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.
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 #define GLINFO_LOCATION (*gl_info)
43 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
44 #define WINED3D_GLSL_SAMPLE_RECT 0x2
45 #define WINED3D_GLSL_SAMPLE_LOD 0x4
60 } glsl_sample_function_t;
64 HEAP_NODE_TRAVERSE_LEFT,
65 HEAP_NODE_TRAVERSE_RIGHT,
77 struct constant_entry *entries;
78 unsigned int *positions;
82 /* GLSL shader private data */
83 struct shader_glsl_priv {
84 struct hash_table_t *glsl_program_lookup;
85 struct glsl_shader_prog_link *glsl_program;
86 struct constant_heap vconst_heap;
87 struct constant_heap pconst_heap;
89 GLhandleARB depth_blt_program[tex_type_count];
90 UINT next_constant_version;
93 /* Struct to maintain data about a linked GLSL program */
94 struct glsl_shader_prog_link {
95 struct list vshader_entry;
96 struct list pshader_entry;
97 GLhandleARB programId;
98 GLhandleARB *vuniformF_locations;
99 GLhandleARB *puniformF_locations;
100 GLhandleARB vuniformI_locations[MAX_CONST_I];
101 GLhandleARB puniformI_locations[MAX_CONST_I];
102 GLhandleARB posFixup_location;
103 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
104 GLhandleARB luminancescale_location[MAX_TEXTURES];
105 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
106 GLhandleARB ycorrection_location;
107 GLenum vertex_color_clamp;
108 IWineD3DVertexShader *vshader;
109 IWineD3DPixelShader *pshader;
110 struct vs_compile_args vs_args;
111 struct ps_compile_args ps_args;
112 UINT constant_version;
116 IWineD3DVertexShader *vshader;
117 IWineD3DPixelShader *pshader;
118 struct ps_compile_args ps_args;
119 struct vs_compile_args vs_args;
120 } glsl_program_key_t;
123 /** Prints the GLSL info log which will contain error messages if they exist */
124 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
126 int infologLength = 0;
131 static const char * const spam[] =
133 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
134 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
135 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
136 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
137 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
138 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
139 "Fragment shader was successfully compiled to run on hardware.\n"
140 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
141 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
142 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
143 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
146 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
148 GL_EXTCALL(glGetObjectParameterivARB(obj,
149 GL_OBJECT_INFO_LOG_LENGTH_ARB,
152 /* A size of 1 is just a null-terminated string, so the log should be bigger than
153 * that if there are errors. */
154 if (infologLength > 1)
156 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
157 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
159 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
160 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
163 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
164 if(strcmp(infoLog, spam[i]) == 0) {
170 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
172 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
174 HeapFree(GetProcessHeap(), 0, infoLog);
179 * Loads (pixel shader) samplers
181 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
183 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
184 GLhandleARB name_loc;
186 char sampler_name[20];
188 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
189 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
190 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
191 if (name_loc != -1) {
192 DWORD mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
193 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
195 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
196 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
197 checkGLcall("glUniform1iARB");
199 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
205 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
207 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
208 GLhandleARB name_loc;
209 char sampler_name[20];
212 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
213 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
214 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
215 if (name_loc != -1) {
216 DWORD mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
217 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
219 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
220 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
221 checkGLcall("glUniform1iARB");
223 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
229 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
230 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
233 unsigned int heap_idx = 1;
236 if (heap->entries[heap_idx].version <= version) return;
238 idx = heap->entries[heap_idx].idx;
239 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
240 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
242 while (stack_idx >= 0)
244 /* Note that we fall through to the next case statement. */
245 switch(stack[stack_idx])
247 case HEAP_NODE_TRAVERSE_LEFT:
249 unsigned int left_idx = heap_idx << 1;
250 if (left_idx < heap->size && heap->entries[left_idx].version > version)
253 idx = heap->entries[heap_idx].idx;
254 if (constant_locations[idx] != -1)
255 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
257 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
258 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
263 case HEAP_NODE_TRAVERSE_RIGHT:
265 unsigned int right_idx = (heap_idx << 1) + 1;
266 if (right_idx < heap->size && heap->entries[right_idx].version > version)
268 heap_idx = right_idx;
269 idx = heap->entries[heap_idx].idx;
270 if (constant_locations[idx] != -1)
271 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
273 stack[stack_idx++] = HEAP_NODE_POP;
274 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
287 checkGLcall("walk_constant_heap()");
290 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
292 GLfloat clamped_constant[4];
294 if (location == -1) return;
296 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
297 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
298 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
299 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
301 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
304 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
305 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
308 unsigned int heap_idx = 1;
311 if (heap->entries[heap_idx].version <= version) return;
313 idx = heap->entries[heap_idx].idx;
314 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
315 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
317 while (stack_idx >= 0)
319 /* Note that we fall through to the next case statement. */
320 switch(stack[stack_idx])
322 case HEAP_NODE_TRAVERSE_LEFT:
324 unsigned int left_idx = heap_idx << 1;
325 if (left_idx < heap->size && heap->entries[left_idx].version > version)
328 idx = heap->entries[heap_idx].idx;
329 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
331 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
332 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
337 case HEAP_NODE_TRAVERSE_RIGHT:
339 unsigned int right_idx = (heap_idx << 1) + 1;
340 if (right_idx < heap->size && heap->entries[right_idx].version > version)
342 heap_idx = right_idx;
343 idx = heap->entries[heap_idx].idx;
344 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
346 stack[stack_idx++] = HEAP_NODE_POP;
347 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
360 checkGLcall("walk_constant_heap_clamped()");
363 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
364 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
365 const float *constants, const GLhandleARB *constant_locations, const struct constant_heap *heap,
366 unsigned char *stack, UINT version)
368 const local_constant *lconst;
370 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
371 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1
372 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version))
373 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
375 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
377 if (!This->baseShader.load_local_constsF)
379 TRACE("No need to load local float constants for this shader\n");
383 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
384 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
386 GLhandleARB location = constant_locations[lconst->idx];
387 /* We found this uniform name in the program - go ahead and send the data */
388 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
390 checkGLcall("glUniform4fvARB()");
393 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
394 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
395 const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
400 for (i = 0; constants_set; constants_set >>= 1, ++i)
402 if (!(constants_set & 1)) continue;
404 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
405 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
407 /* We found this uniform name in the program - go ahead and send the data */
408 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
409 checkGLcall("glUniform4ivARB");
412 /* Load immediate constants */
413 ptr = list_head(&This->baseShader.constantsI);
415 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
416 unsigned int idx = lconst->idx;
417 const GLint *values = (const GLint *)lconst->value;
419 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
420 values[0], values[1], values[2], values[3]);
422 /* We found this uniform name in the program - go ahead and send the data */
423 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
424 checkGLcall("glUniform4ivARB");
425 ptr = list_next(&This->baseShader.constantsI, ptr);
429 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
430 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
431 GLhandleARB programId, const BOOL *constants, WORD constants_set)
436 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
437 const char* prefix = is_pshader? "PB":"VB";
440 /* TODO: Benchmark and see if it would be beneficial to store the
441 * locations of the constants to avoid looking up each time */
442 for (i = 0; constants_set; constants_set >>= 1, ++i)
444 if (!(constants_set & 1)) continue;
446 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
448 /* TODO: Benchmark and see if it would be beneficial to store the
449 * locations of the constants to avoid looking up each time */
450 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
451 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
454 /* We found this uniform name in the program - go ahead and send the data */
455 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
456 checkGLcall("glUniform1ivARB");
460 /* Load immediate constants */
461 ptr = list_head(&This->baseShader.constantsB);
463 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
464 unsigned int idx = lconst->idx;
465 const GLint *values = (const GLint *)lconst->value;
467 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
469 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
470 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
472 /* We found this uniform name in the program - go ahead and send the data */
473 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
474 checkGLcall("glUniform1ivARB");
476 ptr = list_next(&This->baseShader.constantsB, ptr);
480 static void reset_program_constant_version(void *value, void *context)
482 struct glsl_shader_prog_link *entry = value;
483 entry->constant_version = 0;
487 * Loads the app-supplied constants into the currently set GLSL program.
489 static void shader_glsl_load_constants(
490 IWineD3DDevice* device,
492 char useVertexShader) {
494 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
495 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
496 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
497 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
499 GLhandleARB programId;
500 struct glsl_shader_prog_link *prog = priv->glsl_program;
501 UINT constant_version;
505 /* No GLSL program set - nothing to do. */
508 programId = prog->programId;
509 constant_version = prog->constant_version;
511 if (useVertexShader) {
512 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
514 /* Load DirectX 9 float constants/uniforms for vertex shader */
515 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
516 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
518 /* Load DirectX 9 integer constants/uniforms for vertex shader */
519 if(vshader->baseShader.uses_int_consts) {
520 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
521 stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
524 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
525 if(vshader->baseShader.uses_bool_consts) {
526 shader_glsl_load_constantsB(vshader, gl_info, programId,
527 stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
530 /* Upload the position fixup params */
531 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
532 checkGLcall("glUniform4fvARB");
535 if (usePixelShader) {
537 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
539 /* Load DirectX 9 float constants/uniforms for pixel shader */
540 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
541 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
543 /* Load DirectX 9 integer constants/uniforms for pixel shader */
544 if(pshader->baseShader.uses_int_consts) {
545 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
546 stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
549 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
550 if(pshader->baseShader.uses_bool_consts) {
551 shader_glsl_load_constantsB(pshader, gl_info, programId,
552 stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
555 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
556 * It can't be 0 for a valid texbem instruction.
558 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
559 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
560 int stage = ps->luminanceconst[i].texunit;
562 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
563 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
564 checkGLcall("glUniformMatrix2fvARB");
566 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
567 * is set too, so we can check that in the needsbumpmat check
569 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
570 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
571 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
573 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
574 checkGLcall("glUniform1fvARB");
575 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
576 checkGLcall("glUniform1fvARB");
580 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
581 float correction_params[4];
582 if(deviceImpl->render_offscreen) {
583 correction_params[0] = 0.0;
584 correction_params[1] = 1.0;
586 /* position is window relative, not viewport relative */
587 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
588 correction_params[1] = -1.0;
590 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
594 if (priv->next_constant_version == UINT_MAX)
596 TRACE("Max constant version reached, resetting to 0.\n");
597 hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
598 priv->next_constant_version = 1;
602 prog->constant_version = priv->next_constant_version++;
606 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
607 unsigned int heap_idx, DWORD new_version)
609 struct constant_entry *entries = heap->entries;
610 unsigned int *positions = heap->positions;
611 unsigned int parent_idx;
615 parent_idx = heap_idx >> 1;
617 if (new_version <= entries[parent_idx].version) break;
619 entries[heap_idx] = entries[parent_idx];
620 positions[entries[parent_idx].idx] = heap_idx;
621 heap_idx = parent_idx;
624 entries[heap_idx].version = new_version;
625 entries[heap_idx].idx = idx;
626 positions[idx] = heap_idx;
629 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
631 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
632 struct shader_glsl_priv *priv = This->shader_priv;
633 struct constant_heap *heap = &priv->vconst_heap;
636 for (i = start; i < count + start; ++i)
638 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
639 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
641 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
645 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
647 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
648 struct shader_glsl_priv *priv = This->shader_priv;
649 struct constant_heap *heap = &priv->pconst_heap;
652 for (i = start; i < count + start; ++i)
654 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
655 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
657 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
661 /** Generate the variable & register declarations for the GLSL output target */
662 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
663 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
664 const struct ps_compile_args *ps_args)
666 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
667 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
668 DWORD shader_version = reg_maps->shader_version;
669 unsigned int i, extra_constants_needed = 0;
670 const local_constant *lconst;
672 /* There are some minor differences between pixel and vertex shaders */
673 char pshader = shader_is_pshader_version(shader_version);
674 char prefix = pshader ? 'P' : 'V';
676 /* Prototype the subroutines */
677 for (i = 0; i < This->baseShader.limits.label; i++) {
678 if (reg_maps->labels[i])
679 shader_addline(buffer, "void subroutine%u();\n", i);
682 /* Declare the constants (aka uniforms) */
683 if (This->baseShader.limits.constant_float > 0) {
684 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
685 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
686 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
689 if (This->baseShader.limits.constant_int > 0)
690 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
692 if (This->baseShader.limits.constant_bool > 0)
693 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
696 shader_addline(buffer, "uniform vec4 posFixup;\n");
697 /* Predeclaration; This function is added at link time based on the pixel shader.
698 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
699 * that. We know the input to the reorder function at vertex shader compile time, so
700 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
701 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
702 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
703 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
704 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
707 if (shader_version >= WINED3DVS_VERSION(3, 0))
709 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
711 shader_addline(buffer, "void order_ps_input();\n");
714 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
716 ps_impl->numbumpenvmatconsts = 0;
717 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
718 if(!reg_maps->bumpmat[i]) {
722 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
723 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
725 if(reg_maps->luminanceparams) {
726 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
727 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
728 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
729 extra_constants_needed++;
731 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
734 extra_constants_needed++;
735 ps_impl->numbumpenvmatconsts++;
738 if(ps_args->srgb_correction) {
739 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
740 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
741 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
742 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
744 if(reg_maps->vpos || reg_maps->usesdsy) {
745 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
746 shader_addline(buffer, "uniform vec4 ycorrection;\n");
747 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
748 extra_constants_needed++;
750 /* This happens because we do not have proper tracking of the constant registers that are
751 * actually used, only the max limit of the shader version
753 FIXME("Cannot find a free uniform for vpos correction params\n");
754 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
755 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
756 device->render_offscreen ? 1.0 : -1.0);
758 shader_addline(buffer, "vec4 vpos;\n");
762 /* Declare texture samplers */
763 for (i = 0; i < This->baseShader.limits.sampler; i++) {
764 if (reg_maps->samplers[i]) {
766 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
770 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
773 if(device->stateBlock->textures[i] &&
774 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
775 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
777 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
780 case WINED3DSTT_CUBE:
781 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
783 case WINED3DSTT_VOLUME:
784 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
787 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
788 FIXME("Unrecognized sampler type: %#x\n", stype);
794 /* Declare address variables */
795 for (i = 0; i < This->baseShader.limits.address; i++) {
796 if (reg_maps->address[i])
797 shader_addline(buffer, "ivec4 A%d;\n", i);
800 /* Declare texture coordinate temporaries and initialize them */
801 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
802 if (reg_maps->texcoord[i])
803 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
806 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
807 * helper function shader that is linked in at link time
809 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
811 if (use_vs(device->stateBlock))
813 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
815 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
816 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
817 * pixel shader that reads the fixed function color into the packed input registers.
819 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
823 /* Declare output register temporaries */
824 if(This->baseShader.limits.packed_output) {
825 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
828 /* Declare temporary variables */
829 for(i = 0; i < This->baseShader.limits.temporary; i++) {
830 if (reg_maps->temporary[i])
831 shader_addline(buffer, "vec4 R%u;\n", i);
834 /* Declare attributes */
835 for (i = 0; i < This->baseShader.limits.attributes; i++) {
836 if (reg_maps->attributes[i])
837 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
840 /* Declare loop registers aLx */
841 for (i = 0; i < reg_maps->loop_depth; i++) {
842 shader_addline(buffer, "int aL%u;\n", i);
843 shader_addline(buffer, "int tmpInt%u;\n", i);
846 /* Temporary variables for matrix operations */
847 shader_addline(buffer, "vec4 tmp0;\n");
848 shader_addline(buffer, "vec4 tmp1;\n");
850 /* Local constants use a different name so they can be loaded once at shader link time
851 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
852 * float -> string conversion can cause precision loss.
854 if(!This->baseShader.load_local_constsF) {
855 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
856 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
860 /* Start the main program */
861 shader_addline(buffer, "void main() {\n");
862 if(pshader && reg_maps->vpos) {
863 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
864 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
865 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
866 * precision troubles when we just substract 0.5.
868 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
870 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
872 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
873 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
874 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
875 * correctly on drivers that returns integer values.
877 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
881 /*****************************************************************************
882 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
884 * For more information, see http://wiki.winehq.org/DirectX-Shaders
885 ****************************************************************************/
888 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
889 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
891 /** Used for opcode modifiers - They multiply the result by the specified amount */
892 static const char * const shift_glsl_tab[] = {
894 "2.0 * ", /* 1 (x2) */
895 "4.0 * ", /* 2 (x4) */
896 "8.0 * ", /* 3 (x8) */
897 "16.0 * ", /* 4 (x16) */
898 "32.0 * ", /* 5 (x32) */
905 "0.0625 * ", /* 12 (d16) */
906 "0.125 * ", /* 13 (d8) */
907 "0.25 * ", /* 14 (d4) */
908 "0.5 * " /* 15 (d2) */
911 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
912 static void shader_glsl_gen_modifier (
915 const char *in_regswizzle,
920 if (instr == WINED3DSIO_TEXKILL)
923 switch (instr & WINED3DSP_SRCMOD_MASK) {
924 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
926 case WINED3DSPSM_NONE:
927 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
929 case WINED3DSPSM_NEG:
930 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
932 case WINED3DSPSM_NOT:
933 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
935 case WINED3DSPSM_BIAS:
936 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
938 case WINED3DSPSM_BIASNEG:
939 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
941 case WINED3DSPSM_SIGN:
942 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
944 case WINED3DSPSM_SIGNNEG:
945 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
947 case WINED3DSPSM_COMP:
948 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
951 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
953 case WINED3DSPSM_X2NEG:
954 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
956 case WINED3DSPSM_ABS:
957 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
959 case WINED3DSPSM_ABSNEG:
960 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
963 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
964 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
968 /** Writes the GLSL variable name that corresponds to the register that the
969 * DX opcode parameter is trying to access */
970 static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
971 char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
973 /* oPos, oFog and oPts in D3D */
974 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
976 DWORD reg = param & WINED3DSP_REGNUM_MASK;
977 DWORD regtype = shader_get_regtype(param);
978 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
979 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
980 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
981 DWORD shader_version = This->baseShader.reg_maps.shader_version;
982 char pshader = shader_is_pshader_version(shader_version);
988 case WINED3DSPR_TEMP:
989 sprintf(tmpStr, "R%u", reg);
991 case WINED3DSPR_INPUT:
993 /* Pixel shaders >= 3.0 */
994 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
996 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
998 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
999 glsl_src_param_t rel_param;
1000 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1002 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1005 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
1006 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1007 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1008 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
1009 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
1010 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1012 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1015 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1016 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1017 rel_param.param_str, in_count - 1,
1018 rel_param.param_str, in_count,
1019 rel_param.param_str);
1021 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
1025 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
1026 if (idx == in_count) {
1027 sprintf(tmpStr, "gl_Color");
1028 } else if (idx == in_count + 1) {
1029 sprintf(tmpStr, "gl_SecondaryColor");
1031 sprintf(tmpStr, "IN[%u]", idx);
1036 strcpy(tmpStr, "gl_Color");
1038 strcpy(tmpStr, "gl_SecondaryColor");
1041 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg)) *is_color = TRUE;
1042 sprintf(tmpStr, "attrib%u", reg);
1045 case WINED3DSPR_CONST:
1047 const char prefix = pshader? 'P':'V';
1049 /* Relative addressing */
1050 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
1052 /* Relative addressing on shaders 2.0+ have a relative address token,
1053 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
1054 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
1056 glsl_src_param_t rel_param;
1057 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1059 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
1061 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
1065 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
1067 sprintf(tmpStr, "%cC[A0.x]", prefix);
1072 if(shader_constant_is_local(This, reg)) {
1073 sprintf(tmpStr, "%cLC%u", prefix, reg);
1075 sprintf(tmpStr, "%cC[%u]", prefix, reg);
1081 case WINED3DSPR_CONSTINT:
1083 sprintf(tmpStr, "PI[%u]", reg);
1085 sprintf(tmpStr, "VI[%u]", reg);
1087 case WINED3DSPR_CONSTBOOL:
1089 sprintf(tmpStr, "PB[%u]", reg);
1091 sprintf(tmpStr, "VB[%u]", reg);
1093 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1095 sprintf(tmpStr, "T%u", reg);
1097 sprintf(tmpStr, "A%u", reg);
1100 case WINED3DSPR_LOOP:
1101 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
1103 case WINED3DSPR_SAMPLER:
1105 sprintf(tmpStr, "Psampler%u", reg);
1107 sprintf(tmpStr, "Vsampler%u", reg);
1109 case WINED3DSPR_COLOROUT:
1110 if (reg >= GL_LIMITS(buffers)) {
1111 WARN("Write to render target %u, only %d supported\n", reg, 4);
1113 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1114 sprintf(tmpStr, "gl_FragData[%u]", reg);
1115 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1116 sprintf(tmpStr, "gl_FragColor");
1119 case WINED3DSPR_RASTOUT:
1120 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
1122 case WINED3DSPR_DEPTHOUT:
1123 sprintf(tmpStr, "gl_FragDepth");
1125 case WINED3DSPR_ATTROUT:
1127 sprintf(tmpStr, "gl_FrontColor");
1129 sprintf(tmpStr, "gl_FrontSecondaryColor");
1132 case WINED3DSPR_TEXCRDOUT:
1133 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1134 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(tmpStr, "OUT[%u]", reg);
1135 else sprintf(tmpStr, "gl_TexCoord[%u]", reg);
1137 case WINED3DSPR_MISCTYPE:
1140 sprintf(tmpStr, "vpos");
1141 } else if (reg == 1){
1142 /* Note that gl_FrontFacing is a bool, while vFace is
1143 * a float for which the sign determines front/back
1145 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
1147 FIXME("Unhandled misctype register %d\n", reg);
1148 sprintf(tmpStr, "unrecognized_register");
1152 FIXME("Unhandled register name Type(%d)\n", regtype);
1153 sprintf(tmpStr, "unrecognized_register");
1157 strcat(regstr, tmpStr);
1160 /* Get the GLSL write mask for the destination register */
1161 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
1162 char *ptr = write_mask;
1163 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1165 if (shader_is_scalar(param)) {
1166 mask = WINED3DSP_WRITEMASK_0;
1169 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1170 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1171 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1172 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1180 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1181 unsigned int size = 0;
1183 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1184 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1185 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1186 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1191 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1192 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1193 * but addressed as "rgba". To fix this we need to swap the register's x
1194 * and z components. */
1195 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1196 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1197 char *ptr = swizzle_str;
1199 if (!shader_is_scalar(param)) {
1201 /* swizzle bits fields: wwzzyyxx */
1202 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1203 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1204 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1205 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1211 /* From a given parameter token, generate the corresponding GLSL string.
1212 * Also, return the actual register name and swizzle in case the
1213 * caller needs this information as well. */
1214 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
1215 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
1217 BOOL is_color = FALSE;
1218 char swizzle_str[6];
1220 src_param->reg_name[0] = '\0';
1221 src_param->param_str[0] = '\0';
1222 swizzle_str[0] = '\0';
1224 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1226 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1227 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1230 /* From a given parameter token, generate the corresponding GLSL string.
1231 * Also, return the actual register name and swizzle in case the
1232 * caller needs this information as well. */
1233 static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
1234 const DWORD addr_token, glsl_dst_param_t *dst_param)
1236 BOOL is_color = FALSE;
1238 dst_param->mask_str[0] = '\0';
1239 dst_param->reg_name[0] = '\0';
1241 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1242 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1245 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1246 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
1248 glsl_dst_param_t dst_param;
1252 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1255 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1256 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1262 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1263 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
1265 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1268 /** Process GLSL instruction modifiers */
1269 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
1271 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1273 if (arg->opcode->dst_token && mask != 0) {
1274 glsl_dst_param_t dst_param;
1276 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1278 if (mask & WINED3DSPDM_SATURATE) {
1279 /* _SAT means to clamp the value of the register to between 0 and 1 */
1280 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1281 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1283 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1284 FIXME("_centroid modifier not handled\n");
1286 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1287 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1292 static inline const char* shader_get_comp_op(
1293 const DWORD opcode) {
1295 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1297 case COMPARISON_GT: return ">";
1298 case COMPARISON_EQ: return "==";
1299 case COMPARISON_GE: return ">=";
1300 case COMPARISON_LT: return "<";
1301 case COMPARISON_NE: return "!=";
1302 case COMPARISON_LE: return "<=";
1304 FIXME("Unrecognized comparison value: %u\n", op);
1309 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1311 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1312 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1313 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1315 /* Note that there's no such thing as a projected cube texture. */
1316 switch(sampler_type) {
1319 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1321 sample_function->name = projected ? "texture1DProj" : "texture1D";
1323 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1328 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1330 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1334 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1336 sample_function->name = projected ? "texture2DProj" : "texture2D";
1339 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1341 case WINED3DSTT_CUBE:
1343 sample_function->name = "textureCubeLod";
1345 sample_function->name = "textureCube";
1347 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1349 case WINED3DSTT_VOLUME:
1351 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1353 sample_function->name = projected ? "texture3DProj" : "texture3D";
1355 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1358 sample_function->name = "";
1359 sample_function->coord_mask = 0;
1360 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1365 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1366 BOOL sign_fixup, enum fixup_channel_source channel_source)
1368 switch(channel_source)
1370 case CHANNEL_SOURCE_ZERO:
1371 strcat(arguments, "0.0");
1374 case CHANNEL_SOURCE_ONE:
1375 strcat(arguments, "1.0");
1378 case CHANNEL_SOURCE_X:
1379 strcat(arguments, reg_name);
1380 strcat(arguments, ".x");
1383 case CHANNEL_SOURCE_Y:
1384 strcat(arguments, reg_name);
1385 strcat(arguments, ".y");
1388 case CHANNEL_SOURCE_Z:
1389 strcat(arguments, reg_name);
1390 strcat(arguments, ".z");
1393 case CHANNEL_SOURCE_W:
1394 strcat(arguments, reg_name);
1395 strcat(arguments, ".w");
1399 FIXME("Unhandled channel source %#x\n", channel_source);
1400 strcat(arguments, "undefined");
1404 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1407 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
1409 unsigned int mask_size, remaining;
1410 glsl_dst_param_t dst_param;
1411 char arguments[256];
1416 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1417 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1418 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1419 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1422 if (!mask) return; /* Nothing to do */
1424 if (is_yuv_fixup(fixup))
1426 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1427 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1431 mask_size = shader_glsl_get_write_mask_size(mask);
1433 dst_param.mask_str[0] = '\0';
1434 shader_glsl_get_write_mask(mask, dst_param.mask_str);
1436 dst_param.reg_name[0] = '\0';
1437 shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
1439 arguments[0] = '\0';
1440 remaining = mask_size;
1441 if (mask & WINED3DSP_WRITEMASK_0)
1443 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1444 if (--remaining) strcat(arguments, ", ");
1446 if (mask & WINED3DSP_WRITEMASK_1)
1448 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1449 if (--remaining) strcat(arguments, ", ");
1451 if (mask & WINED3DSP_WRITEMASK_2)
1453 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1454 if (--remaining) strcat(arguments, ", ");
1456 if (mask & WINED3DSP_WRITEMASK_3)
1458 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1459 if (--remaining) strcat(arguments, ", ");
1464 shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
1465 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1469 shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1473 static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const SHADER_OPCODE_ARG *arg,
1474 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1475 const char *bias, const char *coord_reg_fmt, ...)
1477 const char *sampler_base;
1478 char dst_swizzle[6];
1479 struct color_fixup_desc fixup;
1482 shader_glsl_get_swizzle(swizzle, FALSE, arg->dst, dst_swizzle);
1484 if(shader_is_pshader_version(arg->reg_maps->shader_version)) {
1485 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) arg->shader;
1486 fixup = This->cur_args->color_fixup[sampler];
1487 sampler_base = "Psampler";
1489 sampler_base = "Vsampler";
1490 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1493 shader_glsl_append_dst(arg->buffer, arg);
1495 shader_addline(arg->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1497 va_start(args, coord_reg_fmt);
1498 shader_vaddline(arg->buffer, coord_reg_fmt, args);
1502 shader_addline(arg->buffer, ", %s)%s);\n", bias, dst_swizzle);
1504 shader_addline(arg->buffer, ")%s);\n", dst_swizzle);
1507 if(!is_identity_fixup(fixup)) {
1508 shader_glsl_color_correction(arg, fixup);
1512 /*****************************************************************************
1514 * Begin processing individual instruction opcodes
1516 ****************************************************************************/
1518 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1519 static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
1521 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1522 SHADER_BUFFER* buffer = arg->buffer;
1523 glsl_src_param_t src0_param;
1524 glsl_src_param_t src1_param;
1528 /* Determine the GLSL operator to use based on the opcode */
1529 switch (curOpcode->opcode) {
1530 case WINED3DSIO_MUL: op = '*'; break;
1531 case WINED3DSIO_ADD: op = '+'; break;
1532 case WINED3DSIO_SUB: op = '-'; break;
1535 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1539 write_mask = shader_glsl_append_dst(buffer, arg);
1540 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1541 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1542 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1545 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1546 static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
1548 SHADER_BUFFER* buffer = arg->buffer;
1549 glsl_src_param_t src0_param;
1552 write_mask = shader_glsl_append_dst(buffer, arg);
1553 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1555 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1556 * shader versions WINED3DSIO_MOVA is used for this. */
1557 if ((WINED3DSHADER_VERSION_MAJOR(arg->reg_maps->shader_version) == 1
1558 && !shader_is_pshader_version(arg->reg_maps->shader_version)
1559 && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR))
1561 /* This is a simple floor() */
1562 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1563 if (mask_size > 1) {
1564 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1566 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1568 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1569 /* We need to *round* to the nearest int here. */
1570 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1571 if (mask_size > 1) {
1572 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);
1574 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1577 shader_addline(buffer, "%s);\n", src0_param.param_str);
1581 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1582 static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
1584 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1585 SHADER_BUFFER* buffer = arg->buffer;
1586 glsl_src_param_t src0_param;
1587 glsl_src_param_t src1_param;
1588 DWORD dst_write_mask, src_write_mask;
1589 unsigned int dst_size = 0;
1591 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1592 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1594 /* dp3 works on vec3, dp4 on vec4 */
1595 if (curOpcode->opcode == WINED3DSIO_DP4) {
1596 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1598 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1601 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1602 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1605 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1607 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1611 /* Note that this instruction has some restrictions. The destination write mask
1612 * can't contain the w component, and the source swizzles have to be .xyzw */
1613 static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
1615 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1616 glsl_src_param_t src0_param;
1617 glsl_src_param_t src1_param;
1620 shader_glsl_get_write_mask(arg->dst, dst_mask);
1621 shader_glsl_append_dst(arg->buffer, arg);
1622 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1623 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1624 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1627 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1628 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1629 * GLSL uses the value as-is. */
1630 static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
1632 SHADER_BUFFER *buffer = arg->buffer;
1633 glsl_src_param_t src0_param;
1634 glsl_src_param_t src1_param;
1635 DWORD dst_write_mask;
1636 unsigned int dst_size;
1638 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1639 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1641 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1642 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1645 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1647 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1651 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1652 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1653 * GLSL uses the value as-is. */
1654 static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
1656 SHADER_BUFFER *buffer = arg->buffer;
1657 glsl_src_param_t src0_param;
1658 DWORD dst_write_mask;
1659 unsigned int dst_size;
1661 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1662 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1664 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1667 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1669 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1673 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1674 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
1676 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1677 SHADER_BUFFER* buffer = arg->buffer;
1678 glsl_src_param_t src_param;
1679 const char *instruction;
1683 /* Determine the GLSL function to use based on the opcode */
1684 /* TODO: Possibly make this a table for faster lookups */
1685 switch (curOpcode->opcode) {
1686 case WINED3DSIO_MIN: instruction = "min"; break;
1687 case WINED3DSIO_MAX: instruction = "max"; break;
1688 case WINED3DSIO_ABS: instruction = "abs"; break;
1689 case WINED3DSIO_FRC: instruction = "fract"; break;
1690 case WINED3DSIO_NRM: instruction = "normalize"; break;
1691 case WINED3DSIO_EXP: instruction = "exp2"; break;
1692 case WINED3DSIO_SGN: instruction = "sign"; break;
1693 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1694 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1695 default: instruction = "";
1696 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1700 write_mask = shader_glsl_append_dst(buffer, arg);
1702 shader_addline(buffer, "%s(", instruction);
1704 if (curOpcode->num_params > 0) {
1705 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1706 shader_addline(buffer, "%s", src_param.param_str);
1707 for (i = 2; i < curOpcode->num_params; ++i) {
1708 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1709 shader_addline(buffer, ", %s", src_param.param_str);
1713 shader_addline(buffer, "));\n");
1716 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1717 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1718 * dst.x = 2^(floor(src))
1719 * dst.y = src - floor(src)
1720 * dst.z = 2^src (partial precision is allowed, but optional)
1722 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1723 * dst = 2^src; (partial precision is allowed, but optional)
1725 static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
1727 glsl_src_param_t src_param;
1729 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1731 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1735 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1736 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1737 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1738 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1740 shader_glsl_append_dst(arg->buffer, arg);
1741 shader_glsl_get_write_mask(arg->dst, dst_mask);
1742 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1745 unsigned int mask_size;
1747 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1748 mask_size = shader_glsl_get_write_mask_size(write_mask);
1750 if (mask_size > 1) {
1751 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1753 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1758 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1759 static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
1761 glsl_src_param_t src_param;
1763 unsigned int mask_size;
1765 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1766 mask_size = shader_glsl_get_write_mask_size(write_mask);
1767 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1769 if (mask_size > 1) {
1770 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1772 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1776 static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
1778 SHADER_BUFFER* buffer = arg->buffer;
1779 glsl_src_param_t src_param;
1781 unsigned int mask_size;
1783 write_mask = shader_glsl_append_dst(buffer, arg);
1784 mask_size = shader_glsl_get_write_mask_size(write_mask);
1786 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1788 if (mask_size > 1) {
1789 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1791 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1795 /** Process signed comparison opcodes in GLSL. */
1796 static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
1798 glsl_src_param_t src0_param;
1799 glsl_src_param_t src1_param;
1801 unsigned int mask_size;
1803 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1804 mask_size = shader_glsl_get_write_mask_size(write_mask);
1805 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1806 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1808 if (mask_size > 1) {
1809 const char *compare;
1811 switch(arg->opcode->opcode) {
1812 case WINED3DSIO_SLT: compare = "lessThan"; break;
1813 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1814 default: compare = "";
1815 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1818 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1819 src0_param.param_str, src1_param.param_str);
1821 switch(arg->opcode->opcode) {
1822 case WINED3DSIO_SLT:
1823 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1824 * to return 0.0 but step returns 1.0 because step is not < x
1825 * An alternative is a bvec compare padded with an unused second component.
1826 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1827 * issue. Playing with not() is not possible either because not() does not accept
1830 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1832 case WINED3DSIO_SGE:
1833 /* Here we can use the step() function and safe a conditional */
1834 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1837 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1843 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1844 static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
1846 glsl_src_param_t src0_param;
1847 glsl_src_param_t src1_param;
1848 glsl_src_param_t src2_param;
1849 DWORD write_mask, cmp_channel = 0;
1852 BOOL temp_destination = FALSE;
1854 if(shader_is_scalar(arg->src[0])) {
1855 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1857 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1858 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1859 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1861 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1862 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1864 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1865 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1866 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1867 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1868 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1869 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1870 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1871 DWORD dstregtype = shader_get_regtype(arg->dst);
1873 /* Cycle through all source0 channels */
1874 for (i=0; i<4; i++) {
1876 /* Find the destination channels which use the current source0 channel */
1877 for (j=0; j<4; j++) {
1878 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1879 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1880 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1884 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1885 * The first lines may overwrite source parameters of the following lines.
1886 * Deal with that by using a temporary destination register if needed
1888 if((src0reg == dstreg && src0regtype == dstregtype) ||
1889 (src1reg == dstreg && src1regtype == dstregtype) ||
1890 (src2reg == dstreg && src2regtype == dstregtype)) {
1892 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1893 if (!write_mask) continue;
1894 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1895 temp_destination = TRUE;
1897 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1898 if (!write_mask) continue;
1901 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1902 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1903 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1905 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1906 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1909 if(temp_destination) {
1910 shader_glsl_get_write_mask(arg->dst, mask_char);
1911 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1912 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1918 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1919 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1920 * the compare is done per component of src0. */
1921 static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
1923 glsl_src_param_t src0_param;
1924 glsl_src_param_t src1_param;
1925 glsl_src_param_t src2_param;
1926 DWORD write_mask, cmp_channel = 0;
1929 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
1931 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1932 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1933 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1934 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1936 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1937 if(arg->opcode_token & WINED3DSI_COISSUE) {
1938 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1940 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1941 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1945 /* Cycle through all source0 channels */
1946 for (i=0; i<4; i++) {
1948 /* Find the destination channels which use the current source0 channel */
1949 for (j=0; j<4; j++) {
1950 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1951 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1952 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1955 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1956 if (!write_mask) continue;
1958 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1959 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1960 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1962 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1963 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1967 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1968 static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
1970 glsl_src_param_t src0_param;
1971 glsl_src_param_t src1_param;
1972 glsl_src_param_t src2_param;
1975 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1976 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1977 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1978 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1979 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1980 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1983 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1984 Vertex shaders to GLSL codes */
1985 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
1987 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1988 const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
1989 DWORD shader_version = arg->reg_maps->shader_version;
1991 int nComponents = 0;
1992 SHADER_OPCODE_ARG tmpArg;
1994 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1996 /* Set constants for the temporary argument */
1997 tmpArg.shader = arg->shader;
1998 tmpArg.buffer = arg->buffer;
1999 tmpArg.src[0] = arg->src[0];
2000 tmpArg.src_addr[0] = arg->src_addr[0];
2001 tmpArg.src_addr[1] = arg->src_addr[1];
2002 tmpArg.reg_maps = arg->reg_maps;
2004 switch(arg->opcode->opcode) {
2005 case WINED3DSIO_M4x4:
2007 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
2009 case WINED3DSIO_M4x3:
2011 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
2013 case WINED3DSIO_M3x4:
2015 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2017 case WINED3DSIO_M3x3:
2019 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2021 case WINED3DSIO_M3x2:
2023 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2029 for (i = 0; i < nComponents; i++) {
2030 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
2031 tmpArg.src[1] = arg->src[1]+i;
2032 shader_glsl_dot(&tmpArg);
2037 The LRP instruction performs a component-wise linear interpolation
2038 between the second and third operands using the first operand as the
2039 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2040 This is equivalent to mix(src2, src1, src0);
2042 static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
2044 glsl_src_param_t src0_param;
2045 glsl_src_param_t src1_param;
2046 glsl_src_param_t src2_param;
2049 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2051 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
2052 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
2053 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
2055 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
2056 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2059 /** Process the WINED3DSIO_LIT instruction in GLSL:
2060 * dst.x = dst.w = 1.0
2061 * dst.y = (src0.x > 0) ? src0.x
2062 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2063 * where src.w is clamped at +- 128
2065 static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
2067 glsl_src_param_t src0_param;
2068 glsl_src_param_t src1_param;
2069 glsl_src_param_t src3_param;
2072 shader_glsl_append_dst(arg->buffer, arg);
2073 shader_glsl_get_write_mask(arg->dst, dst_mask);
2075 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2076 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
2077 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
2079 /* The sdk specifies the instruction like this
2081 * if(src.x > 0.0) dst.y = src.x
2083 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2087 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2088 * dst.x = 1.0 ... No further explanation needed
2089 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2090 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2091 * dst.w = 1.0. ... Nothing fancy.
2093 * So we still have one conditional in there. So do this:
2094 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2096 * 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),
2097 * 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.
2098 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2100 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",
2101 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2104 /** Process the WINED3DSIO_DST instruction in GLSL:
2106 * dst.y = src0.x * src0.y
2110 static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
2112 glsl_src_param_t src0y_param;
2113 glsl_src_param_t src0z_param;
2114 glsl_src_param_t src1y_param;
2115 glsl_src_param_t src1w_param;
2118 shader_glsl_append_dst(arg->buffer, arg);
2119 shader_glsl_get_write_mask(arg->dst, dst_mask);
2121 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2122 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2123 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2124 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2126 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2127 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2130 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2131 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2132 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2134 * dst.x = cos(src0.?)
2135 * dst.y = sin(src0.?)
2139 static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
2141 glsl_src_param_t src0_param;
2144 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2145 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2147 switch (write_mask) {
2148 case WINED3DSP_WRITEMASK_0:
2149 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
2152 case WINED3DSP_WRITEMASK_1:
2153 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
2156 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2157 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2161 ERR("Write mask should be .x, .y or .xy\n");
2166 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2167 * Start a for() loop where src1.y is the initial value of aL,
2168 * increment aL by src1.z for a total of src1.x iterations.
2169 * Need to use a temporary variable for this operation.
2171 /* FIXME: I don't think nested loops will work correctly this way. */
2172 static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
2174 glsl_src_param_t src1_param;
2175 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2176 DWORD regtype = shader_get_regtype(arg->src[1]);
2177 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
2178 const DWORD *control_values = NULL;
2179 const local_constant *constant;
2181 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2183 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2184 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2185 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2188 if(regtype == WINED3DSPR_CONSTINT) {
2189 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2190 if(constant->idx == reg) {
2191 control_values = constant->value;
2197 if(control_values) {
2198 if(control_values[2] > 0) {
2199 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2200 shader->baseShader.cur_loop_depth, control_values[1],
2201 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2202 shader->baseShader.cur_loop_depth, control_values[2]);
2203 } else if(control_values[2] == 0) {
2204 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2205 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2206 shader->baseShader.cur_loop_depth, control_values[0],
2207 shader->baseShader.cur_loop_depth);
2209 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2210 shader->baseShader.cur_loop_depth, control_values[1],
2211 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2212 shader->baseShader.cur_loop_depth, control_values[2]);
2215 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2216 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2217 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2218 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2221 shader->baseShader.cur_loop_depth++;
2222 shader->baseShader.cur_loop_regno++;
2225 static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
2227 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2229 shader_addline(arg->buffer, "}\n");
2231 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2232 shader->baseShader.cur_loop_depth--;
2233 shader->baseShader.cur_loop_regno--;
2235 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2236 shader->baseShader.cur_loop_depth--;
2240 static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
2242 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2243 glsl_src_param_t src0_param;
2245 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2246 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2247 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2248 src0_param.param_str, shader->baseShader.cur_loop_depth);
2249 shader->baseShader.cur_loop_depth++;
2252 static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
2254 glsl_src_param_t src0_param;
2256 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2257 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2260 static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
2262 glsl_src_param_t src0_param;
2263 glsl_src_param_t src1_param;
2265 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2266 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2268 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2269 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2272 static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
2274 shader_addline(arg->buffer, "} else {\n");
2277 static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
2279 shader_addline(arg->buffer, "break;\n");
2282 /* FIXME: According to MSDN the compare is done per component. */
2283 static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
2285 glsl_src_param_t src0_param;
2286 glsl_src_param_t src1_param;
2288 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2289 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2291 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2292 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2295 static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
2298 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2299 shader_addline(arg->buffer, "}\n");
2300 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2303 static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
2305 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2306 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2309 static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
2311 glsl_src_param_t src1_param;
2313 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2314 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2315 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2318 /*********************************************
2319 * Pixel Shader Specific Code begins here
2320 ********************************************/
2321 static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
2323 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2324 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2325 DWORD shader_version = arg->reg_maps->shader_version;
2326 glsl_sample_function_t sample_function;
2327 DWORD sample_flags = 0;
2330 DWORD mask = 0, swizzle;
2332 /* 1.0-1.4: Use destination register as sampler source.
2333 * 2.0+: Use provided sampler source. */
2334 if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2335 else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2336 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2338 if (shader_version < WINED3DPS_VERSION(1,4))
2340 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2342 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2343 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2344 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2345 switch (flags & ~WINED3DTTFF_PROJECTED) {
2346 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2347 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2348 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2349 case WINED3DTTFF_COUNT4:
2350 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2354 else if (shader_version < WINED3DPS_VERSION(2,0))
2356 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2358 if (src_mod == WINED3DSPSM_DZ) {
2359 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2360 mask = WINED3DSP_WRITEMASK_2;
2361 } else if (src_mod == WINED3DSPSM_DW) {
2362 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2363 mask = WINED3DSP_WRITEMASK_3;
2366 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2367 /* ps 2.0 texldp instruction always divides by the fourth component. */
2368 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2369 mask = WINED3DSP_WRITEMASK_3;
2373 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2374 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2375 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2378 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2379 mask |= sample_function.coord_mask;
2381 if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE;
2382 else swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
2384 /* 1.0-1.3: Use destination register as coordinate source.
2385 1.4+: Use provided coordinate source register. */
2386 if (shader_version < WINED3DPS_VERSION(1,4))
2389 shader_glsl_get_write_mask(mask, coord_mask);
2390 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, swizzle, NULL,
2391 "T%u%s", sampler_idx, coord_mask);
2393 glsl_src_param_t coord_param;
2394 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2395 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2396 glsl_src_param_t bias;
2397 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2398 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, swizzle, bias.param_str,
2399 "%s", coord_param.param_str);
2401 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, swizzle, NULL,
2402 "%s", coord_param.param_str);
2407 static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
2409 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2410 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2411 glsl_sample_function_t sample_function;
2412 glsl_src_param_t coord_param, lod_param;
2413 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2416 DWORD swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
2418 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2419 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2420 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2421 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2422 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2424 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2425 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
2427 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2429 if (shader_is_pshader_version(arg->reg_maps->shader_version))
2431 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2432 * However, they seem to work just fine in fragment shaders as well. */
2433 WARN("Using %s in fragment shader.\n", sample_function.name);
2435 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, swizzle, lod_param.param_str,
2436 "%s", coord_param.param_str);
2439 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
2441 /* FIXME: Make this work for more than just 2D textures */
2442 SHADER_BUFFER* buffer = arg->buffer;
2446 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2447 shader_glsl_get_write_mask(write_mask, dst_mask);
2449 if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2451 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2452 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2454 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2455 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2456 char dst_swizzle[6];
2458 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2460 if (src_mod == WINED3DSPSM_DZ) {
2461 glsl_src_param_t div_param;
2462 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2463 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2465 if (mask_size > 1) {
2466 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2468 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2470 } else if (src_mod == WINED3DSPSM_DW) {
2471 glsl_src_param_t div_param;
2472 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2473 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2475 if (mask_size > 1) {
2476 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2478 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2481 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2486 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2487 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2488 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2489 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
2491 glsl_src_param_t src0_param;
2492 glsl_sample_function_t sample_function;
2493 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2494 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2495 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2498 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2500 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2501 * scalar, and projected sampling would require 4.
2503 * It is a dependent read - not valid with conditional NP2 textures
2505 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2506 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2511 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2512 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2516 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2517 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2521 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2522 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2526 FIXME("Unexpected mask size %u\n", mask_size);
2531 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2532 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2533 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
2535 glsl_src_param_t src0_param;
2536 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2537 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2539 unsigned int mask_size;
2541 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2542 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2543 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2545 if (mask_size > 1) {
2546 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2548 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2552 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2553 * Calculate the depth as dst.x / dst.y */
2554 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
2556 glsl_dst_param_t dst_param;
2558 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2560 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2561 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2562 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2563 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2566 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);
2569 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2570 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2571 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2572 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2574 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
2576 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2577 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2578 glsl_src_param_t src0_param;
2580 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2582 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2583 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2586 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2587 * Calculate the 1st of a 2-row matrix multiplication. */
2588 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
2590 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2591 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2592 SHADER_BUFFER* buffer = arg->buffer;
2593 glsl_src_param_t src0_param;
2595 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2596 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2599 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2600 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2601 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
2603 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2604 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2605 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2606 SHADER_BUFFER* buffer = arg->buffer;
2607 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2608 glsl_src_param_t src0_param;
2610 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2611 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2612 current_state->texcoord_w[current_state->current_row++] = reg;
2615 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
2617 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2618 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2619 SHADER_BUFFER* buffer = arg->buffer;
2620 glsl_src_param_t src0_param;
2621 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2622 glsl_sample_function_t sample_function;
2624 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2625 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2627 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2629 /* Sample the texture using the calculated coordinates */
2630 shader_glsl_gen_sample_code(arg, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xy");
2633 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2634 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2635 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
2637 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2638 glsl_src_param_t src0_param;
2639 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2640 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2641 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2642 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2643 glsl_sample_function_t sample_function;
2645 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2646 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2648 /* Dependent read, not valid with conditional NP2 */
2649 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2651 /* Sample the texture using the calculated coordinates */
2652 shader_glsl_gen_sample_code(arg, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
2654 current_state->current_row = 0;
2657 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2658 * Perform the 3rd row of a 3x3 matrix multiply */
2659 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
2661 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2662 glsl_src_param_t src0_param;
2664 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2665 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2666 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2668 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2670 shader_glsl_append_dst(arg->buffer, arg);
2671 shader_glsl_get_write_mask(arg->dst, dst_mask);
2672 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2674 current_state->current_row = 0;
2677 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2678 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2679 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
2681 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2682 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2683 glsl_src_param_t src0_param;
2684 glsl_src_param_t src1_param;
2685 SHADER_BUFFER* buffer = arg->buffer;
2686 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2687 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2688 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2689 glsl_sample_function_t sample_function;
2691 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2692 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2694 /* Perform the last matrix multiply operation */
2695 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2696 /* Reflection calculation */
2697 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2699 /* Dependent read, not valid with conditional NP2 */
2700 shader_glsl_get_sample_function(stype, 0, &sample_function);
2702 /* Sample the texture */
2703 shader_glsl_gen_sample_code(arg, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
2705 current_state->current_row = 0;
2708 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2709 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2710 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
2712 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2713 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2714 SHADER_BUFFER* buffer = arg->buffer;
2715 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2716 glsl_src_param_t src0_param;
2717 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2718 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2719 glsl_sample_function_t sample_function;
2721 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2723 /* Perform the last matrix multiply operation */
2724 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2726 /* Construct the eye-ray vector from w coordinates */
2727 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2728 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2729 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2731 /* Dependent read, not valid with conditional NP2 */
2732 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2734 /* Sample the texture using the calculated coordinates */
2735 shader_glsl_gen_sample_code(arg, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
2737 current_state->current_row = 0;
2740 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2741 * Apply a fake bump map transform.
2742 * texbem is pshader <= 1.3 only, this saves a few version checks
2744 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
2746 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2747 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2748 glsl_sample_function_t sample_function;
2749 glsl_src_param_t coord_param;
2756 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2757 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2759 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2760 /* Dependent read, not valid with conditional NP2 */
2761 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2762 mask = sample_function.coord_mask;
2764 shader_glsl_get_write_mask(mask, coord_mask);
2766 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2767 * so we can't let the GL handle this.
2769 if (flags & WINED3DTTFF_PROJECTED) {
2771 char coord_div_mask[3];
2772 switch (flags & ~WINED3DTTFF_PROJECTED) {
2773 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2774 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2775 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2776 case WINED3DTTFF_COUNT4:
2777 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2779 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2780 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2783 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2785 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2786 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
2787 coord_param.param_str, coord_mask);
2789 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2790 glsl_src_param_t luminance_param;
2791 glsl_dst_param_t dst_param;
2793 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2794 shader_glsl_add_dst_param(arg, arg->dst, arg->dst_addr, &dst_param);
2796 shader_addline(arg->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
2797 dst_param.reg_name, dst_param.mask_str,
2798 luminance_param.param_str, sampler_idx, sampler_idx);
2802 static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
2804 glsl_src_param_t src0_param, src1_param;
2805 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2807 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2808 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2810 shader_glsl_append_dst(arg->buffer, arg);
2811 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2812 src0_param.param_str, sampler_idx, src1_param.param_str);
2815 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2816 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2817 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
2819 glsl_src_param_t src0_param;
2820 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2821 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2822 glsl_sample_function_t sample_function;
2824 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2826 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2827 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2828 "%s.wx", src0_param.reg_name);
2831 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2832 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2833 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
2835 glsl_src_param_t src0_param;
2836 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2837 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2838 glsl_sample_function_t sample_function;
2840 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2842 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2843 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2844 "%s.yz", src0_param.reg_name);
2847 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2848 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2849 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
2851 glsl_src_param_t src0_param;
2852 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2853 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2854 glsl_sample_function_t sample_function;
2856 /* Dependent read, not valid with conditional NP2 */
2857 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2858 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2860 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2861 "%s", src0_param.param_str);
2864 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2865 * If any of the first 3 components are < 0, discard this pixel */
2866 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
2868 glsl_dst_param_t dst_param;
2870 /* The argument is a destination parameter, and no writemasks are allowed */
2871 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2872 if ((arg->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
2874 /* 2.0 shaders compare all 4 components in texkill */
2875 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2877 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2878 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2879 * 4 components are defined, only the first 3 are used
2881 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2885 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2886 * dst = dot2(src0, src1) + src2 */
2887 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
2889 glsl_src_param_t src0_param;
2890 glsl_src_param_t src1_param;
2891 glsl_src_param_t src2_param;
2893 unsigned int mask_size;
2895 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2896 mask_size = shader_glsl_get_write_mask_size(write_mask);
2898 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2899 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2900 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2902 if (mask_size > 1) {
2903 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);
2905 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2909 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2910 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2913 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2915 for (i = 0; i < MAX_REG_INPUT; i++) {
2917 DWORD usage_token = semantics_in[i].usage;
2918 DWORD register_token = semantics_in[i].reg;
2919 DWORD usage, usage_idx;
2923 if (!usage_token) continue;
2924 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2925 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2926 shader_glsl_get_write_mask(register_token, reg_mask);
2930 case WINED3DDECLUSAGE_TEXCOORD:
2931 if(usage_idx < 8 && vertexprocessing == pretransformed) {
2932 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2933 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2935 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2936 This->input_reg_map[i], reg_mask, reg_mask);
2940 case WINED3DDECLUSAGE_COLOR:
2942 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2943 This->input_reg_map[i], reg_mask, reg_mask);
2944 else if (usage_idx == 1)
2945 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2946 This->input_reg_map[i], reg_mask, reg_mask);
2948 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2949 This->input_reg_map[i], reg_mask, reg_mask);
2953 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2954 This->input_reg_map[i], reg_mask, reg_mask);
2959 /*********************************************
2960 * Vertex Shader Specific Code begins here
2961 ********************************************/
2963 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
2964 glsl_program_key_t *key;
2966 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2967 key->vshader = entry->vshader;
2968 key->pshader = entry->pshader;
2969 key->vs_args = entry->vs_args;
2970 key->ps_args = entry->ps_args;
2972 hash_table_put(priv->glsl_program_lookup, key, entry);
2975 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
2976 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
2977 struct ps_compile_args *ps_args) {
2978 glsl_program_key_t key;
2980 key.vshader = vshader;
2981 key.pshader = pshader;
2982 key.vs_args = *vs_args;
2983 key.ps_args = *ps_args;
2985 return hash_table_get(priv->glsl_program_lookup, &key);
2988 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
2989 struct glsl_shader_prog_link *entry)
2991 glsl_program_key_t *key;
2993 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2994 key->vshader = entry->vshader;
2995 key->pshader = entry->pshader;
2996 key->vs_args = entry->vs_args;
2997 key->ps_args = entry->ps_args;
2998 hash_table_remove(priv->glsl_program_lookup, key);
3000 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3001 if (entry->vshader) list_remove(&entry->vshader_entry);
3002 if (entry->pshader) list_remove(&entry->pshader_entry);
3003 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3004 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3005 HeapFree(GetProcessHeap(), 0, entry);
3008 static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
3009 const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
3012 DWORD usage_token, usage_token_out;
3013 DWORD register_token, register_token_out;
3014 DWORD usage, usage_idx, usage_out, usage_idx_out;
3017 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
3018 char reg_mask[6], reg_mask_out[6];
3019 char destination[50];
3021 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3023 if (!semantics_out) {
3024 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3025 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3026 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3029 for(i = 0; i < MAX_REG_INPUT; i++) {
3030 usage_token = semantics_in[i].usage;
3031 if (!usage_token) continue;
3034 if (in_idx >= (in_count + 2)) {
3035 FIXME("More input varyings declared than supported, expect issues\n");
3037 } else if(map[i] == -1) {
3038 /* Declared, but not read register */
3042 if (in_idx == in_count) {
3043 sprintf(destination, "gl_FrontColor");
3044 } else if (in_idx == in_count + 1) {
3045 sprintf(destination, "gl_FrontSecondaryColor");
3047 sprintf(destination, "IN[%u]", in_idx);
3050 register_token = semantics_in[i].reg;
3052 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3053 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3054 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
3056 if(!semantics_out) {
3058 case WINED3DDECLUSAGE_COLOR:
3060 shader_addline(buffer, "%s%s = front_color%s;\n",
3061 destination, reg_mask, reg_mask);
3062 else if (usage_idx == 1)
3063 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3064 destination, reg_mask, reg_mask);
3066 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3067 destination, reg_mask, reg_mask);
3070 case WINED3DDECLUSAGE_TEXCOORD:
3071 if (usage_idx < 8) {
3072 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3073 destination, reg_mask, usage_idx, reg_mask);
3075 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3076 destination, reg_mask, reg_mask);
3080 case WINED3DDECLUSAGE_FOG:
3081 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3082 destination, reg_mask, reg_mask);
3086 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3087 destination, reg_mask, reg_mask);
3091 for(j = 0; j < MAX_REG_OUTPUT; j++) {
3092 usage_token_out = semantics_out[j].usage;
3093 if (!usage_token_out) continue;
3094 register_token_out = semantics_out[j].reg;
3096 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3097 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3098 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
3100 if(usage == usage_out &&
3101 usage_idx == usage_idx_out) {
3102 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3103 destination, reg_mask, j, reg_mask);
3108 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3109 destination, reg_mask, reg_mask);
3114 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3115 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3116 * input varyings are assigned above, if the optimizer works properly.
3118 for(i = 0; i < in_count + 2; i++) {
3119 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3120 unsigned int size = 0;
3121 memset(reg_mask, 0, sizeof(reg_mask));
3122 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3123 reg_mask[size] = 'x';
3126 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3127 reg_mask[size] = 'y';
3130 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3131 reg_mask[size] = 'z';
3134 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3135 reg_mask[size] = 'w';
3139 if (i == in_count) {
3140 sprintf(destination, "gl_FrontColor");
3141 } else if (i == in_count + 1) {
3142 sprintf(destination, "gl_FrontSecondaryColor");
3144 sprintf(destination, "IN[%u]", i);
3148 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3150 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3155 HeapFree(GetProcessHeap(), 0, set);
3158 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3159 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3161 GLhandleARB ret = 0;
3162 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3163 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3164 IWineD3DDeviceImpl *device;
3165 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version);
3166 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
3168 SHADER_BUFFER buffer;
3170 DWORD register_token;
3171 DWORD usage, usage_idx, writemask;
3173 const struct semantic *semantics_out, *semantics_in;
3175 shader_buffer_init(&buffer);
3177 shader_addline(&buffer, "#version 120\n");
3179 if(vs_major < 3 && ps_major < 3) {
3180 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3181 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3183 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3184 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3185 !device->frag_pipe->ffp_proj_control) {
3186 shader_addline(&buffer, "void order_ps_input() {\n");
3187 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3188 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3189 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3190 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3193 shader_addline(&buffer, "}\n");
3195 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3197 } else if(ps_major < 3 && vs_major >= 3) {
3198 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3199 semantics_out = vs->semantics_out;
3201 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3202 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3203 usage_token = semantics_out[i].usage;
3204 if (!usage_token) continue;
3205 register_token = semantics_out[i].reg;
3207 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3208 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3209 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3212 case WINED3DDECLUSAGE_COLOR:
3214 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3215 else if (usage_idx == 1)
3216 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3219 case WINED3DDECLUSAGE_POSITION:
3220 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3223 case WINED3DDECLUSAGE_TEXCOORD:
3224 if (usage_idx < 8) {
3225 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3227 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3228 usage_idx, reg_mask, i, reg_mask);
3229 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3230 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3235 case WINED3DDECLUSAGE_PSIZE:
3236 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3239 case WINED3DDECLUSAGE_FOG:
3240 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3247 shader_addline(&buffer, "}\n");
3249 } else if(ps_major >= 3 && vs_major >= 3) {
3250 semantics_out = vs->semantics_out;
3251 semantics_in = ps->semantics_in;
3253 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3254 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3255 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3257 /* First, sort out position and point size. Those are not passed to the pixel shader */
3258 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3259 usage_token = semantics_out[i].usage;
3260 if (!usage_token) continue;
3261 register_token = semantics_out[i].reg;
3263 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3264 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3265 shader_glsl_get_write_mask(register_token, reg_mask);
3268 case WINED3DDECLUSAGE_POSITION:
3269 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3272 case WINED3DDECLUSAGE_PSIZE:
3273 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3281 /* Then, fix the pixel shader input */
3282 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3284 shader_addline(&buffer, "}\n");
3285 } else if(ps_major >= 3 && vs_major < 3) {
3286 semantics_in = ps->semantics_in;
3288 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3289 shader_addline(&buffer, "void order_ps_input() {\n");
3290 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3291 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3292 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3294 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3295 shader_addline(&buffer, "}\n");
3297 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3300 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3301 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3302 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3303 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3304 GL_EXTCALL(glCompileShaderARB(ret));
3305 checkGLcall("glCompileShaderARB(ret)");
3307 shader_buffer_free(&buffer);
3311 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3312 GLhandleARB programId, char prefix)
3314 const local_constant *lconst;
3319 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3320 value = (const float *)lconst->value;
3321 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3322 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3323 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3325 checkGLcall("Hardcoding local constants\n");
3328 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3329 * It sets the programId on the current StateBlock (because it should be called
3330 * inside of the DrawPrimitive() part of the render loop).
3332 * If a program for the given combination does not exist, create one, and store
3333 * the program in the hash table. If it creates a program, it will link the
3334 * given objects, too.
3336 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3337 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3338 struct shader_glsl_priv *priv = This->shader_priv;
3339 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3340 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3341 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3342 struct glsl_shader_prog_link *entry = NULL;
3343 GLhandleARB programId = 0;
3344 GLhandleARB reorder_shader_id = 0;
3347 GLhandleARB vshader_id, pshader_id;
3348 struct ps_compile_args ps_compile_args;
3349 struct vs_compile_args vs_compile_args;
3352 find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
3354 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3355 memset(&vs_compile_args, 0, sizeof(vs_compile_args));
3358 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
3360 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3361 memset(&ps_compile_args, 0, sizeof(ps_compile_args));
3363 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3365 priv->glsl_program = entry;
3369 /* If we get to this point, then no matching program exists, so we create one */
3370 programId = GL_EXTCALL(glCreateProgramObjectARB());
3371 TRACE("Created new GLSL shader program %u\n", programId);
3373 /* Create the entry */
3374 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3375 entry->programId = programId;
3376 entry->vshader = vshader;
3377 entry->pshader = pshader;
3378 entry->vs_args = vs_compile_args;
3379 entry->ps_args = ps_compile_args;
3380 entry->constant_version = 0;
3381 /* Add the hash table entry */
3382 add_glsl_program_entry(priv, entry);
3384 /* Set the current program */
3385 priv->glsl_program = entry;
3388 vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
3393 /* Attach GLSL vshader */
3395 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3398 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3399 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3400 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3401 checkGLcall("glAttachObjectARB");
3402 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3405 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3407 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3408 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3409 checkGLcall("glAttachObjectARB");
3411 /* Bind vertex attributes to a corresponding index number to match
3412 * the same index numbers as ARB_vertex_programs (makes loading
3413 * vertex attributes simpler). With this method, we can use the
3414 * exact same code to load the attributes later for both ARB and
3417 * We have to do this here because we need to know the Program ID
3418 * in order to make the bindings work, and it has to be done prior
3419 * to linking the GLSL program. */
3420 for (i = 0; i < max_attribs; ++i) {
3421 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3422 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3423 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3426 checkGLcall("glBindAttribLocationARB");
3428 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3432 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
3437 /* Attach GLSL pshader */
3439 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3440 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3441 checkGLcall("glAttachObjectARB");
3443 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3446 /* Link the program */
3447 TRACE("Linking GLSL shader program %u\n", programId);
3448 GL_EXTCALL(glLinkProgramARB(programId));
3449 print_glsl_info_log(&GLINFO_LOCATION, programId);
3451 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3452 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3453 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3454 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3456 for (i = 0; i < MAX_CONST_I; ++i) {
3457 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3458 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3460 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3461 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3462 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3463 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3465 for (i = 0; i < MAX_CONST_I; ++i) {
3466 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3467 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3471 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3473 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3474 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3475 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3476 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3477 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3478 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3483 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3484 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3485 checkGLcall("Find glsl program uniform locations");
3488 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3489 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3491 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3492 entry->vertex_color_clamp = GL_FALSE;
3494 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3497 /* Set the shader to allow uniform loading on it */
3498 GL_EXTCALL(glUseProgramObjectARB(programId));
3499 checkGLcall("glUseProgramObjectARB(programId)");
3501 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3502 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3503 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3504 * vertex shader with fixed function pixel processing is used we make sure that the card
3505 * supports enough samplers to allow the max number of vertex samplers with all possible
3506 * fixed function fragment processing setups. So once the program is linked these samplers
3510 /* Load vertex shader samplers */
3511 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3514 /* Load pixel shader samplers */
3515 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3518 /* If the local constants do not have to be loaded with the environment constants,
3519 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3522 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3523 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3525 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3526 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3530 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3532 GLhandleARB program_id;
3533 GLhandleARB vshader_id, pshader_id;
3534 static const char *blt_vshader[] =
3539 " gl_Position = gl_Vertex;\n"
3540 " gl_FrontColor = vec4(1.0);\n"
3541 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3545 static const char *blt_pshaders[tex_type_count] =
3551 "uniform sampler2D sampler;\n"
3554 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3560 "uniform samplerCube sampler;\n"
3563 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3567 "#extension GL_ARB_texture_rectangle : enable\n"
3568 "uniform sampler2DRect sampler;\n"
3571 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3575 if (!blt_pshaders[tex_type])
3577 FIXME("tex_type %#x not supported\n", tex_type);
3581 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3582 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3583 GL_EXTCALL(glCompileShaderARB(vshader_id));
3585 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3586 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3587 GL_EXTCALL(glCompileShaderARB(pshader_id));
3589 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3590 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3591 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3592 GL_EXTCALL(glLinkProgramARB(program_id));
3594 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3596 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3599 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3600 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3604 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3605 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3606 struct shader_glsl_priv *priv = This->shader_priv;
3607 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3608 GLhandleARB program_id = 0;
3609 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3611 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3613 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3614 else priv->glsl_program = NULL;
3616 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3618 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3619 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3620 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3621 checkGLcall("glClampColorARB");
3623 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3627 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3628 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3629 GL_EXTCALL(glUseProgramObjectARB(program_id));
3630 checkGLcall("glUseProgramObjectARB");
3633 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3634 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3635 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3636 struct shader_glsl_priv *priv = This->shader_priv;
3637 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3639 if (!*blt_program) {
3641 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3642 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3643 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3644 GL_EXTCALL(glUniform1iARB(loc, 0));
3646 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3650 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3651 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3652 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3653 struct shader_glsl_priv *priv = This->shader_priv;
3654 GLhandleARB program_id;
3656 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3657 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3659 GL_EXTCALL(glUseProgramObjectARB(program_id));
3660 checkGLcall("glUseProgramObjectARB");
3663 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3664 const struct list *linked_programs;
3665 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3666 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3667 struct shader_glsl_priv *priv = device->shader_priv;
3668 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3669 IWineD3DPixelShaderImpl *ps = NULL;
3670 IWineD3DVertexShaderImpl *vs = NULL;
3672 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3673 * can be called from IWineD3DBaseShader::Release
3675 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3678 ps = (IWineD3DPixelShaderImpl *) This;
3679 if(ps->num_gl_shaders == 0) return;
3681 vs = (IWineD3DVertexShaderImpl *) This;
3682 if(vs->num_gl_shaders == 0) return;
3685 linked_programs = &This->baseShader.linked_programs;
3687 TRACE("Deleting linked programs\n");
3688 if (linked_programs->next) {
3689 struct glsl_shader_prog_link *entry, *entry2;
3692 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3693 delete_glsl_program_entry(priv, gl_info, entry);
3696 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3697 delete_glsl_program_entry(priv, gl_info, entry);
3706 for(i = 0; i < ps->num_gl_shaders; i++) {
3707 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3708 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3709 checkGLcall("glDeleteObjectARB");
3712 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3713 ps->gl_shaders = NULL;
3714 ps->num_gl_shaders = 0;
3715 ps->shader_array_size = 0;
3720 for(i = 0; i < vs->num_gl_shaders; i++) {
3721 TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId);
3722 GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId));
3723 checkGLcall("glDeleteObjectARB");
3726 HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
3727 vs->gl_shaders = NULL;
3728 vs->num_gl_shaders = 0;
3729 vs->shader_array_size = 0;
3733 static unsigned int glsl_program_key_hash(const void *key)
3735 const glsl_program_key_t *k = key;
3737 unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16;
3738 hash += ~(hash << 15);
3739 hash ^= (hash >> 10);
3740 hash += (hash << 3);
3741 hash ^= (hash >> 6);
3742 hash += ~(hash << 11);
3743 hash ^= (hash >> 16);
3748 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3750 const glsl_program_key_t *ka = keya;
3751 const glsl_program_key_t *kb = keyb;
3753 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3754 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) &&
3755 (memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0);
3758 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3760 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3761 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3765 ERR("Failed to allocate memory\n");
3769 heap->entries = mem;
3770 heap->entries[1].version = 0;
3771 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3777 static void constant_heap_free(struct constant_heap *heap)
3779 HeapFree(GetProcessHeap(), 0, heap->entries);
3782 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3783 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3784 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3785 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3786 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
3788 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3791 ERR("Failed to allocate memory.\n");
3792 HeapFree(GetProcessHeap(), 0, priv);
3793 return E_OUTOFMEMORY;
3796 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3798 ERR("Failed to initialize vertex shader constant heap\n");
3799 HeapFree(GetProcessHeap(), 0, priv->stack);
3800 HeapFree(GetProcessHeap(), 0, priv);
3801 return E_OUTOFMEMORY;
3804 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3806 ERR("Failed to initialize pixel shader constant heap\n");
3807 constant_heap_free(&priv->vconst_heap);
3808 HeapFree(GetProcessHeap(), 0, priv->stack);
3809 HeapFree(GetProcessHeap(), 0, priv);
3810 return E_OUTOFMEMORY;
3813 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3814 priv->next_constant_version = 1;
3816 This->shader_priv = priv;
3820 static void shader_glsl_free(IWineD3DDevice *iface) {
3821 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3822 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3823 struct shader_glsl_priv *priv = This->shader_priv;
3826 for (i = 0; i < tex_type_count; ++i)
3828 if (priv->depth_blt_program[i])
3830 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3834 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3835 constant_heap_free(&priv->pconst_heap);
3836 constant_heap_free(&priv->vconst_heap);
3838 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3839 This->shader_priv = NULL;
3842 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3843 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3847 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
3848 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3849 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3850 CONST DWORD *function = This->baseShader.function;
3851 const char *fragcolor;
3852 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3854 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3855 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3857 shader_addline(buffer, "#version 120\n");
3859 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3860 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3862 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3863 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3864 * drivers write a warning if we don't do so
3866 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3869 /* Base Declarations */
3870 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3872 /* Pack 3.0 inputs */
3873 if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
3874 pshader_glsl_input_pack(buffer, This->semantics_in, iface, args->vp_mode);
3877 /* Base Shader Body */
3878 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3880 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3881 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3883 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3884 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3885 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3887 shader_addline(buffer, "gl_FragColor = R0;\n");
3890 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3891 fragcolor = "gl_FragData[0]";
3893 fragcolor = "gl_FragColor";
3895 if(args->srgb_correction) {
3896 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3897 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3898 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3899 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3900 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3901 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3902 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3903 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3905 /* Pixel shader < 3.0 do not replace the fog stage.
3906 * This implements linear fog computation and blending.
3907 * TODO: non linear fog
3908 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3909 * -1/(e-s) and e/(e-s) respectively.
3911 if(reg_maps->shader_version < WINED3DPS_VERSION(3,0)) {
3913 case FOG_OFF: break;
3915 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3916 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3917 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3918 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3921 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3922 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3923 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3924 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3927 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3928 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3929 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3930 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3935 shader_addline(buffer, "}\n");
3937 TRACE("Compiling shader object %u\n", shader_obj);
3938 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3939 GL_EXTCALL(glCompileShaderARB(shader_obj));
3940 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3942 /* Store the shader object */
3946 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
3947 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3948 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3949 CONST DWORD *function = This->baseShader.function;
3950 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3952 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3953 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3955 shader_addline(buffer, "#version 120\n");
3957 /* Base Declarations */
3958 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
3960 /* Base Shader Body */
3961 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3963 /* Unpack 3.0 outputs */
3964 if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
3965 else shader_addline(buffer, "order_ps_input();\n");
3967 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3968 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3969 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3970 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3972 if(args->fog_src == VS_FOG_Z) {
3973 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3974 } else if (!reg_maps->fog) {
3975 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3978 /* Write the final position.
3980 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3981 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3982 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3983 * contains 1.0 to allow a mad.
3985 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3986 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3988 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3990 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3991 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3992 * which is the same as z = z * 2 - w.
3994 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3996 shader_addline(buffer, "}\n");
3998 TRACE("Compiling shader object %u\n", shader_obj);
3999 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4000 GL_EXTCALL(glCompileShaderARB(shader_obj));
4001 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4006 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4008 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4009 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4010 * vs_nv_version which is based on NV_vertex_program.
4011 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4012 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4013 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4014 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4016 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4017 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4019 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4020 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4021 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4023 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4024 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4025 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4026 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4027 * in max native instructions. Intel and others also offer the info in this extension but they
4028 * don't support GLSL (at least on Windows).
4030 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4031 * of instructions is 512 or less we have to do with ps2.0 hardware.
4032 * 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.
4034 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4035 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4037 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4039 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4040 * Direct3D minimum requirement.
4042 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4043 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4045 * The problem is that the refrast clamps temporary results in the shader to
4046 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4047 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4048 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4049 * offer a way to query this.
4051 pCaps->PixelShader1xMaxValue = 8.0;
4052 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4055 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4057 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4059 TRACE("Checking support for fixup:\n");
4060 dump_color_fixup_desc(fixup);
4063 /* We support everything except YUV conversions. */
4064 if (!is_yuv_fixup(fixup))
4070 TRACE("[FAILED]\n");
4074 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4076 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4077 /* WINED3DSIH_ADD */ shader_glsl_arith,
4078 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4079 /* WINED3DSIH_BREAK */ shader_glsl_break,
4080 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4081 /* WINED3DSIH_BREAKP */ NULL,
4082 /* WINED3DSIH_CALL */ shader_glsl_call,
4083 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4084 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4085 /* WINED3DSIH_CND */ shader_glsl_cnd,
4086 /* WINED3DSIH_CRS */ shader_glsl_cross,
4087 /* WINED3DSIH_DCL */ NULL,
4088 /* WINED3DSIH_DEF */ NULL,
4089 /* WINED3DSIH_DEFB */ NULL,
4090 /* WINED3DSIH_DEFI */ NULL,
4091 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4092 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4093 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4094 /* WINED3DSIH_DST */ shader_glsl_dst,
4095 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4096 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4097 /* WINED3DSIH_ELSE */ shader_glsl_else,
4098 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4099 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4100 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4101 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4102 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4103 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4104 /* WINED3DSIH_IF */ shader_glsl_if,
4105 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4106 /* WINED3DSIH_LABEL */ shader_glsl_label,
4107 /* WINED3DSIH_LIT */ shader_glsl_lit,
4108 /* WINED3DSIH_LOG */ shader_glsl_log,
4109 /* WINED3DSIH_LOGP */ shader_glsl_log,
4110 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4111 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4112 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4113 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4114 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4115 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4116 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4117 /* WINED3DSIH_MAD */ shader_glsl_mad,
4118 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4119 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4120 /* WINED3DSIH_MOV */ shader_glsl_mov,
4121 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4122 /* WINED3DSIH_MUL */ shader_glsl_arith,
4123 /* WINED3DSIH_NOP */ NULL,
4124 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4125 /* WINED3DSIH_PHASE */ NULL,
4126 /* WINED3DSIH_POW */ shader_glsl_pow,
4127 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4128 /* WINED3DSIH_REP */ shader_glsl_rep,
4129 /* WINED3DSIH_RET */ NULL,
4130 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4131 /* WINED3DSIH_SETP */ NULL,
4132 /* WINED3DSIH_SGE */ shader_glsl_compare,
4133 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4134 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4135 /* WINED3DSIH_SLT */ shader_glsl_compare,
4136 /* WINED3DSIH_SUB */ shader_glsl_arith,
4137 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4138 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4139 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4140 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4141 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4142 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4143 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4144 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4145 /* WINED3DSIH_TEXLDD */ NULL,
4146 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4147 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4148 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4149 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4150 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4151 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4152 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4153 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4154 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4155 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4156 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4157 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4158 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4161 const shader_backend_t glsl_shader_backend = {
4162 shader_glsl_instruction_handler_table,
4164 shader_glsl_select_depth_blt,
4165 shader_glsl_deselect_depth_blt,
4166 shader_glsl_update_float_vertex_constants,
4167 shader_glsl_update_float_pixel_constants,
4168 shader_glsl_load_constants,
4169 shader_glsl_destroy,
4172 shader_glsl_dirty_const,
4173 shader_glsl_generate_pshader,
4174 shader_glsl_generate_vshader,
4175 shader_glsl_get_caps,
4176 shader_glsl_color_fixup_supported,