390 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3391 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3392 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3393 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3394 GLhandleARB program_id = 0;
3395 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3397 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3399 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3400 else priv->glsl_program = NULL;
3402 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3404 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3405 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3406 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3407 checkGLcall("glClampColorARB");
3409 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3413 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3414 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3415 GL_EXTCALL(glUseProgramObjectARB(program_id));
3416 checkGLcall("glUseProgramObjectARB");
3419 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3420 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3421 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3422 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3423 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3425 if (!*blt_program) {
3427 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3428 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3429 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3430 GL_EXTCALL(glUniform1iARB(loc, 0));
3432 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3436 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3437 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3438 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3439 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3440 GLhandleARB program_id;
3442 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3443 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3445 GL_EXTCALL(glUseProgramObjectARB(program_id));
3446 checkGLcall("glUseProgramObjectARB");
3449 static void shader_glsl_cleanup(IWineD3DDevice *iface) {
3450 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3451 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3452 GL_EXTCALL(glUseProgramObjectARB(0));
3455 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3456 const struct list *linked_programs;
3457 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3458 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3459 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv;
3460 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3461 IWineD3DPixelShaderImpl *ps = NULL;
3462 IWineD3DVertexShaderImpl *vs = NULL;
3464 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3465 * can be called from IWineD3DBaseShader::Release
3467 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3470 ps = (IWineD3DPixelShaderImpl *) This;
3471 if(ps->num_gl_shaders == 0) return;
3473 vs = (IWineD3DVertexShaderImpl *) This;
3474 if(vs->prgId == 0) return;
3477 linked_programs = &This->baseShader.linked_programs;
3479 TRACE("Deleting linked programs\n");
3480 if (linked_programs->next) {
3481 struct glsl_shader_prog_link *entry, *entry2;
3484 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3485 delete_glsl_program_entry(priv, gl_info, entry);
3488 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3489 delete_glsl_program_entry(priv, gl_info, entry);
3498 for(i = 0; i < ps->num_gl_shaders; i++) {
3499 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3500 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3501 checkGLcall("glDeleteObjectARB");
3504 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3505 ps->gl_shaders = NULL;
3506 ps->num_gl_shaders = 0;
3508 TRACE("Deleting shader object %u\n", vs->prgId);
3510 GL_EXTCALL(glDeleteObjectARB(vs->prgId));
3511 checkGLcall("glDeleteObjectARB");
3514 vs->baseShader.is_compiled = FALSE;
3518 static unsigned int glsl_program_key_hash(const void *key)
3520 const glsl_program_key_t *k = (const glsl_program_key_t *)key;
3522 unsigned int hash = k->vshader | ((DWORD_PTR) k->pshader) << 16;
3523 hash += ~(hash << 15);
3524 hash ^= (hash >> 10);
3525 hash += (hash << 3);
3526 hash ^= (hash >> 6);
3527 hash += ~(hash << 11);
3528 hash ^= (hash >> 16);
3533 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3535 const glsl_program_key_t *ka = (const glsl_program_key_t *)keya;
3536 const glsl_program_key_t *kb = (const glsl_program_key_t *)keyb;
3538 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3539 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0);
3542 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3543 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3544 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3545 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3546 This->shader_priv = priv;
3550 static void shader_glsl_free(IWineD3DDevice *iface) {
3551 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3552 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3553 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3556 for (i = 0; i < tex_type_count; ++i)
3558 if (priv->depth_blt_program[i])
3560 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3564 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3566 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3567 This->shader_priv = NULL;
3570 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3571 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3575 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
3576 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3577 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3578 CONST DWORD *function = This->baseShader.function;
3579 const char *fragcolor;
3580 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3582 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3583 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3585 shader_addline(buffer, "#version 120\n");
3587 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3588 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3590 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3591 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3592 * drivers write a warning if we don't do so
3594 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3597 /* Base Declarations */
3598 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
3600 /* Pack 3.0 inputs */
3601 if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0))
3603 if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
3604 pshader_glsl_input_pack(buffer, This->semantics_in, iface, pretransformed);
3605 } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
3606 pshader_glsl_input_pack(buffer, This->semantics_in, iface, fixedfunction);
3610 /* Base Shader Body */
3611 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3613 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3614 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3616 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3617 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3618 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3620 shader_addline(buffer, "gl_FragColor = R0;\n");
3623 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3624 fragcolor = "gl_FragData[0]";
3626 fragcolor = "gl_FragColor";
3628 if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
3629 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3630 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3631 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3632 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3633 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3634 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3635 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3636 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3638 /* Pixel shader < 3.0 do not replace the fog stage.
3639 * This implements linear fog computation and blending.
3640 * TODO: non linear fog
3641 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3642 * -1/(e-s) and e/(e-s) respectively.
3644 if (reg_maps->shader_version < WINED3DPS_VERSION(3,0))
3646 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
3647 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3650 shader_addline(buffer, "}\n");
3652 TRACE("Compiling shader object %u\n", shader_obj);
3653 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3654 GL_EXTCALL(glCompileShaderARB(shader_obj));
3655 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3657 /* Store the shader object */
3661 static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
3662 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3663 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3664 CONST DWORD *function = This->baseShader.function;
3665 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3667 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3668 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3670 shader_addline(buffer, "#version 120\n");
3672 /* Base Declarations */
3673 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
3675 /* Base Shader Body */
3676 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3678 /* Unpack 3.0 outputs */
3679 if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
3680 else shader_addline(buffer, "order_ps_input();\n");
3682 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3684 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3686 /* Write the final position.
3688 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3689 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3690 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3691 * contains 1.0 to allow a mad.
3693 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3694 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3696 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3698 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3699 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3700 * which is the same as z = z * 2 - w.
3702 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3704 shader_addline(buffer, "}\n");
3706 TRACE("Compiling shader object %u\n", shader_obj);
3707 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3708 GL_EXTCALL(glCompileShaderARB(shader_obj));
3709 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3711 /* Store the shader object */
3712 This->prgId = shader_obj;
3715 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
3717 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3718 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3719 * vs_nv_version which is based on NV_vertex_program.
3720 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3721 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3722 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3723 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3725 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3726 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
3728 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
3729 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
3730 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
3732 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3733 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3734 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3735 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3736 * in max native instructions. Intel and others also offer the info in this extension but they
3737 * don't support GLSL (at least on Windows).
3739 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3740 * of instructions is 512 or less we have to do with ps2.0 hardware.
3741 * 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.
3743 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3744 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
3746 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
3748 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3749 * Direct3D minimum requirement.
3751 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3752 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3754 * The problem is that the refrast clamps temporary results in the shader to
3755 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3756 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3757 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3758 * offer a way to query this.
3760 pCaps->PixelShader1xMaxValue = 8.0;
3761 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
3764 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
3766 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
3768 TRACE("Checking support for fixup:\n");
3769 dump_color_fixup_desc(fixup);
3772 /* We support everything except YUV conversions. */
3773 if (!is_yuv_fixup(fixup))
3779 TRACE("[FAILED]\n");
3783 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
3785 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
3786 /* WINED3DSIH_ADD */ shader_glsl_arith,
3787 /* WINED3DSIH_BEM */ pshader_glsl_bem,
3788 /* WINED3DSIH_BREAK */ shader_glsl_break,
3789 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
3790 /* WINED3DSIH_BREAKP */ NULL,
3791 /* WINED3DSIH_CALL */ shader_glsl_call,
3792 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
3793 /* WINED3DSIH_CMP */ shader_glsl_cmp,
3794 /* WINED3DSIH_CND */ shader_glsl_cnd,
3795 /* WINED3DSIH_CRS */ shader_glsl_cross,
3796 /* WINED3DSIH_DCL */ NULL,
3797 /* WINED3DSIH_DEF */ NULL,
3798 /* WINED3DSIH_DEFB */ NULL,
3799 /* WINED3DSIH_DEFI */ NULL,
3800 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
3801 /* WINED3DSIH_DP3 */ shader_glsl_dot,
3802 /* WINED3DSIH_DP4 */ shader_glsl_dot,
3803 /* WINED3DSIH_DST */ shader_glsl_dst,
3804 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
3805 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
3806 /* WINED3DSIH_ELSE */ shader_glsl_else,
3807 /* WINED3DSIH_ENDIF */ shader_glsl_end,
3808 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
3809 /* WINED3DSIH_ENDREP */ shader_glsl_end,
3810 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
3811 /* WINED3DSIH_EXPP */ shader_glsl_expp,
3812 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
3813 /* WINED3DSIH_IF */ shader_glsl_if,
3814 /* WINED3DSIH_IFC */ shader_glsl_ifc,
3815 /* WINED3DSIH_LABEL */ shader_glsl_label,
3816 /* WINED3DSIH_LIT */ shader_glsl_lit,
3817 /* WINED3DSIH_LOG */ shader_glsl_log,
3818 /* WINED3DSIH_LOGP */ shader_glsl_log,
3819 /* WINED3DSIH_LOOP */ shader_glsl_loop,
3820 /* WINED3DSIH_LRP */ shader_glsl_lrp,
3821 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
3822 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
3823 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
3824 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
3825 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
3826 /* WINED3DSIH_MAD */ shader_glsl_mad,
3827 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
3828 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
3829 /* WINED3DSIH_MOV */ shader_glsl_mov,
3830 /* WINED3DSIH_MOVA */ shader_glsl_mov,
3831 /* WINED3DSIH_MUL */ shader_glsl_arith,
3832 /* WINED3DSIH_NOP */ NULL,
3833 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
3834 /* WINED3DSIH_PHASE */ NULL,
3835 /* WINED3DSIH_POW */ shader_glsl_pow,
3836 /* WINED3DSIH_RCP */ shader_glsl_rcp,
3837 /* WINED3DSIH_REP */ shader_glsl_rep,
3838 /* WINED3DSIH_RET */ NULL,
3839 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
3840 /* WINED3DSIH_SETP */ NULL,
3841 /* WINED3DSIH_SGE */ shader_glsl_compare,
3842 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
3843 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
3844 /* WINED3DSIH_SLT */ shader_glsl_compare,
3845 /* WINED3DSIH_SUB */ shader_glsl_arith,
3846 /* WINED3DSIH_TEX */ pshader_glsl_tex,
3847 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
3848 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
3849 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
3850 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
3851 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
3852 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
3853 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
3854 /* WINED3DSIH_TEXLDD */ NULL,
3855 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
3856 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
3857 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
3858 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
3859 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
3860 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
3861 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
3862 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
3863 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
3864 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
3865 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
3866 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
3867 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
3870 const shader_backend_t glsl_shader_backend = {
3871 shader_glsl_instruction_handler_table,
3873 shader_glsl_select_depth_blt,
3874 shader_glsl_deselect_depth_blt,
3875 shader_glsl_load_constants,
3876 shader_glsl_cleanup,
3877 shader_glsl_color_correction,
3878 shader_glsl_destroy,
3881 shader_glsl_dirty_const,
3882 shader_glsl_generate_pshader,
3883 shader_glsl_generate_vshader,
3884 shader_glsl_get_caps,
3885 shader_glsl_color_fixup_supported,