2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 * D3D shader asm has swizzles on source parameters, and write masks for
24 * destination parameters. GLSL uses swizzles for both. The result of this is
25 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
26 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
27 * mask for the destination parameter into account.
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
37 #define GLINFO_LOCATION (*gl_info)
52 } glsl_sample_function_t;
54 /** Prints the GLSL info log which will contain error messages if they exist */
55 void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
57 int infologLength = 0;
60 GL_EXTCALL(glGetObjectParameterivARB(obj,
61 GL_OBJECT_INFO_LOG_LENGTH_ARB,
64 /* A size of 1 is just a null-terminated string, so the log should be bigger than
65 * that if there are errors. */
66 if (infologLength > 1)
68 infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
69 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
70 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
71 HeapFree(GetProcessHeap(), 0, infoLog);
76 * Loads (pixel shader) samplers
78 static void shader_glsl_load_psamplers(
79 WineD3D_GL_Info *gl_info,
80 IWineD3DStateBlock* iface,
81 GLhandleARB programId) {
83 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
86 char sampler_name[20];
88 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
89 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
90 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
92 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
93 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
94 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
95 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
96 checkGLcall("glUniform1iARB");
98 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
104 static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
105 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
106 GLhandleARB name_loc;
107 char sampler_name[20];
110 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
111 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
112 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
113 if (name_loc != -1) {
114 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
115 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
116 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
117 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
118 checkGLcall("glUniform1iARB");
120 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
127 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
128 * When constant_list == NULL, it will load all the constants.
130 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
131 unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
132 struct list *constant_list) {
133 constants_entry *constant;
134 local_constant* lconst;
139 if (TRACE_ON(d3d_shader)) {
140 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
145 tmp_loc = constant_locations[i];
147 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
148 constants[i * 4 + 0], constants[i * 4 + 1],
149 constants[i * 4 + 2], constants[i * 4 + 3]);
155 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
156 if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
157 shader_is_pshader_version(This->baseShader.hex_version)) {
160 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
165 tmp_loc = constant_locations[i];
167 /* We found this uniform name in the program - go ahead and send the data */
169 if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
170 else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
171 else lcl_const[0] = constants[k + 0];
172 if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
173 else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
174 else lcl_const[1] = constants[k + 1];
175 if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
176 else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
177 else lcl_const[2] = constants[k + 2];
178 if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
179 else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
180 else lcl_const[3] = constants[k + 3];
182 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const));
187 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
192 tmp_loc = constant_locations[i];
194 /* We found this uniform name in the program - go ahead and send the data */
195 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
200 checkGLcall("glUniform4fvARB()");
202 if(!This->baseShader.load_local_constsF) {
203 TRACE("No need to load local float constants for this shader\n");
207 /* Load immediate constants */
208 if (TRACE_ON(d3d_shader)) {
209 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
210 tmp_loc = constant_locations[lconst->idx];
212 GLfloat* values = (GLfloat*)lconst->value;
213 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
214 values[0], values[1], values[2], values[3]);
218 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
219 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
220 tmp_loc = constant_locations[lconst->idx];
222 /* We found this uniform name in the program - go ahead and send the data */
223 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
226 checkGLcall("glUniform4fvARB()");
230 * Loads integer constants (aka uniforms) into the currently set GLSL program.
231 * When @constants_set == NULL, it will load all the constants.
233 static void shader_glsl_load_constantsI(
234 IWineD3DBaseShaderImpl* This,
235 WineD3D_GL_Info *gl_info,
236 GLhandleARB programId,
237 GLhandleARB locations[MAX_CONST_I],
238 unsigned max_constants,
240 BOOL* constants_set) {
245 for (i=0; i<max_constants; ++i) {
246 if (NULL == constants_set || constants_set[i]) {
248 TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
249 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
251 /* We found this uniform name in the program - go ahead and send the data */
252 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
253 checkGLcall("glUniform4ivARB");
257 /* Load immediate constants */
258 ptr = list_head(&This->baseShader.constantsI);
260 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
261 unsigned int idx = lconst->idx;
262 GLint* values = (GLint*) lconst->value;
264 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
265 values[0], values[1], values[2], values[3]);
267 /* We found this uniform name in the program - go ahead and send the data */
268 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
269 checkGLcall("glUniform4ivARB");
270 ptr = list_next(&This->baseShader.constantsI, ptr);
275 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
276 * When @constants_set == NULL, it will load all the constants.
278 static void shader_glsl_load_constantsB(
279 IWineD3DBaseShaderImpl* This,
280 WineD3D_GL_Info *gl_info,
281 GLhandleARB programId,
282 unsigned max_constants,
284 BOOL* constants_set) {
289 char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
290 const char* prefix = is_pshader? "PB":"VB";
293 for (i=0; i<max_constants; ++i) {
294 if (NULL == constants_set || constants_set[i]) {
296 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
298 /* TODO: Benchmark and see if it would be beneficial to store the
299 * locations of the constants to avoid looking up each time */
300 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
301 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
303 /* We found this uniform name in the program - go ahead and send the data */
304 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
305 checkGLcall("glUniform1ivARB");
310 /* Load immediate constants */
311 ptr = list_head(&This->baseShader.constantsB);
313 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
314 unsigned int idx = lconst->idx;
315 GLint* values = (GLint*) lconst->value;
317 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
319 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
320 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
322 /* We found this uniform name in the program - go ahead and send the data */
323 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
324 checkGLcall("glUniform1ivARB");
326 ptr = list_next(&This->baseShader.constantsB, ptr);
333 * Loads the app-supplied constants into the currently set GLSL program.
335 void shader_glsl_load_constants(
336 IWineD3DDevice* device,
338 char useVertexShader) {
340 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
341 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
342 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
344 GLhandleARB *constant_locations;
345 struct list *constant_list;
346 GLhandleARB programId;
347 struct glsl_shader_prog_link *prog = stateBlock->glsl_program;
350 /* No GLSL program set - nothing to do. */
353 programId = prog->programId;
355 if (useVertexShader) {
356 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
358 constant_locations = prog->vuniformF_locations;
359 constant_list = &stateBlock->set_vconstantsF;
361 /* Load DirectX 9 float constants/uniforms for vertex shader */
362 shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
363 stateBlock->vertexShaderConstantF, constant_locations, constant_list);
365 /* Load DirectX 9 integer constants/uniforms for vertex shader */
366 shader_glsl_load_constantsI(vshader, gl_info, programId,
367 prog->vuniformI_locations, MAX_CONST_I,
368 stateBlock->vertexShaderConstantI,
369 stateBlock->changed.vertexShaderConstantsI);
371 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
372 shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
373 stateBlock->vertexShaderConstantB,
374 stateBlock->changed.vertexShaderConstantsB);
376 /* Upload the position fixup params */
377 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
378 checkGLcall("glUniform4fvARB");
381 if (usePixelShader) {
383 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
385 constant_locations = prog->puniformF_locations;
386 constant_list = &stateBlock->set_pconstantsF;
388 /* Load DirectX 9 float constants/uniforms for pixel shader */
389 shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
390 stateBlock->pixelShaderConstantF, constant_locations, constant_list);
392 /* Load DirectX 9 integer constants/uniforms for pixel shader */
393 shader_glsl_load_constantsI(pshader, gl_info, programId,
394 prog->puniformI_locations, MAX_CONST_I,
395 stateBlock->pixelShaderConstantI,
396 stateBlock->changed.pixelShaderConstantsI);
398 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
399 shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
400 stateBlock->pixelShaderConstantB,
401 stateBlock->changed.pixelShaderConstantsB);
403 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
404 * It can't be 0 for a valid texbem instruction.
406 if(((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat != -1) {
407 float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
408 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location, 1, 0, data));
409 checkGLcall("glUniformMatrix2fvARB");
411 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
412 * is set too, so we can check that in the needsbumpmat check
414 if(((IWineD3DPixelShaderImpl *) pshader)->baseShader.reg_maps.luminanceparams != -1) {
415 int stage = ((IWineD3DPixelShaderImpl *) pshader)->baseShader.reg_maps.luminanceparams;
416 GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
417 GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
419 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location, 1, scale));
420 checkGLcall("glUniform1fvARB");
421 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location, 1, offset));
422 checkGLcall("glUniform1fvARB");
424 } else if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
425 !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
429 if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
430 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
431 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
433 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
434 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
436 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
437 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
439 mul_low[0] = 1.0; mul_low[1] = 1.0;
440 mul_low[2] = 1.0; mul_low[3] = 1.0;
443 GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison));
444 GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low));
446 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
447 float correction_params[4];
448 if(deviceImpl->render_offscreen) {
449 correction_params[0] = 0.0;
450 correction_params[1] = 1.0;
452 /* position is window relative, not viewport relative */
453 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
454 correction_params[1] = -1.0;
456 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
461 /** Generate the variable & register declarations for the GLSL output target */
462 void shader_generate_glsl_declarations(
463 IWineD3DBaseShader *iface,
464 shader_reg_maps* reg_maps,
465 SHADER_BUFFER* buffer,
466 WineD3D_GL_Info* gl_info) {
468 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
469 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
471 unsigned int extra_constants_needed = 0;
472 local_constant* lconst;
474 /* There are some minor differences between pixel and vertex shaders */
475 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
476 char prefix = pshader ? 'P' : 'V';
478 /* Prototype the subroutines */
479 for (i = 0; i < This->baseShader.limits.label; i++) {
480 if (reg_maps->labels[i])
481 shader_addline(buffer, "void subroutine%u();\n", i);
484 /* Declare the constants (aka uniforms) */
485 if (This->baseShader.limits.constant_float > 0) {
486 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
487 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
488 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
491 if (This->baseShader.limits.constant_int > 0)
492 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
494 if (This->baseShader.limits.constant_bool > 0)
495 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
498 shader_addline(buffer, "uniform vec4 posFixup;\n");
499 /* Predeclaration; This function is added at link time based on the pixel shader.
500 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
501 * that. We know the input to the reorder function at vertex shader compile time, so
502 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
503 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
504 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
505 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
506 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
509 if(This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) {
510 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
512 shader_addline(buffer, "void order_ps_input();\n");
515 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
517 if(reg_maps->bumpmat != -1) {
518 shader_addline(buffer, "uniform mat2 bumpenvmat;\n");
519 if(reg_maps->luminanceparams) {
520 shader_addline(buffer, "uniform float luminancescale;\n");
521 shader_addline(buffer, "uniform float luminanceoffset;\n");
522 extra_constants_needed++;
524 extra_constants_needed++;
527 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
528 ps_impl->srgb_enabled = 1;
529 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
530 shader_addline(buffer, "uniform vec4 srgb_mul_low;\n");
531 shader_addline(buffer, "uniform vec4 srgb_comparison;\n");
532 ps_impl->srgb_mode_hardcoded = 0;
533 extra_constants_needed++;
535 ps_impl->srgb_mode_hardcoded = 1;
536 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
537 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
538 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
539 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
542 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
544 /* Do not write any srgb fixup into the shader to save shader size and processing time.
545 * As a consequence, we can't toggle srgb write on without recompilation
547 ps_impl->srgb_enabled = 0;
548 ps_impl->srgb_mode_hardcoded = 1;
550 if(reg_maps->vpos || reg_maps->usesdsy) {
551 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
552 shader_addline(buffer, "uniform vec4 ycorrection;\n");
553 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
554 extra_constants_needed++;
556 /* This happens because we do not have proper tracking of the constant registers that are
557 * actually used, only the max limit of the shader version
559 FIXME("Cannot find a free uniform for vpos correction params\n");
560 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
561 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
562 device->render_offscreen ? 1.0 : -1.0);
564 shader_addline(buffer, "vec4 vpos;\n");
568 /* Declare texture samplers */
569 for (i = 0; i < This->baseShader.limits.sampler; i++) {
570 if (reg_maps->samplers[i]) {
572 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
576 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
579 if(device->stateBlock->textures[i] &&
580 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
581 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
583 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
586 case WINED3DSTT_CUBE:
587 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
589 case WINED3DSTT_VOLUME:
590 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
593 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
594 FIXME("Unrecognized sampler type: %#x\n", stype);
600 /* Declare address variables */
601 for (i = 0; i < This->baseShader.limits.address; i++) {
602 if (reg_maps->address[i])
603 shader_addline(buffer, "ivec4 A%d;\n", i);
606 /* Declare texture coordinate temporaries and initialize them */
607 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
608 if (reg_maps->texcoord[i])
609 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
612 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
613 * helper function shader that is linked in at link time
615 if(pshader && This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) {
617 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
619 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
620 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
621 * pixel shader that reads the fixed function color into the packed input registers.
623 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
627 /* Declare output register temporaries */
628 if(This->baseShader.limits.packed_output) {
629 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
632 /* Declare temporary variables */
633 for(i = 0; i < This->baseShader.limits.temporary; i++) {
634 if (reg_maps->temporary[i])
635 shader_addline(buffer, "vec4 R%u;\n", i);
638 /* Declare attributes */
639 for (i = 0; i < This->baseShader.limits.attributes; i++) {
640 if (reg_maps->attributes[i])
641 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
644 /* Declare loop registers aLx */
645 for (i = 0; i < reg_maps->loop_depth; i++) {
646 shader_addline(buffer, "int aL%u;\n", i);
647 shader_addline(buffer, "int tmpInt%u;\n", i);
650 /* Temporary variables for matrix operations */
651 shader_addline(buffer, "vec4 tmp0;\n");
652 shader_addline(buffer, "vec4 tmp1;\n");
654 /* Hardcodeable local constants */
655 if(!This->baseShader.load_local_constsF) {
656 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
657 float *value = (float *) lconst->value;
658 shader_addline(buffer, "const vec4 LC%u = vec4(%f, %f, %f, %f);\n", lconst->idx,
659 value[0], value[1], value[2], value[3]);
663 /* Start the main program */
664 shader_addline(buffer, "void main() {\n");
665 if(pshader && reg_maps->vpos) {
666 shader_addline(buffer, "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1) - 0.5;\n");
670 /*****************************************************************************
671 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
673 * For more information, see http://wiki.winehq.org/DirectX-Shaders
674 ****************************************************************************/
677 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
678 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
680 /** Used for opcode modifiers - They multiply the result by the specified amount */
681 static const char * const shift_glsl_tab[] = {
683 "2.0 * ", /* 1 (x2) */
684 "4.0 * ", /* 2 (x4) */
685 "8.0 * ", /* 3 (x8) */
686 "16.0 * ", /* 4 (x16) */
687 "32.0 * ", /* 5 (x32) */
694 "0.0625 * ", /* 12 (d16) */
695 "0.125 * ", /* 13 (d8) */
696 "0.25 * ", /* 14 (d4) */
697 "0.5 * " /* 15 (d2) */
700 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
701 static void shader_glsl_gen_modifier (
704 const char *in_regswizzle,
709 if (instr == WINED3DSIO_TEXKILL)
712 switch (instr & WINED3DSP_SRCMOD_MASK) {
713 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
715 case WINED3DSPSM_NONE:
716 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
718 case WINED3DSPSM_NEG:
719 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
721 case WINED3DSPSM_NOT:
722 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
724 case WINED3DSPSM_BIAS:
725 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
727 case WINED3DSPSM_BIASNEG:
728 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
730 case WINED3DSPSM_SIGN:
731 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
733 case WINED3DSPSM_SIGNNEG:
734 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
736 case WINED3DSPSM_COMP:
737 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
740 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
742 case WINED3DSPSM_X2NEG:
743 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
745 case WINED3DSPSM_ABS:
746 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
748 case WINED3DSPSM_ABSNEG:
749 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
752 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
753 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
757 static BOOL constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
758 local_constant* lconst;
760 if(This->baseShader.load_local_constsF) return FALSE;
761 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
762 if(lconst->idx == reg) return TRUE;
768 /** Writes the GLSL variable name that corresponds to the register that the
769 * DX opcode parameter is trying to access */
770 static void shader_glsl_get_register_name(
772 const DWORD addr_token,
775 SHADER_OPCODE_ARG* arg) {
777 /* oPos, oFog and oPts in D3D */
778 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
780 DWORD reg = param & WINED3DSP_REGNUM_MASK;
781 DWORD regtype = shader_get_regtype(param);
782 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
783 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
784 WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
786 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
792 case WINED3DSPR_TEMP:
793 sprintf(tmpStr, "R%u", reg);
795 case WINED3DSPR_INPUT:
797 /* Pixel shaders >= 3.0 */
798 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
799 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
800 glsl_src_param_t rel_param;
801 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
803 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
806 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
807 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str,
808 ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
810 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
813 sprintf(tmpStr, "IN[%u]",
814 ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
818 strcpy(tmpStr, "gl_Color");
820 strcpy(tmpStr, "gl_SecondaryColor");
823 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
825 sprintf(tmpStr, "attrib%u", reg);
828 case WINED3DSPR_CONST:
830 const char* prefix = pshader? "PC":"VC";
832 /* Relative addressing */
833 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
835 /* Relative addressing on shaders 2.0+ have a relative address token,
836 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
837 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
838 glsl_src_param_t rel_param;
839 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
841 sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
843 sprintf(tmpStr, "%s[%s]", prefix, rel_param.param_str);
847 sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
849 sprintf(tmpStr, "%s[A0.x]", prefix);
854 if(constant_is_local(This, reg)) {
855 sprintf(tmpStr, "LC%u", reg);
857 sprintf(tmpStr, "%s[%u]", prefix, reg);
863 case WINED3DSPR_CONSTINT:
865 sprintf(tmpStr, "PI[%u]", reg);
867 sprintf(tmpStr, "VI[%u]", reg);
869 case WINED3DSPR_CONSTBOOL:
871 sprintf(tmpStr, "PB[%u]", reg);
873 sprintf(tmpStr, "VB[%u]", reg);
875 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
877 sprintf(tmpStr, "T%u", reg);
879 sprintf(tmpStr, "A%u", reg);
882 case WINED3DSPR_LOOP:
883 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
885 case WINED3DSPR_SAMPLER:
887 sprintf(tmpStr, "Psampler%u", reg);
889 sprintf(tmpStr, "Vsampler%u", reg);
891 case WINED3DSPR_COLOROUT:
892 if (reg >= GL_LIMITS(buffers)) {
893 WARN("Write to render target %u, only %d supported\n", reg, 4);
895 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
896 sprintf(tmpStr, "gl_FragData[%u]", reg);
897 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
898 sprintf(tmpStr, "gl_FragColor");
901 case WINED3DSPR_RASTOUT:
902 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
904 case WINED3DSPR_DEPTHOUT:
905 sprintf(tmpStr, "gl_FragDepth");
907 case WINED3DSPR_ATTROUT:
909 sprintf(tmpStr, "gl_FrontColor");
911 sprintf(tmpStr, "gl_FrontSecondaryColor");
914 case WINED3DSPR_TEXCRDOUT:
915 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
916 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
917 sprintf(tmpStr, "OUT[%u]", reg);
919 sprintf(tmpStr, "gl_TexCoord[%u]", reg);
921 case WINED3DSPR_MISCTYPE:
924 sprintf(tmpStr, "vpos");
925 } else if (reg == 1){
926 /* Note that gl_FrontFacing is a bool, while vFace is
927 * a float for which the sign determines front/back
929 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
931 FIXME("Unhandled misctype register %d\n", reg);
932 sprintf(tmpStr, "unrecognized_register");
936 FIXME("Unhandled register name Type(%d)\n", regtype);
937 sprintf(tmpStr, "unrecognized_register");
941 strcat(regstr, tmpStr);
944 /* Get the GLSL write mask for the destination register */
945 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
946 char *ptr = write_mask;
947 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
949 if (shader_is_scalar(param)) {
950 mask = WINED3DSP_WRITEMASK_0;
953 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
954 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
955 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
956 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
964 static size_t shader_glsl_get_write_mask_size(DWORD write_mask) {
967 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
968 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
969 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
970 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
975 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
976 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
977 * but addressed as "rgba". To fix this we need to swap the register's x
978 * and z components. */
979 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
980 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
981 char *ptr = swizzle_str;
983 if (!shader_is_scalar(param)) {
985 /* swizzle bits fields: wwzzyyxx */
986 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
987 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
988 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
989 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
995 /* From a given parameter token, generate the corresponding GLSL string.
996 * Also, return the actual register name and swizzle in case the
997 * caller needs this information as well. */
998 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
999 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) {
1000 BOOL is_color = FALSE;
1001 char swizzle_str[6];
1003 src_param->reg_name[0] = '\0';
1004 src_param->param_str[0] = '\0';
1005 swizzle_str[0] = '\0';
1007 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1009 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1010 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1013 /* From a given parameter token, generate the corresponding GLSL string.
1014 * Also, return the actual register name and swizzle in case the
1015 * caller needs this information as well. */
1016 static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
1017 const DWORD addr_token, glsl_dst_param_t *dst_param) {
1018 BOOL is_color = FALSE;
1020 dst_param->mask_str[0] = '\0';
1021 dst_param->reg_name[0] = '\0';
1023 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1024 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1027 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1028 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
1029 glsl_dst_param_t dst_param;
1033 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1036 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1037 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1043 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1044 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
1045 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1048 /** Process GLSL instruction modifiers */
1049 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
1051 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1053 if (arg->opcode->dst_token && mask != 0) {
1054 glsl_dst_param_t dst_param;
1056 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1058 if (mask & WINED3DSPDM_SATURATE) {
1059 /* _SAT means to clamp the value of the register to between 0 and 1 */
1060 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1061 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1063 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1064 FIXME("_centroid modifier not handled\n");
1066 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1067 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1072 static inline const char* shader_get_comp_op(
1073 const DWORD opcode) {
1075 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1077 case COMPARISON_GT: return ">";
1078 case COMPARISON_EQ: return "==";
1079 case COMPARISON_GE: return ">=";
1080 case COMPARISON_LT: return "<";
1081 case COMPARISON_NE: return "!=";
1082 case COMPARISON_LE: return "<=";
1084 FIXME("Unrecognized comparison value: %u\n", op);
1089 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
1090 /* Note that there's no such thing as a projected cube texture. */
1091 switch(sampler_type) {
1093 sample_function->name = projected ? "texture1DProj" : "texture1D";
1094 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1098 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1100 sample_function->name = projected ? "texture2DProj" : "texture2D";
1102 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1104 case WINED3DSTT_CUBE:
1105 sample_function->name = "textureCube";
1106 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1108 case WINED3DSTT_VOLUME:
1109 sample_function->name = projected ? "texture3DProj" : "texture3D";
1110 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1113 sample_function->name = "";
1114 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1119 static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
1120 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1121 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
1122 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
1123 glsl_dst_param_t dst_param;
1124 glsl_dst_param_t dst_param2;
1126 WINED3DFORMAT conversion_group;
1127 IWineD3DBaseTextureImpl *texture;
1128 DWORD mask, mask_size;
1130 BOOL recorded = FALSE;
1132 DWORD hex_version = shader->baseShader.hex_version;
1134 switch(arg->opcode->opcode) {
1135 case WINED3DSIO_TEX:
1136 if (hex_version < WINED3DPS_VERSION(2,0)) {
1137 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1139 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
1143 case WINED3DSIO_TEXLDL:
1144 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1147 case WINED3DSIO_TEXDP3TEX:
1148 case WINED3DSIO_TEXM3x3TEX:
1149 case WINED3DSIO_TEXM3x3SPEC:
1150 case WINED3DSIO_TEXM3x3VSPEC:
1151 case WINED3DSIO_TEXBEM:
1152 case WINED3DSIO_TEXREG2AR:
1153 case WINED3DSIO_TEXREG2GB:
1154 case WINED3DSIO_TEXREG2RGB:
1155 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1159 /* Not a texture sampling instruction, nothing to do */
1163 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
1165 fmt = texture->resource.format;
1166 conversion_group = texture->baseTexture.shader_conversion_group;
1168 fmt = WINED3DFMT_UNKNOWN;
1169 conversion_group = WINED3DFMT_UNKNOWN;
1172 /* before doing anything, record the sampler with the format in the format conversion list,
1173 * but check if it's not there already
1175 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
1176 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
1182 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
1183 shader->baseShader.num_sampled_samplers++;
1184 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
1188 case WINED3DFMT_V8U8:
1189 case WINED3DFMT_V16U16:
1190 if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
1191 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
1192 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1193 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param);
1194 mask_size = shader_glsl_get_write_mask_size(mask);
1195 if(mask_size >= 3) {
1196 shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]);
1199 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1200 mask = shader_glsl_add_dst_param(arg, arg->dst,
1201 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1,
1203 mask_size = shader_glsl_get_write_mask_size(mask);
1204 if(mask_size >= 2) {
1205 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1206 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1207 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1208 } else if(mask_size == 1) {
1209 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1],
1210 dst_param.reg_name, dst_param.mask_str[1]);
1215 case WINED3DFMT_X8L8V8U8:
1216 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1217 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1218 * and a(X) is always 1.0
1220 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1221 mask_size = shader_glsl_get_write_mask_size(mask);
1222 if(mask_size >= 2) {
1223 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1224 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1225 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1226 } else if(mask_size == 1) {
1227 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1228 dst_param.reg_name, dst_param.mask_str[1],
1229 dst_param.reg_name, dst_param.mask_str[1]);
1234 case WINED3DFMT_L6V5U5:
1235 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1236 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1237 mask_size = shader_glsl_get_write_mask_size(mask);
1238 shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2);
1239 if(mask_size >= 3) {
1240 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1241 shader_addline(arg->buffer, "tmp0.g = %s.%c;\n",
1242 dst_param.reg_name, dst_param.mask_str[2]);
1243 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1244 dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1],
1245 dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]);
1246 shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name,
1247 dst_param.mask_str[3]);
1248 } else if(mask_size == 2) {
1249 /* This is bad: We have VL, but we need VU */
1250 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1252 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1253 dst_param.reg_name, dst_param.mask_str[1],
1254 dst_param2.reg_name, dst_param.mask_str[1]);
1259 case WINED3DFMT_Q8W8V8U8:
1260 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1261 /* Correct the sign in all channels. The writemask just applies as-is, no
1262 * need for checking the mask size
1264 shader_glsl_add_dst_param(arg, arg->dst,
1265 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 |
1266 WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3,
1268 shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str,
1269 dst_param.reg_name, dst_param.mask_str);
1273 /* stupid compiler */
1279 /*****************************************************************************
1281 * Begin processing individual instruction opcodes
1283 ****************************************************************************/
1285 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1286 void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
1287 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1288 SHADER_BUFFER* buffer = arg->buffer;
1289 glsl_src_param_t src0_param;
1290 glsl_src_param_t src1_param;
1294 /* Determine the GLSL operator to use based on the opcode */
1295 switch (curOpcode->opcode) {
1296 case WINED3DSIO_MUL: op = '*'; break;
1297 case WINED3DSIO_ADD: op = '+'; break;
1298 case WINED3DSIO_SUB: op = '-'; break;
1301 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1305 write_mask = shader_glsl_append_dst(buffer, arg);
1306 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1307 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1308 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1311 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1312 void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
1313 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1314 SHADER_BUFFER* buffer = arg->buffer;
1315 glsl_src_param_t src0_param;
1318 write_mask = shader_glsl_append_dst(buffer, arg);
1319 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1321 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1322 * shader versions WINED3DSIO_MOVA is used for this. */
1323 if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
1324 !shader_is_pshader_version(shader->baseShader.hex_version) &&
1325 shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
1326 /* This is a simple floor() */
1327 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
1328 if (mask_size > 1) {
1329 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1331 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1333 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1334 /* We need to *round* to the nearest int here. */
1335 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
1336 if (mask_size > 1) {
1337 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);
1339 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1342 shader_addline(buffer, "%s);\n", src0_param.param_str);
1346 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1347 void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
1348 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1349 SHADER_BUFFER* buffer = arg->buffer;
1350 glsl_src_param_t src0_param;
1351 glsl_src_param_t src1_param;
1352 DWORD dst_write_mask, src_write_mask;
1353 size_t dst_size = 0;
1355 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1356 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1358 /* dp3 works on vec3, dp4 on vec4 */
1359 if (curOpcode->opcode == WINED3DSIO_DP4) {
1360 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1362 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1365 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1366 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1369 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1371 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1375 /* Note that this instruction has some restrictions. The destination write mask
1376 * can't contain the w component, and the source swizzles have to be .xyzw */
1377 void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
1378 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1379 glsl_src_param_t src0_param;
1380 glsl_src_param_t src1_param;
1383 shader_glsl_get_write_mask(arg->dst, dst_mask);
1384 shader_glsl_append_dst(arg->buffer, arg);
1385 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1386 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1387 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1390 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1391 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1392 * GLSL uses the value as-is. */
1393 void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
1394 SHADER_BUFFER *buffer = arg->buffer;
1395 glsl_src_param_t src0_param;
1396 glsl_src_param_t src1_param;
1397 DWORD dst_write_mask;
1400 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1401 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1403 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1404 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1407 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1409 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1413 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1414 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1415 * GLSL uses the value as-is. */
1416 void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
1417 SHADER_BUFFER *buffer = arg->buffer;
1418 glsl_src_param_t src0_param;
1419 DWORD dst_write_mask;
1422 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1423 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1425 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1428 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1430 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1434 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1435 void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
1436 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1437 SHADER_BUFFER* buffer = arg->buffer;
1438 glsl_src_param_t src_param;
1439 const char *instruction;
1440 char arguments[256];
1444 /* Determine the GLSL function to use based on the opcode */
1445 /* TODO: Possibly make this a table for faster lookups */
1446 switch (curOpcode->opcode) {
1447 case WINED3DSIO_MIN: instruction = "min"; break;
1448 case WINED3DSIO_MAX: instruction = "max"; break;
1449 case WINED3DSIO_ABS: instruction = "abs"; break;
1450 case WINED3DSIO_FRC: instruction = "fract"; break;
1451 case WINED3DSIO_NRM: instruction = "normalize"; break;
1452 case WINED3DSIO_LOGP:
1453 case WINED3DSIO_LOG: instruction = "log2"; break;
1454 case WINED3DSIO_EXP: instruction = "exp2"; break;
1455 case WINED3DSIO_SGN: instruction = "sign"; break;
1456 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1457 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1458 default: instruction = "";
1459 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1463 write_mask = shader_glsl_append_dst(buffer, arg);
1465 arguments[0] = '\0';
1466 if (curOpcode->num_params > 0) {
1467 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1468 strcat(arguments, src_param.param_str);
1469 for (i = 2; i < curOpcode->num_params; ++i) {
1470 strcat(arguments, ", ");
1471 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1472 strcat(arguments, src_param.param_str);
1476 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1479 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1480 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1481 * dst.x = 2^(floor(src))
1482 * dst.y = src - floor(src)
1483 * dst.z = 2^src (partial precision is allowed, but optional)
1485 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1486 * dst = 2^src; (partial precision is allowed, but optional)
1488 void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
1489 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1490 glsl_src_param_t src_param;
1492 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1494 if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
1497 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1498 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1499 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1500 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1502 shader_glsl_append_dst(arg->buffer, arg);
1503 shader_glsl_get_write_mask(arg->dst, dst_mask);
1504 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1509 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1510 mask_size = shader_glsl_get_write_mask_size(write_mask);
1512 if (mask_size > 1) {
1513 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1515 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1520 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1521 void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
1522 glsl_src_param_t src_param;
1526 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1527 mask_size = shader_glsl_get_write_mask_size(write_mask);
1528 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1530 if (mask_size > 1) {
1531 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1533 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1537 void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
1538 SHADER_BUFFER* buffer = arg->buffer;
1539 glsl_src_param_t src_param;
1543 write_mask = shader_glsl_append_dst(buffer, arg);
1544 mask_size = shader_glsl_get_write_mask_size(write_mask);
1546 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1548 if (mask_size > 1) {
1549 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1551 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1555 /** Process signed comparison opcodes in GLSL. */
1556 void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
1557 glsl_src_param_t src0_param;
1558 glsl_src_param_t src1_param;
1562 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1563 mask_size = shader_glsl_get_write_mask_size(write_mask);
1564 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1565 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1567 if (mask_size > 1) {
1568 const char *compare;
1570 switch(arg->opcode->opcode) {
1571 case WINED3DSIO_SLT: compare = "lessThan"; break;
1572 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1573 default: compare = "";
1574 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1577 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1578 src0_param.param_str, src1_param.param_str);
1580 switch(arg->opcode->opcode) {
1581 case WINED3DSIO_SLT:
1582 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1583 * to return 0.0 but step returns 1.0 because step is not < x
1584 * An alternative is a bvec compare padded with an unused secound component.
1585 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1586 * issue. Playing with not() is not possible either because not() does not accept
1589 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1591 case WINED3DSIO_SGE:
1592 /* Here we can use the step() function and safe a conditional */
1593 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1596 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1602 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1603 void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
1604 glsl_src_param_t src0_param;
1605 glsl_src_param_t src1_param;
1606 glsl_src_param_t src2_param;
1607 DWORD write_mask, cmp_channel = 0;
1610 BOOL temp_destination = FALSE;
1612 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1613 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1614 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1615 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1616 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1617 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1618 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1619 DWORD dstregtype = shader_get_regtype(arg->dst);
1621 /* Cycle through all source0 channels */
1622 for (i=0; i<4; i++) {
1624 /* Find the destination channels which use the current source0 channel */
1625 for (j=0; j<4; j++) {
1626 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1627 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1628 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1632 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1633 * The first lines may overwrite source parameters of the following lines.
1634 * Deal with that by using a temporary destination register if needed
1636 if((src0reg == dstreg && src0regtype == dstregtype) ||
1637 (src1reg == dstreg && src1regtype == dstregtype) ||
1638 (src2reg == dstreg && src2regtype == dstregtype)) {
1640 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1641 if (!write_mask) continue;
1642 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1643 temp_destination = TRUE;
1645 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1646 if (!write_mask) continue;
1649 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1650 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1651 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1653 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1654 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1657 if(temp_destination) {
1658 shader_glsl_get_write_mask(arg->dst, mask_char);
1659 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1660 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1665 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1666 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1667 * the compare is done per component of src0. */
1668 void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
1669 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1670 glsl_src_param_t src0_param;
1671 glsl_src_param_t src1_param;
1672 glsl_src_param_t src2_param;
1673 DWORD write_mask, cmp_channel = 0;
1676 if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
1677 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1678 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1679 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1680 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1682 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1683 if(arg->opcode_token & WINED3DSI_COISSUE) {
1684 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1686 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1687 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1691 /* Cycle through all source0 channels */
1692 for (i=0; i<4; i++) {
1694 /* Find the destination channels which use the current source0 channel */
1695 for (j=0; j<4; j++) {
1696 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1697 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1698 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1701 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1702 if (!write_mask) continue;
1704 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1705 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1706 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1708 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1709 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1713 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1714 void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
1715 glsl_src_param_t src0_param;
1716 glsl_src_param_t src1_param;
1717 glsl_src_param_t src2_param;
1720 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1721 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1722 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1723 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1724 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1725 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1728 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1729 Vertex shaders to GLSL codes */
1730 void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
1732 int nComponents = 0;
1733 SHADER_OPCODE_ARG tmpArg;
1735 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1737 /* Set constants for the temporary argument */
1738 tmpArg.shader = arg->shader;
1739 tmpArg.buffer = arg->buffer;
1740 tmpArg.src[0] = arg->src[0];
1741 tmpArg.src_addr[0] = arg->src_addr[0];
1742 tmpArg.src_addr[1] = arg->src_addr[1];
1743 tmpArg.reg_maps = arg->reg_maps;
1745 switch(arg->opcode->opcode) {
1746 case WINED3DSIO_M4x4:
1748 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1750 case WINED3DSIO_M4x3:
1752 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1754 case WINED3DSIO_M3x4:
1756 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1758 case WINED3DSIO_M3x3:
1760 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1762 case WINED3DSIO_M3x2:
1764 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1770 for (i = 0; i < nComponents; i++) {
1771 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1772 tmpArg.src[1] = arg->src[1]+i;
1773 shader_glsl_dot(&tmpArg);
1778 The LRP instruction performs a component-wise linear interpolation
1779 between the second and third operands using the first operand as the
1780 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1781 This is equivalent to mix(src2, src1, src0);
1783 void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
1784 glsl_src_param_t src0_param;
1785 glsl_src_param_t src1_param;
1786 glsl_src_param_t src2_param;
1789 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1791 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1792 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1793 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1795 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1796 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1799 /** Process the WINED3DSIO_LIT instruction in GLSL:
1800 * dst.x = dst.w = 1.0
1801 * dst.y = (src0.x > 0) ? src0.x
1802 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1803 * where src.w is clamped at +- 128
1805 void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
1806 glsl_src_param_t src0_param;
1807 glsl_src_param_t src1_param;
1808 glsl_src_param_t src3_param;
1811 shader_glsl_append_dst(arg->buffer, arg);
1812 shader_glsl_get_write_mask(arg->dst, dst_mask);
1814 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1815 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
1816 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
1818 /* The sdk specifies the instruction like this
1820 * if(src.x > 0.0) dst.y = src.x
1822 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1826 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1827 * dst.x = 1.0 ... No further explanation needed
1828 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1829 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1830 * dst.w = 1.0. ... Nothing fancy.
1832 * So we still have one conditional in there. So do this:
1833 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1835 * 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),
1836 * 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.
1837 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1839 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",
1840 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
1843 /** Process the WINED3DSIO_DST instruction in GLSL:
1845 * dst.y = src0.x * src0.y
1849 void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
1850 glsl_src_param_t src0y_param;
1851 glsl_src_param_t src0z_param;
1852 glsl_src_param_t src1y_param;
1853 glsl_src_param_t src1w_param;
1856 shader_glsl_append_dst(arg->buffer, arg);
1857 shader_glsl_get_write_mask(arg->dst, dst_mask);
1859 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
1860 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
1861 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
1862 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
1864 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1865 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
1868 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1869 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1870 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1872 * dst.x = cos(src0.?)
1873 * dst.y = sin(src0.?)
1877 void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
1878 glsl_src_param_t src0_param;
1881 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1882 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1884 switch (write_mask) {
1885 case WINED3DSP_WRITEMASK_0:
1886 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
1889 case WINED3DSP_WRITEMASK_1:
1890 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
1893 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
1894 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
1898 ERR("Write mask should be .x, .y or .xy\n");
1903 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1904 * Start a for() loop where src1.y is the initial value of aL,
1905 * increment aL by src1.z for a total of src1.x iterations.
1906 * Need to use a temporary variable for this operation.
1908 /* FIXME: I don't think nested loops will work correctly this way. */
1909 void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
1910 glsl_src_param_t src1_param;
1911 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1912 DWORD regtype = shader_get_regtype(arg->src[1]);
1913 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1914 const DWORD *control_values = NULL;
1915 local_constant *constant;
1917 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
1919 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
1920 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
1921 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
1924 if(regtype == WINED3DSPR_CONSTINT) {
1925 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
1926 if(constant->idx == reg) {
1927 control_values = constant->value;
1933 if(control_values) {
1934 if(control_values[2] > 0) {
1935 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
1936 shader->baseShader.cur_loop_depth, control_values[1],
1937 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
1938 shader->baseShader.cur_loop_depth, control_values[2]);
1939 } else if(control_values[2] == 0) {
1940 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
1941 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
1942 shader->baseShader.cur_loop_depth, control_values[0],
1943 shader->baseShader.cur_loop_depth);
1945 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
1946 shader->baseShader.cur_loop_depth, control_values[1],
1947 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
1948 shader->baseShader.cur_loop_depth, control_values[2]);
1951 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
1952 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
1953 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
1954 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
1957 shader->baseShader.cur_loop_depth++;
1958 shader->baseShader.cur_loop_regno++;
1961 void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
1962 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1964 shader_addline(arg->buffer, "}\n");
1966 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
1967 shader->baseShader.cur_loop_depth--;
1968 shader->baseShader.cur_loop_regno--;
1970 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
1971 shader->baseShader.cur_loop_depth--;
1975 void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
1976 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1977 glsl_src_param_t src0_param;
1979 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1980 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
1981 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
1982 src0_param.param_str, shader->baseShader.cur_loop_depth);
1983 shader->baseShader.cur_loop_depth++;
1986 void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
1987 glsl_src_param_t src0_param;
1989 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1990 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
1993 void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
1994 glsl_src_param_t src0_param;
1995 glsl_src_param_t src1_param;
1997 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1998 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2000 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2001 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2004 void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
2005 shader_addline(arg->buffer, "} else {\n");
2008 void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
2009 shader_addline(arg->buffer, "break;\n");
2012 /* FIXME: According to MSDN the compare is done per component. */
2013 void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
2014 glsl_src_param_t src0_param;
2015 glsl_src_param_t src1_param;
2017 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2018 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2020 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2021 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2024 void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
2026 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2027 shader_addline(arg->buffer, "}\n");
2028 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2031 void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
2032 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2033 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2036 void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
2037 glsl_src_param_t src1_param;
2039 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2040 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2041 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2044 /*********************************************
2045 * Pixel Shader Specific Code begins here
2046 ********************************************/
2047 void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
2048 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2049 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2050 DWORD hex_version = This->baseShader.hex_version;
2051 char dst_swizzle[6];
2052 glsl_sample_function_t sample_function;
2055 BOOL projected, texrect = FALSE;
2058 /* All versions have a destination register */
2059 shader_glsl_append_dst(arg->buffer, arg);
2061 /* 1.0-1.4: Use destination register as sampler source.
2062 * 2.0+: Use provided sampler source. */
2063 if (hex_version < WINED3DPS_VERSION(1,4)) {
2066 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2067 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2069 if (flags & WINED3DTTFF_PROJECTED) {
2071 switch (flags & ~WINED3DTTFF_PROJECTED) {
2072 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2073 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2074 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2075 case WINED3DTTFF_COUNT4:
2076 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2081 } else if (hex_version < WINED3DPS_VERSION(2,0)) {
2082 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2083 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2085 if (src_mod == WINED3DSPSM_DZ) {
2087 mask = WINED3DSP_WRITEMASK_2;
2088 } else if (src_mod == WINED3DSPSM_DW) {
2090 mask = WINED3DSP_WRITEMASK_3;
2095 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2096 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2097 /* ps 2.0 texldp instruction always divides by the fourth component. */
2099 mask = WINED3DSP_WRITEMASK_3;
2105 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2106 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2110 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2111 shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
2112 mask |= sample_function.coord_mask;
2114 if (hex_version < WINED3DPS_VERSION(2,0)) {
2115 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2117 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2120 /* 1.0-1.3: Use destination register as coordinate source.
2121 1.4+: Use provided coordinate source register. */
2122 if (hex_version < WINED3DPS_VERSION(1,4)) {
2124 shader_glsl_get_write_mask(mask, coord_mask);
2125 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
2126 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
2128 glsl_src_param_t coord_param;
2129 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2130 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2131 glsl_src_param_t bias;
2132 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2134 shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
2135 sample_function.name, sampler_idx, coord_param.param_str,
2136 bias.param_str, dst_swizzle);
2138 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
2139 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
2144 void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
2145 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2146 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2147 glsl_sample_function_t sample_function;
2148 glsl_src_param_t coord_param, lod_param;
2149 char dst_swizzle[6];
2152 BOOL texrect = FALSE;
2154 shader_glsl_append_dst(arg->buffer, arg);
2155 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2157 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2158 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2159 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2160 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2163 shader_glsl_get_sample_function(sampler_type, FALSE, texrect, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
2165 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2167 if (shader_is_pshader_version(This->baseShader.hex_version)) {
2168 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2169 * However, they seem to work just fine in fragment shaders as well. */
2170 WARN("Using %sLod in fragment shader.\n", sample_function.name);
2171 shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
2172 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2174 shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
2175 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2179 void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
2181 /* FIXME: Make this work for more than just 2D textures */
2183 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2184 SHADER_BUFFER* buffer = arg->buffer;
2185 DWORD hex_version = This->baseShader.hex_version;
2189 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2190 shader_glsl_get_write_mask(write_mask, dst_mask);
2192 if (hex_version != WINED3DPS_VERSION(1,4)) {
2193 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2194 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2196 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2197 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2198 char dst_swizzle[6];
2200 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2202 if (src_mod == WINED3DSPSM_DZ) {
2203 glsl_src_param_t div_param;
2204 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
2205 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2207 if (mask_size > 1) {
2208 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2210 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2212 } else if (src_mod == WINED3DSPSM_DW) {
2213 glsl_src_param_t div_param;
2214 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
2215 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2217 if (mask_size > 1) {
2218 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2220 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2223 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2228 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2229 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2230 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2231 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
2232 glsl_src_param_t src0_param;
2234 glsl_sample_function_t sample_function;
2235 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2236 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2237 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2239 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2241 shader_glsl_append_dst(arg->buffer, arg);
2242 shader_glsl_get_write_mask(arg->dst, dst_mask);
2244 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2245 * scalar, and projected sampling would require 4.
2247 * It is a dependent read - not valid with conditional NP2 textures
2249 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2251 switch(count_bits(sample_function.coord_mask)) {
2253 shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2254 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2258 shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2259 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2263 shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2264 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2267 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2271 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2272 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2273 void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
2274 glsl_src_param_t src0_param;
2275 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2276 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2280 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2281 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2282 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2284 if (mask_size > 1) {
2285 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2287 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2291 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2292 * Calculate the depth as dst.x / dst.y */
2293 void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
2294 glsl_dst_param_t dst_param;
2296 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2298 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2299 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2300 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2301 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2304 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);
2307 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2308 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2309 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2310 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2312 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
2313 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2314 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2315 glsl_src_param_t src0_param;
2317 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2319 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2320 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2323 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2324 * Calculate the 1st of a 2-row matrix multiplication. */
2325 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
2326 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2327 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2328 SHADER_BUFFER* buffer = arg->buffer;
2329 glsl_src_param_t src0_param;
2331 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2332 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2335 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2336 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2337 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
2339 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2340 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2341 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2342 SHADER_BUFFER* buffer = arg->buffer;
2343 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2344 glsl_src_param_t src0_param;
2346 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2347 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2348 current_state->texcoord_w[current_state->current_row++] = reg;
2351 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
2352 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2353 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2354 SHADER_BUFFER* buffer = arg->buffer;
2355 glsl_src_param_t src0_param;
2358 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2359 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2361 shader_glsl_append_dst(buffer, arg);
2362 shader_glsl_get_write_mask(arg->dst, dst_mask);
2364 /* Sample the texture using the calculated coordinates */
2365 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
2368 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2369 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2370 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
2371 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2372 glsl_src_param_t src0_param;
2374 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2375 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2376 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2377 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2378 glsl_sample_function_t sample_function;
2380 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2381 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2383 shader_glsl_append_dst(arg->buffer, arg);
2384 shader_glsl_get_write_mask(arg->dst, dst_mask);
2385 /* Dependent read, not valid with conditional NP2 */
2386 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2388 /* Sample the texture using the calculated coordinates */
2389 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2391 current_state->current_row = 0;
2394 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2395 * Perform the 3rd row of a 3x3 matrix multiply */
2396 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
2397 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2398 glsl_src_param_t src0_param;
2400 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2401 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2402 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2404 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2406 shader_glsl_append_dst(arg->buffer, arg);
2407 shader_glsl_get_write_mask(arg->dst, dst_mask);
2408 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2410 current_state->current_row = 0;
2413 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2414 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2415 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
2417 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2418 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2419 glsl_src_param_t src0_param;
2420 glsl_src_param_t src1_param;
2422 SHADER_BUFFER* buffer = arg->buffer;
2423 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2424 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2425 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2426 glsl_sample_function_t sample_function;
2428 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2429 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2431 /* Perform the last matrix multiply operation */
2432 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2433 /* Reflection calculation */
2434 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2436 shader_glsl_append_dst(buffer, arg);
2437 shader_glsl_get_write_mask(arg->dst, dst_mask);
2438 /* Dependent read, not valid with conditional NP2 */
2439 shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
2441 /* Sample the texture */
2442 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2444 current_state->current_row = 0;
2447 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2448 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2449 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
2451 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2452 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2453 SHADER_BUFFER* buffer = arg->buffer;
2454 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2455 glsl_src_param_t src0_param;
2457 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2458 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2459 glsl_sample_function_t sample_function;
2461 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2463 /* Perform the last matrix multiply operation */
2464 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2466 /* Construct the eye-ray vector from w coordinates */
2467 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2468 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2469 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2471 shader_glsl_append_dst(buffer, arg);
2472 shader_glsl_get_write_mask(arg->dst, dst_mask);
2473 /* Dependent read, not valid with conditional NP2 */
2474 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2476 /* Sample the texture using the calculated coordinates */
2477 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2479 current_state->current_row = 0;
2482 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2483 * Apply a fake bump map transform.
2484 * texbem is pshader <= 1.3 only, this saves a few version checks
2486 void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
2487 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2488 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2489 char dst_swizzle[6];
2490 glsl_sample_function_t sample_function;
2491 glsl_src_param_t coord_param;
2498 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2499 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2501 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2502 /* Dependent read, not valid with conditional NP2 */
2503 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2504 mask = sample_function.coord_mask;
2506 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2508 shader_glsl_get_write_mask(mask, coord_mask);
2510 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2511 * so we can't let the GL handle this.
2513 if (flags & WINED3DTTFF_PROJECTED) {
2515 char coord_div_mask[3];
2516 switch (flags & ~WINED3DTTFF_PROJECTED) {
2517 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2518 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2519 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2520 case WINED3DTTFF_COUNT4:
2521 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2523 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2524 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2527 shader_glsl_append_dst(arg->buffer, arg);
2528 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2529 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2530 glsl_src_param_t luminance_param;
2531 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2532 shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )*(%s * luminancescale + luminanceoffset))%s);\n",
2533 sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask,
2534 luminance_param.param_str, dst_swizzle);
2536 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
2537 sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);
2541 void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
2542 glsl_src_param_t src0_param, src1_param;
2544 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2545 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2547 shader_glsl_append_dst(arg->buffer, arg);
2548 shader_addline(arg->buffer, "%s + bumpenvmat * %s);\n",
2549 src0_param.param_str, src1_param.param_str);
2552 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2553 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2554 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
2556 glsl_src_param_t src0_param;
2557 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2560 shader_glsl_append_dst(arg->buffer, arg);
2561 shader_glsl_get_write_mask(arg->dst, dst_mask);
2562 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2564 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2567 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2568 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2569 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
2570 glsl_src_param_t src0_param;
2571 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2574 shader_glsl_append_dst(arg->buffer, arg);
2575 shader_glsl_get_write_mask(arg->dst, dst_mask);
2576 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2578 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2581 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2582 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2583 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
2584 glsl_src_param_t src0_param;
2586 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2587 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2588 glsl_sample_function_t sample_function;
2590 shader_glsl_append_dst(arg->buffer, arg);
2591 shader_glsl_get_write_mask(arg->dst, dst_mask);
2592 /* Dependent read, not valid with conditional NP2 */
2593 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2594 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2596 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2599 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2600 * If any of the first 3 components are < 0, discard this pixel */
2601 void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
2602 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2603 DWORD hex_version = This->baseShader.hex_version;
2604 glsl_dst_param_t dst_param;
2606 /* The argument is a destination parameter, and no writemasks are allowed */
2607 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2608 if((hex_version >= WINED3DPS_VERSION(2,0))) {
2609 /* 2.0 shaders compare all 4 components in texkill */
2610 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2612 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2613 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2614 * 4 components are defined, only the first 3 are used
2616 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2620 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2621 * dst = dot2(src0, src1) + src2 */
2622 void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
2623 glsl_src_param_t src0_param;
2624 glsl_src_param_t src1_param;
2625 glsl_src_param_t src2_param;
2629 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2630 mask_size = shader_glsl_get_write_mask_size(write_mask);
2632 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2633 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2634 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2636 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2639 void pshader_glsl_input_pack(
2640 SHADER_BUFFER* buffer,
2641 semantic* semantics_in,
2642 IWineD3DPixelShader *iface) {
2645 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2647 for (i = 0; i < MAX_REG_INPUT; i++) {
2649 DWORD usage_token = semantics_in[i].usage;
2650 DWORD register_token = semantics_in[i].reg;
2651 DWORD usage, usage_idx;
2655 if (!usage_token) continue;
2656 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2657 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2658 shader_glsl_get_write_mask(register_token, reg_mask);
2662 case WINED3DDECLUSAGE_TEXCOORD:
2663 if(usage_idx < 8 && This->vertexprocessing == pretransformed) {
2664 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2665 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2667 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2668 This->input_reg_map[i], reg_mask, reg_mask);
2672 case WINED3DDECLUSAGE_COLOR:
2674 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2675 This->input_reg_map[i], reg_mask, reg_mask);
2676 else if (usage_idx == 1)
2677 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2678 This->input_reg_map[i], reg_mask, reg_mask);
2680 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2681 This->input_reg_map[i], reg_mask, reg_mask);
2685 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2686 This->input_reg_map[i], reg_mask, reg_mask);
2691 /*********************************************
2692 * Vertex Shader Specific Code begins here
2693 ********************************************/
2695 static void add_glsl_program_entry(IWineD3DDeviceImpl *device, struct glsl_shader_prog_link *entry) {
2696 glsl_program_key_t *key;
2698 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2699 key->vshader = entry->vshader;
2700 key->pshader = entry->pshader;
2702 hash_table_put(device->glsl_program_lookup, key, entry);
2705 static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *device,
2706 GLhandleARB vshader, GLhandleARB pshader) {
2707 glsl_program_key_t key;
2709 key.vshader = vshader;
2710 key.pshader = pshader;
2712 return (struct glsl_shader_prog_link *)hash_table_get(device->glsl_program_lookup, &key);
2715 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry) {
2716 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2717 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2718 glsl_program_key_t *key;
2720 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2721 key->vshader = entry->vshader;
2722 key->pshader = entry->pshader;
2723 hash_table_remove(This->glsl_program_lookup, key);
2725 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2726 if (entry->vshader) list_remove(&entry->vshader_entry);
2727 if (entry->pshader) list_remove(&entry->pshader_entry);
2728 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2729 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2730 HeapFree(GetProcessHeap(), 0, entry);
2733 static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) {
2735 DWORD usage_token, usage_token_out;
2736 DWORD register_token, register_token_out;
2737 DWORD usage, usage_idx, usage_out, usage_idx_out;
2739 char reg_mask[6], reg_mask_out[6];
2741 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (GL_LIMITS(glsl_varyings) / 4));
2743 for(i = 0; i < MAX_REG_INPUT; i++) {
2744 usage_token = semantics_in[i].usage;
2745 if (!usage_token) continue;
2746 if(map[i] >= (GL_LIMITS(glsl_varyings) / 4)) {
2747 FIXME("More input varyings declared than supported, expect issues\n");
2749 } else if(map[i] == -1) {
2750 /* Declared, but not read register */
2753 register_token = semantics_in[i].reg;
2755 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2756 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2757 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
2759 if(!semantics_out) {
2761 case WINED3DDECLUSAGE_COLOR:
2763 shader_addline(buffer, "IN[%u]%s = gl_FrontColor%s;\n",
2764 map[i], reg_mask, reg_mask);
2765 else if (usage_idx == 1)
2766 shader_addline(buffer, "IN[%u]%s = gl_FrontSecondaryColor%s;\n",
2767 map[i], reg_mask, reg_mask);
2769 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2770 map[i], reg_mask, reg_mask);
2773 case WINED3DDECLUSAGE_TEXCOORD:
2774 if (usage_idx < 8) {
2775 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2776 map[i], reg_mask, usage_idx, reg_mask);
2778 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2779 map[i], reg_mask, reg_mask);
2783 case WINED3DDECLUSAGE_FOG:
2784 shader_addline(buffer, "IN[%u]%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2785 map[i], reg_mask, reg_mask);
2789 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2790 map[i], reg_mask, reg_mask);
2794 for(j = 0; j < MAX_REG_OUTPUT; j++) {
2795 usage_token_out = semantics_out[j].usage;
2796 if (!usage_token_out) continue;
2797 register_token_out = semantics_out[j].reg;
2799 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2800 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2801 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
2803 if(usage == usage_out &&
2804 usage_idx == usage_idx_out) {
2805 shader_addline(buffer, "IN[%u]%s = OUT[%u]%s;\n",
2806 map[i], reg_mask, j, reg_mask);
2811 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2812 map[i], reg_mask, reg_mask);
2817 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2818 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2819 * input varyings are assigned above, if the optimizer works properly.
2821 for(i = 0; i < GL_LIMITS(glsl_varyings) / 4; i++) {
2822 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
2823 unsigned int size = 0;
2824 memset(reg_mask, 0, sizeof(reg_mask));
2825 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
2826 reg_mask[size] = 'x';
2829 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
2830 reg_mask[size] = 'y';
2833 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
2834 reg_mask[size] = 'z';
2837 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
2838 reg_mask[size] = 'w';
2843 shader_addline(buffer, "IN[%u].%s = 0.0;\n", i, reg_mask);
2846 shader_addline(buffer, "IN[%u].%s = vec2(0.0, 0.0);\n", i, reg_mask);
2849 shader_addline(buffer, "IN[%u].%s = vec3(0.0, 0.0, 0.0);\n", i, reg_mask);
2852 shader_addline(buffer, "IN[%u].%s = vec4(0.0, 0.0, 0.0, 0.0);\n", i, reg_mask);
2858 HeapFree(GetProcessHeap(), 0, set);
2861 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
2862 IWineD3DPixelShader *pixelshader,
2863 WineD3D_GL_Info *gl_info) {
2864 GLhandleARB ret = 0;
2865 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
2866 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
2867 DWORD vs_major = vs ? WINED3DSHADER_VERSION_MAJOR(vs->baseShader.hex_version) : 0;
2868 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.hex_version) : 0;
2870 SHADER_BUFFER buffer;
2872 DWORD register_token;
2873 DWORD usage, usage_idx;
2875 semantic *semantics_out, *semantics_in;
2877 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2880 buffer.newline = TRUE;
2882 if(vs_major < 3 && ps_major < 3) {
2883 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them */
2884 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
2885 } else if(ps_major < 3 && vs_major >= 3) {
2886 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
2887 semantics_out = vs->semantics_out;
2889 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
2890 for(i = 0; i < MAX_REG_OUTPUT; i++) {
2891 usage_token = semantics_out[i].usage;
2892 if (!usage_token) continue;
2893 register_token = semantics_out[i].reg;
2895 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2896 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2897 shader_glsl_get_write_mask(register_token, reg_mask);
2900 case WINED3DDECLUSAGE_COLOR:
2902 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2903 else if (usage_idx == 1)
2904 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2907 case WINED3DDECLUSAGE_POSITION:
2908 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2911 case WINED3DDECLUSAGE_TEXCOORD:
2912 if (usage_idx < 8) {
2913 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
2914 usage_idx, reg_mask, i, reg_mask);
2918 case WINED3DDECLUSAGE_PSIZE:
2919 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
2922 case WINED3DDECLUSAGE_FOG:
2923 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
2930 shader_addline(&buffer, "}\n");
2932 } else if(ps_major >= 3 && vs_major >= 3) {
2933 semantics_out = vs->semantics_out;
2934 semantics_in = ps->semantics_in;
2936 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
2937 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
2938 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
2940 /* First, sort out position and point size. Those are not passed to the pixel shader */
2941 for(i = 0; i < MAX_REG_OUTPUT; i++) {
2942 usage_token = semantics_out[i].usage;
2943 if (!usage_token) continue;
2944 register_token = semantics_out[i].reg;
2946 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2947 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2948 shader_glsl_get_write_mask(register_token, reg_mask);
2951 case WINED3DDECLUSAGE_POSITION:
2952 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2955 case WINED3DDECLUSAGE_PSIZE:
2956 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
2964 /* Then, fix the pixel shader input */
2965 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
2967 shader_addline(&buffer, "}\n");
2968 } else if(ps_major >= 3 && vs_major < 3) {
2969 semantics_in = ps->semantics_in;
2971 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
2972 shader_addline(&buffer, "void order_ps_input() {\n");
2973 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
2974 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
2975 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
2977 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
2978 shader_addline(&buffer, "}\n");
2980 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
2983 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
2984 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
2985 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
2986 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
2987 GL_EXTCALL(glCompileShaderARB(ret));
2988 checkGLcall("glCompileShaderARB(ret)");
2990 HeapFree(GetProcessHeap(), 0, buffer.buffer);
2994 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
2995 * It sets the programId on the current StateBlock (because it should be called
2996 * inside of the DrawPrimitive() part of the render loop).
2998 * If a program for the given combination does not exist, create one, and store
2999 * the program in the hash table. If it creates a program, it will link the
3000 * given objects, too.
3002 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3003 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3004 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3005 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3006 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3007 struct glsl_shader_prog_link *entry = NULL;
3008 GLhandleARB programId = 0;
3009 GLhandleARB reorder_shader_id = 0;
3013 GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0;
3014 GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0;
3015 entry = get_glsl_program_entry(This, vshader_id, pshader_id);
3017 This->stateBlock->glsl_program = entry;
3021 /* If we get to this point, then no matching program exists, so we create one */
3022 programId = GL_EXTCALL(glCreateProgramObjectARB());
3023 TRACE("Created new GLSL shader program %u\n", programId);
3025 /* Create the entry */
3026 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3027 entry->programId = programId;
3028 entry->vshader = vshader_id;
3029 entry->pshader = pshader_id;
3030 /* Add the hash table entry */
3031 add_glsl_program_entry(This, entry);
3033 /* Set the current program */
3034 This->stateBlock->glsl_program = entry;
3036 /* Attach GLSL vshader */
3038 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3041 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3042 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3043 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3044 checkGLcall("glAttachObjectARB");
3045 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3048 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3050 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3051 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3052 checkGLcall("glAttachObjectARB");
3054 /* Bind vertex attributes to a corresponding index number to match
3055 * the same index numbers as ARB_vertex_programs (makes loading
3056 * vertex attributes simpler). With this method, we can use the
3057 * exact same code to load the attributes later for both ARB and
3060 * We have to do this here because we need to know the Program ID
3061 * in order to make the bindings work, and it has to be done prior
3062 * to linking the GLSL program. */
3063 for (i = 0; i < max_attribs; ++i) {
3064 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3065 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3066 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3069 checkGLcall("glBindAttribLocationARB");
3071 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3074 /* Attach GLSL pshader */
3076 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3077 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3078 checkGLcall("glAttachObjectARB");
3080 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3083 /* Link the program */
3084 TRACE("Linking GLSL shader program %u\n", programId);
3085 GL_EXTCALL(glLinkProgramARB(programId));
3086 print_glsl_info_log(&GLINFO_LOCATION, programId);
3088 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3089 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3090 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3091 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3093 for (i = 0; i < MAX_CONST_I; ++i) {
3094 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3095 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3097 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3098 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3099 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3100 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3102 for (i = 0; i < MAX_CONST_I; ++i) {
3103 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3104 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3107 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3108 entry->bumpenvmat_location = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
3109 entry->luminancescale_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminancescale"));
3110 entry->luminanceoffset_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminanceoffset"));
3111 entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
3112 entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
3113 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3114 checkGLcall("Find glsl program uniform locations");
3116 /* Set the shader to allow uniform loading on it */
3117 GL_EXTCALL(glUseProgramObjectARB(programId));
3118 checkGLcall("glUseProgramObjectARB(programId)");
3120 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3121 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3122 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3123 * vertex shader with fixed function pixel processing is used we make sure that the card
3124 * supports enough samplers to allow the max number of vertex samplers with all possible
3125 * fixed function fragment processing setups. So once the program is linked these samplers
3129 /* Load vertex shader samplers */
3130 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3133 /* Load pixel shader samplers */
3134 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3138 static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
3139 GLhandleARB program_id;
3140 GLhandleARB vshader_id, pshader_id;
3141 const char *blt_vshader[] = {
3144 " gl_Position = gl_Vertex;\n"
3145 " gl_FrontColor = vec4(1.0);\n"
3146 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
3147 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
3151 const char *blt_pshader[] = {
3152 "uniform sampler2D sampler;\n"
3155 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3159 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3160 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3161 GL_EXTCALL(glCompileShaderARB(vshader_id));
3163 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3164 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, blt_pshader, NULL));
3165 GL_EXTCALL(glCompileShaderARB(pshader_id));
3167 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3168 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3169 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3170 GL_EXTCALL(glLinkProgramARB(program_id));
3172 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3177 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3178 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3179 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3180 GLhandleARB program_id = 0;
3182 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3183 else This->stateBlock->glsl_program = NULL;
3185 program_id = This->stateBlock->glsl_program ? This->stateBlock->glsl_program->programId : 0;
3186 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3187 GL_EXTCALL(glUseProgramObjectARB(program_id));
3188 checkGLcall("glUseProgramObjectARB");
3191 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
3192 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3193 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3194 static GLhandleARB program_id = 0;
3195 static GLhandleARB loc = -1;
3198 program_id = create_glsl_blt_shader(gl_info);
3199 loc = GL_EXTCALL(glGetUniformLocationARB(program_id, "sampler"));
3202 GL_EXTCALL(glUseProgramObjectARB(program_id));
3203 GL_EXTCALL(glUniform1iARB(loc, 0));
3206 static void shader_glsl_cleanup(IWineD3DDevice *iface) {
3207 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3208 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3209 GL_EXTCALL(glUseProgramObjectARB(0));
3212 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3213 struct list *linked_programs;
3214 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3215 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
3217 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3218 * can be called from IWineD3DBaseShader::Release
3220 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
3222 if(This->baseShader.prgId == 0) return;
3223 linked_programs = &This->baseShader.linked_programs;
3225 TRACE("Deleting linked programs\n");
3226 if (linked_programs->next) {
3227 struct glsl_shader_prog_link *entry, *entry2;
3230 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3231 delete_glsl_program_entry(This->baseShader.device, entry);
3234 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3235 delete_glsl_program_entry(This->baseShader.device, entry);
3240 TRACE("Deleting shader object %u\n", This->baseShader.prgId);
3241 GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
3242 checkGLcall("glDeleteObjectARB");
3245 const shader_backend_t glsl_shader_backend = {
3246 &shader_glsl_select,
3247 &shader_glsl_select_depth_blt,
3248 &shader_glsl_load_constants,
3249 &shader_glsl_cleanup,
3250 &shader_glsl_color_correction,
3251 &shader_glsl_destroy