2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 #define GLINFO_LOCATION (*gl_info)
54 } glsl_sample_function_t;
56 /* GLSL shader private data */
57 struct shader_glsl_priv {
58 struct hash_table_t *glsl_program_lookup;
59 struct glsl_shader_prog_link *glsl_program;
60 GLhandleARB depth_blt_program[tex_type_count];
63 /* Struct to maintain data about a linked GLSL program */
64 struct glsl_shader_prog_link {
65 struct list vshader_entry;
66 struct list pshader_entry;
67 GLhandleARB programId;
68 GLhandleARB *vuniformF_locations;
69 GLhandleARB *puniformF_locations;
70 GLhandleARB vuniformI_locations[MAX_CONST_I];
71 GLhandleARB puniformI_locations[MAX_CONST_I];
72 GLhandleARB posFixup_location;
73 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
74 GLhandleARB luminancescale_location[MAX_TEXTURES];
75 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
76 GLhandleARB srgb_comparison_location;
77 GLhandleARB srgb_mul_low_location;
78 GLhandleARB ycorrection_location;
79 GLenum vertex_color_clamp;
90 /** Prints the GLSL info log which will contain error messages if they exist */
91 static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
92 int infologLength = 0;
97 const char *spam[] = {
98 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
99 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
100 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
101 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
102 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
103 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
104 "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
105 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
106 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
107 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
110 GL_EXTCALL(glGetObjectParameterivARB(obj,
111 GL_OBJECT_INFO_LOG_LENGTH_ARB,
114 /* A size of 1 is just a null-terminated string, so the log should be bigger than
115 * that if there are errors. */
116 if (infologLength > 1)
118 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
119 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
121 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
122 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
125 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
126 if(strcmp(infoLog, spam[i]) == 0) {
132 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
134 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
136 HeapFree(GetProcessHeap(), 0, infoLog);
141 * Loads (pixel shader) samplers
143 static void shader_glsl_load_psamplers(
144 WineD3D_GL_Info *gl_info,
145 IWineD3DStateBlock* iface,
146 GLhandleARB programId) {
148 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
149 GLhandleARB name_loc;
151 char sampler_name[20];
153 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
154 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
155 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
156 if (name_loc != -1) {
157 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
158 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
159 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
160 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
161 checkGLcall("glUniform1iARB");
163 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
169 static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
170 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
171 GLhandleARB name_loc;
172 char sampler_name[20];
175 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
176 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
177 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
178 if (name_loc != -1) {
179 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
180 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
181 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
182 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
183 checkGLcall("glUniform1iARB");
185 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
192 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
193 * When constant_list == NULL, it will load all the constants.
195 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
196 unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
197 struct list *constant_list) {
198 constants_entry *constant;
199 local_constant* lconst;
204 if (TRACE_ON(d3d_shader)) {
205 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
210 tmp_loc = constant_locations[i];
212 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
213 constants[i * 4 + 0], constants[i * 4 + 1],
214 constants[i * 4 + 2], constants[i * 4 + 3]);
220 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
221 if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
222 shader_is_pshader_version(This->baseShader.hex_version)) {
225 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
230 tmp_loc = constant_locations[i];
232 /* We found this uniform name in the program - go ahead and send the data */
234 if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
235 else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
236 else lcl_const[0] = constants[k + 0];
237 if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
238 else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
239 else lcl_const[1] = constants[k + 1];
240 if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
241 else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
242 else lcl_const[2] = constants[k + 2];
243 if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
244 else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
245 else lcl_const[3] = constants[k + 3];
247 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const));
252 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
257 tmp_loc = constant_locations[i];
259 /* We found this uniform name in the program - go ahead and send the data */
260 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
265 checkGLcall("glUniform4fvARB()");
267 if(!This->baseShader.load_local_constsF) {
268 TRACE("No need to load local float constants for this shader\n");
272 /* Load immediate constants */
273 if (TRACE_ON(d3d_shader)) {
274 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
275 tmp_loc = constant_locations[lconst->idx];
277 GLfloat* values = (GLfloat*)lconst->value;
278 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
279 values[0], values[1], values[2], values[3]);
283 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
284 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
285 tmp_loc = constant_locations[lconst->idx];
287 /* We found this uniform name in the program - go ahead and send the data */
288 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
291 checkGLcall("glUniform4fvARB()");
295 * Loads integer constants (aka uniforms) into the currently set GLSL program.
296 * When @constants_set == NULL, it will load all the constants.
298 static void shader_glsl_load_constantsI(
299 IWineD3DBaseShaderImpl* This,
300 WineD3D_GL_Info *gl_info,
301 GLhandleARB programId,
302 GLhandleARB locations[MAX_CONST_I],
303 unsigned max_constants,
305 BOOL* constants_set) {
310 for (i=0; i<max_constants; ++i) {
311 if (NULL == constants_set || constants_set[i]) {
313 TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
314 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
316 /* We found this uniform name in the program - go ahead and send the data */
317 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
318 checkGLcall("glUniform4ivARB");
322 /* Load immediate constants */
323 ptr = list_head(&This->baseShader.constantsI);
325 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
326 unsigned int idx = lconst->idx;
327 GLint* values = (GLint*) lconst->value;
329 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
330 values[0], values[1], values[2], values[3]);
332 /* We found this uniform name in the program - go ahead and send the data */
333 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
334 checkGLcall("glUniform4ivARB");
335 ptr = list_next(&This->baseShader.constantsI, ptr);
340 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
341 * When @constants_set == NULL, it will load all the constants.
343 static void shader_glsl_load_constantsB(
344 IWineD3DBaseShaderImpl* This,
345 WineD3D_GL_Info *gl_info,
346 GLhandleARB programId,
347 unsigned max_constants,
349 BOOL* constants_set) {
354 char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
355 const char* prefix = is_pshader? "PB":"VB";
358 for (i=0; i<max_constants; ++i) {
359 if (NULL == constants_set || constants_set[i]) {
361 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
363 /* TODO: Benchmark and see if it would be beneficial to store the
364 * locations of the constants to avoid looking up each time */
365 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
366 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
368 /* We found this uniform name in the program - go ahead and send the data */
369 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
370 checkGLcall("glUniform1ivARB");
375 /* Load immediate constants */
376 ptr = list_head(&This->baseShader.constantsB);
378 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
379 unsigned int idx = lconst->idx;
380 GLint* values = (GLint*) lconst->value;
382 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
384 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
385 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
387 /* We found this uniform name in the program - go ahead and send the data */
388 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
389 checkGLcall("glUniform1ivARB");
391 ptr = list_next(&This->baseShader.constantsB, ptr);
398 * Loads the app-supplied constants into the currently set GLSL program.
400 static void shader_glsl_load_constants(
401 IWineD3DDevice* device,
403 char useVertexShader) {
405 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
406 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
407 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
408 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
410 GLhandleARB *constant_locations;
411 struct list *constant_list;
412 GLhandleARB programId;
413 struct glsl_shader_prog_link *prog = priv->glsl_program;
417 /* No GLSL program set - nothing to do. */
420 programId = prog->programId;
422 if (useVertexShader) {
423 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
425 constant_locations = prog->vuniformF_locations;
426 constant_list = &stateBlock->set_vconstantsF;
428 /* Load DirectX 9 float constants/uniforms for vertex shader */
429 shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
430 stateBlock->vertexShaderConstantF, constant_locations, constant_list);
432 /* Load DirectX 9 integer constants/uniforms for vertex shader */
433 shader_glsl_load_constantsI(vshader, gl_info, programId,
434 prog->vuniformI_locations, MAX_CONST_I,
435 stateBlock->vertexShaderConstantI,
436 stateBlock->changed.vertexShaderConstantsI);
438 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
439 shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
440 stateBlock->vertexShaderConstantB,
441 stateBlock->changed.vertexShaderConstantsB);
443 /* Upload the position fixup params */
444 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
445 checkGLcall("glUniform4fvARB");
448 if (usePixelShader) {
450 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
452 constant_locations = prog->puniformF_locations;
453 constant_list = &stateBlock->set_pconstantsF;
455 /* Load DirectX 9 float constants/uniforms for pixel shader */
456 shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
457 stateBlock->pixelShaderConstantF, constant_locations, constant_list);
459 /* Load DirectX 9 integer constants/uniforms for pixel shader */
460 shader_glsl_load_constantsI(pshader, gl_info, programId,
461 prog->puniformI_locations, MAX_CONST_I,
462 stateBlock->pixelShaderConstantI,
463 stateBlock->changed.pixelShaderConstantsI);
465 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
466 shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
467 stateBlock->pixelShaderConstantB,
468 stateBlock->changed.pixelShaderConstantsB);
470 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
471 * It can't be 0 for a valid texbem instruction.
473 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
474 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
475 int stage = ps->luminanceconst[i].texunit;
477 float *data = (float *) &stateBlock->textureState[(int) ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
478 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
479 checkGLcall("glUniformMatrix2fvARB");
481 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
482 * is set too, so we can check that in the needsbumpmat check
484 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
485 GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
486 GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
488 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
489 checkGLcall("glUniform1fvARB");
490 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
491 checkGLcall("glUniform1fvARB");
495 if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
496 !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
500 if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
501 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
502 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
504 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
505 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
507 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
508 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
510 mul_low[0] = 1.0; mul_low[1] = 1.0;
511 mul_low[2] = 1.0; mul_low[3] = 1.0;
514 GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison));
515 GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low));
517 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
518 float correction_params[4];
519 if(deviceImpl->render_offscreen) {
520 correction_params[0] = 0.0;
521 correction_params[1] = 1.0;
523 /* position is window relative, not viewport relative */
524 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
525 correction_params[1] = -1.0;
527 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
532 /** Generate the variable & register declarations for the GLSL output target */
533 static void shader_generate_glsl_declarations(
534 IWineD3DBaseShader *iface,
535 shader_reg_maps* reg_maps,
536 SHADER_BUFFER* buffer,
537 WineD3D_GL_Info* gl_info) {
539 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
540 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
542 unsigned int extra_constants_needed = 0;
543 local_constant* lconst;
545 /* There are some minor differences between pixel and vertex shaders */
546 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
547 char prefix = pshader ? 'P' : 'V';
549 /* Prototype the subroutines */
550 for (i = 0; i < This->baseShader.limits.label; i++) {
551 if (reg_maps->labels[i])
552 shader_addline(buffer, "void subroutine%u();\n", i);
555 /* Declare the constants (aka uniforms) */
556 if (This->baseShader.limits.constant_float > 0) {
557 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
558 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
559 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
562 if (This->baseShader.limits.constant_int > 0)
563 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
565 if (This->baseShader.limits.constant_bool > 0)
566 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
569 shader_addline(buffer, "uniform vec4 posFixup;\n");
570 /* Predeclaration; This function is added at link time based on the pixel shader.
571 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
572 * that. We know the input to the reorder function at vertex shader compile time, so
573 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
574 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
575 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
576 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
577 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
580 if(This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) {
581 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
583 shader_addline(buffer, "void order_ps_input();\n");
586 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
588 ps_impl->numbumpenvmatconsts = 0;
589 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
590 if(!reg_maps->bumpmat[i]) {
594 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
595 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
597 if(reg_maps->luminanceparams) {
598 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
599 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
600 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
601 extra_constants_needed++;
603 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
606 extra_constants_needed++;
607 ps_impl->numbumpenvmatconsts++;
610 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
611 ps_impl->srgb_enabled = 1;
612 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
613 shader_addline(buffer, "uniform vec4 srgb_mul_low;\n");
614 shader_addline(buffer, "uniform vec4 srgb_comparison;\n");
615 ps_impl->srgb_mode_hardcoded = 0;
616 extra_constants_needed++;
618 ps_impl->srgb_mode_hardcoded = 1;
619 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
620 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
621 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
622 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
625 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
627 /* Do not write any srgb fixup into the shader to save shader size and processing time.
628 * As a consequence, we can't toggle srgb write on without recompilation
630 ps_impl->srgb_enabled = 0;
631 ps_impl->srgb_mode_hardcoded = 1;
633 if(reg_maps->vpos || reg_maps->usesdsy) {
634 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
635 shader_addline(buffer, "uniform vec4 ycorrection;\n");
636 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
637 extra_constants_needed++;
639 /* This happens because we do not have proper tracking of the constant registers that are
640 * actually used, only the max limit of the shader version
642 FIXME("Cannot find a free uniform for vpos correction params\n");
643 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
644 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
645 device->render_offscreen ? 1.0 : -1.0);
647 shader_addline(buffer, "vec4 vpos;\n");
651 /* Declare texture samplers */
652 for (i = 0; i < This->baseShader.limits.sampler; i++) {
653 if (reg_maps->samplers[i]) {
655 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
659 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
662 if(device->stateBlock->textures[i] &&
663 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
664 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
666 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
669 case WINED3DSTT_CUBE:
670 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
672 case WINED3DSTT_VOLUME:
673 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
676 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
677 FIXME("Unrecognized sampler type: %#x\n", stype);
683 /* Declare address variables */
684 for (i = 0; i < This->baseShader.limits.address; i++) {
685 if (reg_maps->address[i])
686 shader_addline(buffer, "ivec4 A%d;\n", i);
689 /* Declare texture coordinate temporaries and initialize them */
690 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
691 if (reg_maps->texcoord[i])
692 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
695 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
696 * helper function shader that is linked in at link time
698 if(pshader && This->baseShader.hex_version >= WINED3DPS_VERSION(3, 0)) {
700 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
702 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
703 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
704 * pixel shader that reads the fixed function color into the packed input registers.
706 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
710 /* Declare output register temporaries */
711 if(This->baseShader.limits.packed_output) {
712 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
715 /* Declare temporary variables */
716 for(i = 0; i < This->baseShader.limits.temporary; i++) {
717 if (reg_maps->temporary[i])
718 shader_addline(buffer, "vec4 R%u;\n", i);
721 /* Declare attributes */
722 for (i = 0; i < This->baseShader.limits.attributes; i++) {
723 if (reg_maps->attributes[i])
724 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
727 /* Declare loop registers aLx */
728 for (i = 0; i < reg_maps->loop_depth; i++) {
729 shader_addline(buffer, "int aL%u;\n", i);
730 shader_addline(buffer, "int tmpInt%u;\n", i);
733 /* Temporary variables for matrix operations */
734 shader_addline(buffer, "vec4 tmp0;\n");
735 shader_addline(buffer, "vec4 tmp1;\n");
737 /* Local constants use a different name so they can be loaded once at shader link time
738 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
739 * float -> string conversion can cause precision loss.
741 if(!This->baseShader.load_local_constsF) {
742 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
743 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
747 /* Start the main program */
748 shader_addline(buffer, "void main() {\n");
749 if(pshader && reg_maps->vpos) {
750 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
751 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
752 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
753 * precision troubles when we just substract 0.5.
755 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
757 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
759 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
760 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
761 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
762 * correctly on drivers that returns integer values.
764 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
768 /*****************************************************************************
769 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
771 * For more information, see http://wiki.winehq.org/DirectX-Shaders
772 ****************************************************************************/
775 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
776 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
778 /** Used for opcode modifiers - They multiply the result by the specified amount */
779 static const char * const shift_glsl_tab[] = {
781 "2.0 * ", /* 1 (x2) */
782 "4.0 * ", /* 2 (x4) */
783 "8.0 * ", /* 3 (x8) */
784 "16.0 * ", /* 4 (x16) */
785 "32.0 * ", /* 5 (x32) */
792 "0.0625 * ", /* 12 (d16) */
793 "0.125 * ", /* 13 (d8) */
794 "0.25 * ", /* 14 (d4) */
795 "0.5 * " /* 15 (d2) */
798 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
799 static void shader_glsl_gen_modifier (
802 const char *in_regswizzle,
807 if (instr == WINED3DSIO_TEXKILL)
810 switch (instr & WINED3DSP_SRCMOD_MASK) {
811 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
813 case WINED3DSPSM_NONE:
814 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
816 case WINED3DSPSM_NEG:
817 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
819 case WINED3DSPSM_NOT:
820 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
822 case WINED3DSPSM_BIAS:
823 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
825 case WINED3DSPSM_BIASNEG:
826 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
828 case WINED3DSPSM_SIGN:
829 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
831 case WINED3DSPSM_SIGNNEG:
832 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
834 case WINED3DSPSM_COMP:
835 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
838 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
840 case WINED3DSPSM_X2NEG:
841 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
843 case WINED3DSPSM_ABS:
844 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
846 case WINED3DSPSM_ABSNEG:
847 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
850 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
851 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
855 /** Writes the GLSL variable name that corresponds to the register that the
856 * DX opcode parameter is trying to access */
857 static void shader_glsl_get_register_name(
859 const DWORD addr_token,
862 SHADER_OPCODE_ARG* arg) {
864 /* oPos, oFog and oPts in D3D */
865 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
867 DWORD reg = param & WINED3DSP_REGNUM_MASK;
868 DWORD regtype = shader_get_regtype(param);
869 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
870 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
871 WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
873 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
879 case WINED3DSPR_TEMP:
880 sprintf(tmpStr, "R%u", reg);
882 case WINED3DSPR_INPUT:
884 /* Pixel shaders >= 3.0 */
885 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
886 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
888 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
889 glsl_src_param_t rel_param;
890 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
892 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
895 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
896 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
897 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
898 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
899 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
900 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
902 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
905 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
906 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
907 rel_param.param_str, in_count - 1,
908 rel_param.param_str, in_count,
909 rel_param.param_str);
911 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
915 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
916 if (idx == in_count) {
917 sprintf(tmpStr, "gl_Color");
918 } else if (idx == in_count + 1) {
919 sprintf(tmpStr, "gl_SecondaryColor");
921 sprintf(tmpStr, "IN[%u]", idx);
926 strcpy(tmpStr, "gl_Color");
928 strcpy(tmpStr, "gl_SecondaryColor");
931 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
933 sprintf(tmpStr, "attrib%u", reg);
936 case WINED3DSPR_CONST:
938 const char prefix = pshader? 'P':'V';
940 /* Relative addressing */
941 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
943 /* Relative addressing on shaders 2.0+ have a relative address token,
944 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
945 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
946 glsl_src_param_t rel_param;
947 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
949 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
951 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
955 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
957 sprintf(tmpStr, "%cC[A0.x]", prefix);
962 if(shader_constant_is_local(This, reg)) {
963 sprintf(tmpStr, "%cLC%u", prefix, reg);
965 sprintf(tmpStr, "%cC[%u]", prefix, reg);
971 case WINED3DSPR_CONSTINT:
973 sprintf(tmpStr, "PI[%u]", reg);
975 sprintf(tmpStr, "VI[%u]", reg);
977 case WINED3DSPR_CONSTBOOL:
979 sprintf(tmpStr, "PB[%u]", reg);
981 sprintf(tmpStr, "VB[%u]", reg);
983 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
985 sprintf(tmpStr, "T%u", reg);
987 sprintf(tmpStr, "A%u", reg);
990 case WINED3DSPR_LOOP:
991 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
993 case WINED3DSPR_SAMPLER:
995 sprintf(tmpStr, "Psampler%u", reg);
997 sprintf(tmpStr, "Vsampler%u", reg);
999 case WINED3DSPR_COLOROUT:
1000 if (reg >= GL_LIMITS(buffers)) {
1001 WARN("Write to render target %u, only %d supported\n", reg, 4);
1003 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1004 sprintf(tmpStr, "gl_FragData[%u]", reg);
1005 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1006 sprintf(tmpStr, "gl_FragColor");
1009 case WINED3DSPR_RASTOUT:
1010 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
1012 case WINED3DSPR_DEPTHOUT:
1013 sprintf(tmpStr, "gl_FragDepth");
1015 case WINED3DSPR_ATTROUT:
1017 sprintf(tmpStr, "gl_FrontColor");
1019 sprintf(tmpStr, "gl_FrontSecondaryColor");
1022 case WINED3DSPR_TEXCRDOUT:
1023 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1024 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
1025 sprintf(tmpStr, "OUT[%u]", reg);
1027 sprintf(tmpStr, "gl_TexCoord[%u]", reg);
1029 case WINED3DSPR_MISCTYPE:
1032 sprintf(tmpStr, "vpos");
1033 } else if (reg == 1){
1034 /* Note that gl_FrontFacing is a bool, while vFace is
1035 * a float for which the sign determines front/back
1037 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
1039 FIXME("Unhandled misctype register %d\n", reg);
1040 sprintf(tmpStr, "unrecognized_register");
1044 FIXME("Unhandled register name Type(%d)\n", regtype);
1045 sprintf(tmpStr, "unrecognized_register");
1049 strcat(regstr, tmpStr);
1052 /* Get the GLSL write mask for the destination register */
1053 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
1054 char *ptr = write_mask;
1055 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1057 if (shader_is_scalar(param)) {
1058 mask = WINED3DSP_WRITEMASK_0;
1061 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1062 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1063 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1064 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1072 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1073 unsigned int size = 0;
1075 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1076 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1077 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1078 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1083 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1084 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1085 * but addressed as "rgba". To fix this we need to swap the register's x
1086 * and z components. */
1087 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1088 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1089 char *ptr = swizzle_str;
1091 if (!shader_is_scalar(param)) {
1093 /* swizzle bits fields: wwzzyyxx */
1094 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1095 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1096 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1097 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1103 /* From a given parameter token, generate the corresponding GLSL string.
1104 * Also, return the actual register name and swizzle in case the
1105 * caller needs this information as well. */
1106 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
1107 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) {
1108 BOOL is_color = FALSE;
1109 char swizzle_str[6];
1111 src_param->reg_name[0] = '\0';
1112 src_param->param_str[0] = '\0';
1113 swizzle_str[0] = '\0';
1115 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1117 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1118 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1121 /* From a given parameter token, generate the corresponding GLSL string.
1122 * Also, return the actual register name and swizzle in case the
1123 * caller needs this information as well. */
1124 static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
1125 const DWORD addr_token, glsl_dst_param_t *dst_param) {
1126 BOOL is_color = FALSE;
1128 dst_param->mask_str[0] = '\0';
1129 dst_param->reg_name[0] = '\0';
1131 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1132 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1135 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1136 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
1137 glsl_dst_param_t dst_param;
1141 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1144 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1145 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1151 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1152 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
1153 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1156 /** Process GLSL instruction modifiers */
1157 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
1159 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1161 if (arg->opcode->dst_token && mask != 0) {
1162 glsl_dst_param_t dst_param;
1164 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1166 if (mask & WINED3DSPDM_SATURATE) {
1167 /* _SAT means to clamp the value of the register to between 0 and 1 */
1168 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1169 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1171 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1172 FIXME("_centroid modifier not handled\n");
1174 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1175 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1180 static inline const char* shader_get_comp_op(
1181 const DWORD opcode) {
1183 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1185 case COMPARISON_GT: return ">";
1186 case COMPARISON_EQ: return "==";
1187 case COMPARISON_GE: return ">=";
1188 case COMPARISON_LT: return "<";
1189 case COMPARISON_NE: return "!=";
1190 case COMPARISON_LE: return "<=";
1192 FIXME("Unrecognized comparison value: %u\n", op);
1197 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
1198 /* Note that there's no such thing as a projected cube texture. */
1199 switch(sampler_type) {
1201 sample_function->name = projected ? "texture1DProj" : "texture1D";
1202 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1206 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1208 sample_function->name = projected ? "texture2DProj" : "texture2D";
1210 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1212 case WINED3DSTT_CUBE:
1213 sample_function->name = "textureCube";
1214 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1216 case WINED3DSTT_VOLUME:
1217 sample_function->name = projected ? "texture3DProj" : "texture3D";
1218 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1221 sample_function->name = "";
1222 sample_function->coord_mask = 0;
1223 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1228 static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
1229 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1230 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
1231 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
1232 glsl_dst_param_t dst_param;
1233 glsl_dst_param_t dst_param2;
1235 WINED3DFORMAT conversion_group;
1236 IWineD3DBaseTextureImpl *texture;
1237 DWORD mask, mask_size;
1239 BOOL recorded = FALSE;
1241 DWORD hex_version = shader->baseShader.hex_version;
1243 switch(arg->opcode->opcode) {
1244 case WINED3DSIO_TEX:
1245 if (hex_version < WINED3DPS_VERSION(2,0)) {
1246 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1248 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
1252 case WINED3DSIO_TEXLDL:
1253 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1256 case WINED3DSIO_TEXDP3TEX:
1257 case WINED3DSIO_TEXM3x3TEX:
1258 case WINED3DSIO_TEXM3x3SPEC:
1259 case WINED3DSIO_TEXM3x3VSPEC:
1260 case WINED3DSIO_TEXBEM:
1261 case WINED3DSIO_TEXREG2AR:
1262 case WINED3DSIO_TEXREG2GB:
1263 case WINED3DSIO_TEXREG2RGB:
1264 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1268 /* Not a texture sampling instruction, nothing to do */
1272 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
1274 fmt = texture->resource.format;
1275 conversion_group = texture->baseTexture.shader_conversion_group;
1277 fmt = WINED3DFMT_UNKNOWN;
1278 conversion_group = WINED3DFMT_UNKNOWN;
1281 /* before doing anything, record the sampler with the format in the format conversion list,
1282 * but check if it's not there already
1284 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
1285 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
1291 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
1292 shader->baseShader.num_sampled_samplers++;
1293 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
1297 case WINED3DFMT_V8U8:
1298 case WINED3DFMT_V16U16:
1299 if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
1300 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
1301 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1302 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param);
1303 mask_size = shader_glsl_get_write_mask_size(mask);
1304 if(mask_size >= 3) {
1305 shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]);
1308 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1309 mask = shader_glsl_add_dst_param(arg, arg->dst,
1310 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1,
1312 mask_size = shader_glsl_get_write_mask_size(mask);
1313 if(mask_size >= 2) {
1314 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1315 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1316 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1317 } else if(mask_size == 1) {
1318 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1],
1319 dst_param.reg_name, dst_param.mask_str[1]);
1324 case WINED3DFMT_X8L8V8U8:
1325 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1326 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1327 * and a(X) is always 1.0
1329 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1330 mask_size = shader_glsl_get_write_mask_size(mask);
1331 if(mask_size >= 2) {
1332 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1333 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1334 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1335 } else if(mask_size == 1) {
1336 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1337 dst_param.reg_name, dst_param.mask_str[1],
1338 dst_param.reg_name, dst_param.mask_str[1]);
1343 case WINED3DFMT_L6V5U5:
1344 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1345 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1346 mask_size = shader_glsl_get_write_mask_size(mask);
1347 shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2);
1348 if(mask_size >= 3) {
1349 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1350 shader_addline(arg->buffer, "tmp0.g = %s.%c;\n",
1351 dst_param.reg_name, dst_param.mask_str[2]);
1352 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1353 dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1],
1354 dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]);
1355 shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name,
1356 dst_param.mask_str[3]);
1357 } else if(mask_size == 2) {
1358 /* This is bad: We have VL, but we need VU */
1359 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1361 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1362 dst_param.reg_name, dst_param.mask_str[1],
1363 dst_param2.reg_name, dst_param.mask_str[1]);
1368 case WINED3DFMT_Q8W8V8U8:
1369 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1370 /* Correct the sign in all channels. The writemask just applies as-is, no
1371 * need for checking the mask size
1373 shader_glsl_add_dst_param(arg, arg->dst,
1374 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 |
1375 WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3,
1377 shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str,
1378 dst_param.reg_name, dst_param.mask_str);
1382 case WINED3DFMT_ATI2N:
1383 /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
1384 * which means the first one is replicated across .rgb, and the 2nd one is in
1385 * .a. We need the 2nd in .g
1387 * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
1388 * are swapped compared to d3d. So swap red and green.
1390 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1391 mask_size = shader_glsl_get_write_mask_size(mask);
1392 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
1393 if(mask_size >= 2) {
1394 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c;\n",
1395 dst_param.reg_name, dst_param.mask_str[1],
1396 dst_param.mask_str[2],
1397 dst_param.reg_name, dst_param.mask_str[2],
1398 dst_param.mask_str[1]);
1400 FIXME("%u components sampled from a converted ATI2N texture\n", mask_size);
1403 if(mask_size == 4) {
1404 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1405 shader_addline(arg->buffer, "%s.%c = %s.%c;\n",
1406 dst_param.reg_name, dst_param.mask_str[2],
1407 dst_param.reg_name, dst_param.mask_str[4]);
1408 } else if(mask_size == 1) {
1411 FIXME("%u components sampled from a converted ATI2N texture\n", mask_size);
1412 /* This is bad: We have .r[gb], but we need .ra */
1417 /* stupid compiler */
1423 /*****************************************************************************
1425 * Begin processing individual instruction opcodes
1427 ****************************************************************************/
1429 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1430 static void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
1431 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1432 SHADER_BUFFER* buffer = arg->buffer;
1433 glsl_src_param_t src0_param;
1434 glsl_src_param_t src1_param;
1438 /* Determine the GLSL operator to use based on the opcode */
1439 switch (curOpcode->opcode) {
1440 case WINED3DSIO_MUL: op = '*'; break;
1441 case WINED3DSIO_ADD: op = '+'; break;
1442 case WINED3DSIO_SUB: op = '-'; break;
1445 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1449 write_mask = shader_glsl_append_dst(buffer, arg);
1450 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1451 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1452 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1455 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1456 static void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
1457 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1458 SHADER_BUFFER* buffer = arg->buffer;
1459 glsl_src_param_t src0_param;
1462 write_mask = shader_glsl_append_dst(buffer, arg);
1463 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1465 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1466 * shader versions WINED3DSIO_MOVA is used for this. */
1467 if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
1468 !shader_is_pshader_version(shader->baseShader.hex_version) &&
1469 shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
1470 /* This is a simple floor() */
1471 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1472 if (mask_size > 1) {
1473 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1475 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1477 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1478 /* We need to *round* to the nearest int here. */
1479 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1480 if (mask_size > 1) {
1481 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);
1483 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1486 shader_addline(buffer, "%s);\n", src0_param.param_str);
1490 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1491 static void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
1492 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1493 SHADER_BUFFER* buffer = arg->buffer;
1494 glsl_src_param_t src0_param;
1495 glsl_src_param_t src1_param;
1496 DWORD dst_write_mask, src_write_mask;
1497 unsigned int dst_size = 0;
1499 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1500 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1502 /* dp3 works on vec3, dp4 on vec4 */
1503 if (curOpcode->opcode == WINED3DSIO_DP4) {
1504 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1506 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1509 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1510 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1513 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1515 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1519 /* Note that this instruction has some restrictions. The destination write mask
1520 * can't contain the w component, and the source swizzles have to be .xyzw */
1521 static void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
1522 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1523 glsl_src_param_t src0_param;
1524 glsl_src_param_t src1_param;
1527 shader_glsl_get_write_mask(arg->dst, dst_mask);
1528 shader_glsl_append_dst(arg->buffer, arg);
1529 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1530 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1531 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1534 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1535 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1536 * GLSL uses the value as-is. */
1537 static void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
1538 SHADER_BUFFER *buffer = arg->buffer;
1539 glsl_src_param_t src0_param;
1540 glsl_src_param_t src1_param;
1541 DWORD dst_write_mask;
1542 unsigned int dst_size;
1544 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1545 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1547 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1548 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1551 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1553 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1557 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1558 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1559 * GLSL uses the value as-is. */
1560 static void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
1561 SHADER_BUFFER *buffer = arg->buffer;
1562 glsl_src_param_t src0_param;
1563 DWORD dst_write_mask;
1564 unsigned int dst_size;
1566 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1567 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1569 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1572 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1574 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1578 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1579 static void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
1580 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1581 SHADER_BUFFER* buffer = arg->buffer;
1582 glsl_src_param_t src_param;
1583 const char *instruction;
1584 char arguments[256];
1588 /* Determine the GLSL function to use based on the opcode */
1589 /* TODO: Possibly make this a table for faster lookups */
1590 switch (curOpcode->opcode) {
1591 case WINED3DSIO_MIN: instruction = "min"; break;
1592 case WINED3DSIO_MAX: instruction = "max"; break;
1593 case WINED3DSIO_ABS: instruction = "abs"; break;
1594 case WINED3DSIO_FRC: instruction = "fract"; break;
1595 case WINED3DSIO_NRM: instruction = "normalize"; break;
1596 case WINED3DSIO_EXP: instruction = "exp2"; break;
1597 case WINED3DSIO_SGN: instruction = "sign"; break;
1598 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1599 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1600 default: instruction = "";
1601 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1605 write_mask = shader_glsl_append_dst(buffer, arg);
1607 arguments[0] = '\0';
1608 if (curOpcode->num_params > 0) {
1609 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1610 strcat(arguments, src_param.param_str);
1611 for (i = 2; i < curOpcode->num_params; ++i) {
1612 strcat(arguments, ", ");
1613 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1614 strcat(arguments, src_param.param_str);
1618 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1621 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1622 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1623 * dst.x = 2^(floor(src))
1624 * dst.y = src - floor(src)
1625 * dst.z = 2^src (partial precision is allowed, but optional)
1627 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1628 * dst = 2^src; (partial precision is allowed, but optional)
1630 static void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
1631 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1632 glsl_src_param_t src_param;
1634 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1636 if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
1639 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1640 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1641 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1642 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1644 shader_glsl_append_dst(arg->buffer, arg);
1645 shader_glsl_get_write_mask(arg->dst, dst_mask);
1646 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1649 unsigned int mask_size;
1651 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1652 mask_size = shader_glsl_get_write_mask_size(write_mask);
1654 if (mask_size > 1) {
1655 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1657 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1662 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1663 static void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
1664 glsl_src_param_t src_param;
1666 unsigned int mask_size;
1668 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1669 mask_size = shader_glsl_get_write_mask_size(write_mask);
1670 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1672 if (mask_size > 1) {
1673 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1675 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1679 static void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
1680 SHADER_BUFFER* buffer = arg->buffer;
1681 glsl_src_param_t src_param;
1683 unsigned int mask_size;
1685 write_mask = shader_glsl_append_dst(buffer, arg);
1686 mask_size = shader_glsl_get_write_mask_size(write_mask);
1688 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1690 if (mask_size > 1) {
1691 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1693 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1697 /** Process signed comparison opcodes in GLSL. */
1698 static void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
1699 glsl_src_param_t src0_param;
1700 glsl_src_param_t src1_param;
1702 unsigned int mask_size;
1704 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1705 mask_size = shader_glsl_get_write_mask_size(write_mask);
1706 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1707 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1709 if (mask_size > 1) {
1710 const char *compare;
1712 switch(arg->opcode->opcode) {
1713 case WINED3DSIO_SLT: compare = "lessThan"; break;
1714 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1715 default: compare = "";
1716 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1719 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1720 src0_param.param_str, src1_param.param_str);
1722 switch(arg->opcode->opcode) {
1723 case WINED3DSIO_SLT:
1724 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1725 * to return 0.0 but step returns 1.0 because step is not < x
1726 * An alternative is a bvec compare padded with an unused second component.
1727 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1728 * issue. Playing with not() is not possible either because not() does not accept
1731 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1733 case WINED3DSIO_SGE:
1734 /* Here we can use the step() function and safe a conditional */
1735 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1738 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1744 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1745 static void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
1746 glsl_src_param_t src0_param;
1747 glsl_src_param_t src1_param;
1748 glsl_src_param_t src2_param;
1749 DWORD write_mask, cmp_channel = 0;
1752 BOOL temp_destination = FALSE;
1754 if(shader_is_scalar(arg->src[0])) {
1755 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1757 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1758 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1759 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1761 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1762 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1764 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1765 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1766 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1767 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1768 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1769 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1770 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1771 DWORD dstregtype = shader_get_regtype(arg->dst);
1773 /* Cycle through all source0 channels */
1774 for (i=0; i<4; i++) {
1776 /* Find the destination channels which use the current source0 channel */
1777 for (j=0; j<4; j++) {
1778 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1779 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1780 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1784 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1785 * The first lines may overwrite source parameters of the following lines.
1786 * Deal with that by using a temporary destination register if needed
1788 if((src0reg == dstreg && src0regtype == dstregtype) ||
1789 (src1reg == dstreg && src1regtype == dstregtype) ||
1790 (src2reg == dstreg && src2regtype == dstregtype)) {
1792 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1793 if (!write_mask) continue;
1794 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1795 temp_destination = TRUE;
1797 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1798 if (!write_mask) continue;
1801 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1802 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1803 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1805 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1806 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1809 if(temp_destination) {
1810 shader_glsl_get_write_mask(arg->dst, mask_char);
1811 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1812 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1818 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1819 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1820 * the compare is done per component of src0. */
1821 static void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
1822 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1823 glsl_src_param_t src0_param;
1824 glsl_src_param_t src1_param;
1825 glsl_src_param_t src2_param;
1826 DWORD write_mask, cmp_channel = 0;
1829 if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
1830 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1831 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1832 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1833 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1835 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1836 if(arg->opcode_token & WINED3DSI_COISSUE) {
1837 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1839 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1840 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1844 /* Cycle through all source0 channels */
1845 for (i=0; i<4; i++) {
1847 /* Find the destination channels which use the current source0 channel */
1848 for (j=0; j<4; j++) {
1849 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1850 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1851 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1854 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1855 if (!write_mask) continue;
1857 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1858 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1859 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1861 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1862 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1866 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1867 static void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
1868 glsl_src_param_t src0_param;
1869 glsl_src_param_t src1_param;
1870 glsl_src_param_t src2_param;
1873 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1874 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1875 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1876 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1877 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1878 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1881 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1882 Vertex shaders to GLSL codes */
1883 static void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
1885 int nComponents = 0;
1886 SHADER_OPCODE_ARG tmpArg;
1888 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1890 /* Set constants for the temporary argument */
1891 tmpArg.shader = arg->shader;
1892 tmpArg.buffer = arg->buffer;
1893 tmpArg.src[0] = arg->src[0];
1894 tmpArg.src_addr[0] = arg->src_addr[0];
1895 tmpArg.src_addr[1] = arg->src_addr[1];
1896 tmpArg.reg_maps = arg->reg_maps;
1898 switch(arg->opcode->opcode) {
1899 case WINED3DSIO_M4x4:
1901 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1903 case WINED3DSIO_M4x3:
1905 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1907 case WINED3DSIO_M3x4:
1909 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1911 case WINED3DSIO_M3x3:
1913 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1915 case WINED3DSIO_M3x2:
1917 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1923 for (i = 0; i < nComponents; i++) {
1924 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1925 tmpArg.src[1] = arg->src[1]+i;
1926 shader_glsl_dot(&tmpArg);
1931 The LRP instruction performs a component-wise linear interpolation
1932 between the second and third operands using the first operand as the
1933 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1934 This is equivalent to mix(src2, src1, src0);
1936 static void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
1937 glsl_src_param_t src0_param;
1938 glsl_src_param_t src1_param;
1939 glsl_src_param_t src2_param;
1942 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1944 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1945 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1946 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1948 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1949 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1952 /** Process the WINED3DSIO_LIT instruction in GLSL:
1953 * dst.x = dst.w = 1.0
1954 * dst.y = (src0.x > 0) ? src0.x
1955 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1956 * where src.w is clamped at +- 128
1958 static void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
1959 glsl_src_param_t src0_param;
1960 glsl_src_param_t src1_param;
1961 glsl_src_param_t src3_param;
1964 shader_glsl_append_dst(arg->buffer, arg);
1965 shader_glsl_get_write_mask(arg->dst, dst_mask);
1967 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1968 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
1969 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
1971 /* The sdk specifies the instruction like this
1973 * if(src.x > 0.0) dst.y = src.x
1975 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1979 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1980 * dst.x = 1.0 ... No further explanation needed
1981 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1982 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1983 * dst.w = 1.0. ... Nothing fancy.
1985 * So we still have one conditional in there. So do this:
1986 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1988 * 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),
1989 * 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.
1990 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1992 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",
1993 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
1996 /** Process the WINED3DSIO_DST instruction in GLSL:
1998 * dst.y = src0.x * src0.y
2002 static void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
2003 glsl_src_param_t src0y_param;
2004 glsl_src_param_t src0z_param;
2005 glsl_src_param_t src1y_param;
2006 glsl_src_param_t src1w_param;
2009 shader_glsl_append_dst(arg->buffer, arg);
2010 shader_glsl_get_write_mask(arg->dst, dst_mask);
2012 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2013 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2014 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2015 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2017 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2018 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2021 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2022 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2023 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2025 * dst.x = cos(src0.?)
2026 * dst.y = sin(src0.?)
2030 static void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
2031 glsl_src_param_t src0_param;
2034 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2035 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2037 switch (write_mask) {
2038 case WINED3DSP_WRITEMASK_0:
2039 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
2042 case WINED3DSP_WRITEMASK_1:
2043 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
2046 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2047 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2051 ERR("Write mask should be .x, .y or .xy\n");
2056 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2057 * Start a for() loop where src1.y is the initial value of aL,
2058 * increment aL by src1.z for a total of src1.x iterations.
2059 * Need to use a temporary variable for this operation.
2061 /* FIXME: I don't think nested loops will work correctly this way. */
2062 static void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
2063 glsl_src_param_t src1_param;
2064 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2065 DWORD regtype = shader_get_regtype(arg->src[1]);
2066 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
2067 const DWORD *control_values = NULL;
2068 local_constant *constant;
2070 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2072 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2073 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2074 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2077 if(regtype == WINED3DSPR_CONSTINT) {
2078 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2079 if(constant->idx == reg) {
2080 control_values = constant->value;
2086 if(control_values) {
2087 if(control_values[2] > 0) {
2088 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2089 shader->baseShader.cur_loop_depth, control_values[1],
2090 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2091 shader->baseShader.cur_loop_depth, control_values[2]);
2092 } else if(control_values[2] == 0) {
2093 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2094 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2095 shader->baseShader.cur_loop_depth, control_values[0],
2096 shader->baseShader.cur_loop_depth);
2098 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2099 shader->baseShader.cur_loop_depth, control_values[1],
2100 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2101 shader->baseShader.cur_loop_depth, control_values[2]);
2104 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2105 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2106 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2107 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2110 shader->baseShader.cur_loop_depth++;
2111 shader->baseShader.cur_loop_regno++;
2114 static void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
2115 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2117 shader_addline(arg->buffer, "}\n");
2119 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2120 shader->baseShader.cur_loop_depth--;
2121 shader->baseShader.cur_loop_regno--;
2123 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2124 shader->baseShader.cur_loop_depth--;
2128 static void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
2129 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2130 glsl_src_param_t src0_param;
2132 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2133 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2134 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2135 src0_param.param_str, shader->baseShader.cur_loop_depth);
2136 shader->baseShader.cur_loop_depth++;
2139 static void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
2140 glsl_src_param_t src0_param;
2142 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2143 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2146 static void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
2147 glsl_src_param_t src0_param;
2148 glsl_src_param_t src1_param;
2150 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2151 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2153 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2154 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2157 static void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
2158 shader_addline(arg->buffer, "} else {\n");
2161 static void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
2162 shader_addline(arg->buffer, "break;\n");
2165 /* FIXME: According to MSDN the compare is done per component. */
2166 static void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
2167 glsl_src_param_t src0_param;
2168 glsl_src_param_t src1_param;
2170 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2171 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2173 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2174 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2177 static void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
2179 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2180 shader_addline(arg->buffer, "}\n");
2181 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2184 static void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
2185 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2186 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2189 static void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
2190 glsl_src_param_t src1_param;
2192 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2193 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2194 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2197 /*********************************************
2198 * Pixel Shader Specific Code begins here
2199 ********************************************/
2200 static void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
2201 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2202 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2203 DWORD hex_version = This->baseShader.hex_version;
2204 char dst_swizzle[6];
2205 glsl_sample_function_t sample_function;
2208 BOOL projected, texrect = FALSE;
2211 /* All versions have a destination register */
2212 shader_glsl_append_dst(arg->buffer, arg);
2214 /* 1.0-1.4: Use destination register as sampler source.
2215 * 2.0+: Use provided sampler source. */
2216 if (hex_version < WINED3DPS_VERSION(2,0)) {
2217 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2219 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2221 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2223 if (hex_version < WINED3DPS_VERSION(1,4)) {
2224 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2226 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2227 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2229 switch (flags & ~WINED3DTTFF_PROJECTED) {
2230 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2231 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2232 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2233 case WINED3DTTFF_COUNT4:
2234 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2239 } else if (hex_version < WINED3DPS_VERSION(2,0)) {
2240 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2242 if (src_mod == WINED3DSPSM_DZ) {
2244 mask = WINED3DSP_WRITEMASK_2;
2245 } else if (src_mod == WINED3DSPSM_DW) {
2247 mask = WINED3DSP_WRITEMASK_3;
2252 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2253 /* ps 2.0 texldp instruction always divides by the fourth component. */
2255 mask = WINED3DSP_WRITEMASK_3;
2261 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2262 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2266 shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
2267 mask |= sample_function.coord_mask;
2269 if (hex_version < WINED3DPS_VERSION(2,0)) {
2270 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2272 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2275 /* 1.0-1.3: Use destination register as coordinate source.
2276 1.4+: Use provided coordinate source register. */
2277 if (hex_version < WINED3DPS_VERSION(1,4)) {
2279 shader_glsl_get_write_mask(mask, coord_mask);
2280 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
2281 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
2283 glsl_src_param_t coord_param;
2284 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2285 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2286 glsl_src_param_t bias;
2287 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2289 shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
2290 sample_function.name, sampler_idx, coord_param.param_str,
2291 bias.param_str, dst_swizzle);
2293 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
2294 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
2299 static void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
2300 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2301 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2302 glsl_sample_function_t sample_function;
2303 glsl_src_param_t coord_param, lod_param;
2304 char dst_swizzle[6];
2307 BOOL texrect = FALSE;
2309 shader_glsl_append_dst(arg->buffer, arg);
2310 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2312 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2313 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2314 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2315 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2318 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);
2320 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2322 if (shader_is_pshader_version(This->baseShader.hex_version)) {
2323 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2324 * However, they seem to work just fine in fragment shaders as well. */
2325 WARN("Using %sLod in fragment shader.\n", sample_function.name);
2326 shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
2327 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2329 shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
2330 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2334 static void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
2336 /* FIXME: Make this work for more than just 2D textures */
2338 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2339 SHADER_BUFFER* buffer = arg->buffer;
2340 DWORD hex_version = This->baseShader.hex_version;
2344 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2345 shader_glsl_get_write_mask(write_mask, dst_mask);
2347 if (hex_version != WINED3DPS_VERSION(1,4)) {
2348 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2349 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2351 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2352 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2353 char dst_swizzle[6];
2355 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2357 if (src_mod == WINED3DSPSM_DZ) {
2358 glsl_src_param_t div_param;
2359 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2360 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2362 if (mask_size > 1) {
2363 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2365 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2367 } else if (src_mod == WINED3DSPSM_DW) {
2368 glsl_src_param_t div_param;
2369 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2370 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2372 if (mask_size > 1) {
2373 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2375 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2378 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2383 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2384 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2385 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2386 static void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
2387 glsl_src_param_t src0_param;
2389 glsl_sample_function_t sample_function;
2390 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2391 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2392 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2394 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2396 shader_glsl_append_dst(arg->buffer, arg);
2397 shader_glsl_get_write_mask(arg->dst, dst_mask);
2399 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2400 * scalar, and projected sampling would require 4.
2402 * It is a dependent read - not valid with conditional NP2 textures
2404 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2406 switch(count_bits(sample_function.coord_mask)) {
2408 shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2409 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2413 shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2414 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2418 shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2419 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2422 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2426 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2427 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2428 static void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
2429 glsl_src_param_t src0_param;
2430 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2431 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2433 unsigned int mask_size;
2435 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2436 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2437 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2439 if (mask_size > 1) {
2440 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2442 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2446 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2447 * Calculate the depth as dst.x / dst.y */
2448 static void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
2449 glsl_dst_param_t dst_param;
2451 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2453 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2454 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2455 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2456 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2459 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);
2462 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2463 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2464 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2465 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2467 static void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
2468 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2469 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2470 glsl_src_param_t src0_param;
2472 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2474 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2475 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2478 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2479 * Calculate the 1st of a 2-row matrix multiplication. */
2480 static void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
2481 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2482 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2483 SHADER_BUFFER* buffer = arg->buffer;
2484 glsl_src_param_t src0_param;
2486 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2487 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2490 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2491 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2492 static void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
2494 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2495 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2496 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2497 SHADER_BUFFER* buffer = arg->buffer;
2498 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2499 glsl_src_param_t src0_param;
2501 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2502 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2503 current_state->texcoord_w[current_state->current_row++] = reg;
2506 static void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
2507 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2508 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2509 SHADER_BUFFER* buffer = arg->buffer;
2510 glsl_src_param_t src0_param;
2513 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2514 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2516 shader_glsl_append_dst(buffer, arg);
2517 shader_glsl_get_write_mask(arg->dst, dst_mask);
2519 /* Sample the texture using the calculated coordinates */
2520 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
2523 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2524 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2525 static void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
2526 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2527 glsl_src_param_t src0_param;
2529 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2530 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2531 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2532 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2533 glsl_sample_function_t sample_function;
2535 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2536 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2538 shader_glsl_append_dst(arg->buffer, arg);
2539 shader_glsl_get_write_mask(arg->dst, dst_mask);
2540 /* Dependent read, not valid with conditional NP2 */
2541 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2543 /* Sample the texture using the calculated coordinates */
2544 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2546 current_state->current_row = 0;
2549 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2550 * Perform the 3rd row of a 3x3 matrix multiply */
2551 static void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
2552 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2553 glsl_src_param_t src0_param;
2555 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2556 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2557 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2559 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2561 shader_glsl_append_dst(arg->buffer, arg);
2562 shader_glsl_get_write_mask(arg->dst, dst_mask);
2563 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2565 current_state->current_row = 0;
2568 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2569 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2570 static void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
2572 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2573 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2574 glsl_src_param_t src0_param;
2575 glsl_src_param_t src1_param;
2577 SHADER_BUFFER* buffer = arg->buffer;
2578 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2579 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2580 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2581 glsl_sample_function_t sample_function;
2583 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2584 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2586 /* Perform the last matrix multiply operation */
2587 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2588 /* Reflection calculation */
2589 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2591 shader_glsl_append_dst(buffer, arg);
2592 shader_glsl_get_write_mask(arg->dst, dst_mask);
2593 /* Dependent read, not valid with conditional NP2 */
2594 shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
2596 /* Sample the texture */
2597 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2599 current_state->current_row = 0;
2602 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2603 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2604 static void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
2606 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2607 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2608 SHADER_BUFFER* buffer = arg->buffer;
2609 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2610 glsl_src_param_t src0_param;
2612 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2613 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2614 glsl_sample_function_t sample_function;
2616 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2618 /* Perform the last matrix multiply operation */
2619 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2621 /* Construct the eye-ray vector from w coordinates */
2622 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2623 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2624 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2626 shader_glsl_append_dst(buffer, arg);
2627 shader_glsl_get_write_mask(arg->dst, dst_mask);
2628 /* Dependent read, not valid with conditional NP2 */
2629 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2631 /* Sample the texture using the calculated coordinates */
2632 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2634 current_state->current_row = 0;
2637 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2638 * Apply a fake bump map transform.
2639 * texbem is pshader <= 1.3 only, this saves a few version checks
2641 static void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
2642 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2643 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2644 char dst_swizzle[6];
2645 glsl_sample_function_t sample_function;
2646 glsl_src_param_t coord_param;
2653 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2654 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2656 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2657 /* Dependent read, not valid with conditional NP2 */
2658 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2659 mask = sample_function.coord_mask;
2661 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2663 shader_glsl_get_write_mask(mask, coord_mask);
2665 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2666 * so we can't let the GL handle this.
2668 if (flags & WINED3DTTFF_PROJECTED) {
2670 char coord_div_mask[3];
2671 switch (flags & ~WINED3DTTFF_PROJECTED) {
2672 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2673 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2674 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2675 case WINED3DTTFF_COUNT4:
2676 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2678 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2679 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2682 shader_glsl_append_dst(arg->buffer, arg);
2683 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2684 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2685 glsl_src_param_t luminance_param;
2686 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2687 shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )*(%s * luminancescale%d + luminanceoffset%d))%s);\n",
2688 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask,
2689 luminance_param.param_str, sampler_idx, sampler_idx, dst_swizzle);
2691 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2692 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, dst_swizzle);
2696 static void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
2697 glsl_src_param_t src0_param, src1_param;
2698 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2700 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2701 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2703 shader_glsl_append_dst(arg->buffer, arg);
2704 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2705 src0_param.param_str, sampler_idx, src1_param.param_str);
2708 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2709 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2710 static void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
2712 glsl_src_param_t src0_param;
2713 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2716 shader_glsl_append_dst(arg->buffer, arg);
2717 shader_glsl_get_write_mask(arg->dst, dst_mask);
2718 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2720 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2723 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2724 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2725 static void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
2726 glsl_src_param_t src0_param;
2727 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2730 shader_glsl_append_dst(arg->buffer, arg);
2731 shader_glsl_get_write_mask(arg->dst, dst_mask);
2732 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2734 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2737 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2738 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2739 static void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
2740 glsl_src_param_t src0_param;
2742 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2743 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2744 glsl_sample_function_t sample_function;
2746 shader_glsl_append_dst(arg->buffer, arg);
2747 shader_glsl_get_write_mask(arg->dst, dst_mask);
2748 /* Dependent read, not valid with conditional NP2 */
2749 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2750 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2752 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2755 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2756 * If any of the first 3 components are < 0, discard this pixel */
2757 static void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
2758 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2759 DWORD hex_version = This->baseShader.hex_version;
2760 glsl_dst_param_t dst_param;
2762 /* The argument is a destination parameter, and no writemasks are allowed */
2763 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2764 if((hex_version >= WINED3DPS_VERSION(2,0))) {
2765 /* 2.0 shaders compare all 4 components in texkill */
2766 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2768 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2769 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2770 * 4 components are defined, only the first 3 are used
2772 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2776 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2777 * dst = dot2(src0, src1) + src2 */
2778 static void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
2779 glsl_src_param_t src0_param;
2780 glsl_src_param_t src1_param;
2781 glsl_src_param_t src2_param;
2783 unsigned int mask_size;
2785 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2786 mask_size = shader_glsl_get_write_mask_size(write_mask);
2788 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2789 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2790 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2792 if (mask_size > 1) {
2793 shader_addline(arg->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
2795 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2799 static void pshader_glsl_input_pack(
2800 SHADER_BUFFER* buffer,
2801 semantic* semantics_in,
2802 IWineD3DPixelShader *iface) {
2805 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2807 for (i = 0; i < MAX_REG_INPUT; i++) {
2809 DWORD usage_token = semantics_in[i].usage;
2810 DWORD register_token = semantics_in[i].reg;
2811 DWORD usage, usage_idx;
2815 if (!usage_token) continue;
2816 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2817 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2818 shader_glsl_get_write_mask(register_token, reg_mask);
2822 case WINED3DDECLUSAGE_TEXCOORD:
2823 if(usage_idx < 8 && This->vertexprocessing == pretransformed) {
2824 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2825 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2827 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2828 This->input_reg_map[i], reg_mask, reg_mask);
2832 case WINED3DDECLUSAGE_COLOR:
2834 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2835 This->input_reg_map[i], reg_mask, reg_mask);
2836 else if (usage_idx == 1)
2837 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2838 This->input_reg_map[i], reg_mask, reg_mask);
2840 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2841 This->input_reg_map[i], reg_mask, reg_mask);
2845 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2846 This->input_reg_map[i], reg_mask, reg_mask);
2851 /*********************************************
2852 * Vertex Shader Specific Code begins here
2853 ********************************************/
2855 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
2856 glsl_program_key_t *key;
2858 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2859 key->vshader = entry->vshader;
2860 key->pshader = entry->pshader;
2862 hash_table_put(priv->glsl_program_lookup, key, entry);
2865 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
2866 GLhandleARB vshader, GLhandleARB pshader) {
2867 glsl_program_key_t key;
2869 key.vshader = vshader;
2870 key.pshader = pshader;
2872 return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
2875 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_Info *gl_info, struct glsl_shader_prog_link *entry) {
2876 glsl_program_key_t *key;
2878 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2879 key->vshader = entry->vshader;
2880 key->pshader = entry->pshader;
2881 hash_table_remove(priv->glsl_program_lookup, key);
2883 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2884 if (entry->vshader) list_remove(&entry->vshader_entry);
2885 if (entry->pshader) list_remove(&entry->pshader_entry);
2886 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2887 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2888 HeapFree(GetProcessHeap(), 0, entry);
2891 static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) {
2893 DWORD usage_token, usage_token_out;
2894 DWORD register_token, register_token_out;
2895 DWORD usage, usage_idx, usage_out, usage_idx_out;
2898 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
2899 char reg_mask[6], reg_mask_out[6];
2900 char destination[50];
2902 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
2904 if (!semantics_out) {
2905 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
2906 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
2907 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
2910 for(i = 0; i < MAX_REG_INPUT; i++) {
2911 usage_token = semantics_in[i].usage;
2912 if (!usage_token) continue;
2915 if (in_idx >= (in_count + 2)) {
2916 FIXME("More input varyings declared than supported, expect issues\n");
2918 } else if(map[i] == -1) {
2919 /* Declared, but not read register */
2923 if (in_idx == in_count) {
2924 sprintf(destination, "gl_FrontColor");
2925 } else if (in_idx == in_count + 1) {
2926 sprintf(destination, "gl_FrontSecondaryColor");
2928 sprintf(destination, "IN[%u]", in_idx);
2931 register_token = semantics_in[i].reg;
2933 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2934 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2935 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
2937 if(!semantics_out) {
2939 case WINED3DDECLUSAGE_COLOR:
2941 shader_addline(buffer, "%s%s = front_color%s;\n",
2942 destination, reg_mask, reg_mask);
2943 else if (usage_idx == 1)
2944 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
2945 destination, reg_mask, reg_mask);
2947 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2948 destination, reg_mask, reg_mask);
2951 case WINED3DDECLUSAGE_TEXCOORD:
2952 if (usage_idx < 8) {
2953 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
2954 destination, reg_mask, usage_idx, reg_mask);
2956 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2957 destination, reg_mask, reg_mask);
2961 case WINED3DDECLUSAGE_FOG:
2962 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2963 destination, reg_mask, reg_mask);
2967 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2968 destination, reg_mask, reg_mask);
2972 for(j = 0; j < MAX_REG_OUTPUT; j++) {
2973 usage_token_out = semantics_out[j].usage;
2974 if (!usage_token_out) continue;
2975 register_token_out = semantics_out[j].reg;
2977 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2978 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2979 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
2981 if(usage == usage_out &&
2982 usage_idx == usage_idx_out) {
2983 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
2984 destination, reg_mask, j, reg_mask);
2989 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2990 destination, reg_mask, reg_mask);
2995 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2996 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2997 * input varyings are assigned above, if the optimizer works properly.
2999 for(i = 0; i < in_count + 2; i++) {
3000 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3001 unsigned int size = 0;
3002 memset(reg_mask, 0, sizeof(reg_mask));
3003 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3004 reg_mask[size] = 'x';
3007 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3008 reg_mask[size] = 'y';
3011 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3012 reg_mask[size] = 'z';
3015 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3016 reg_mask[size] = 'w';
3020 if (i == in_count) {
3021 sprintf(destination, "gl_FrontColor");
3022 } else if (i == in_count + 1) {
3023 sprintf(destination, "gl_FrontSecondaryColor");
3025 sprintf(destination, "IN[%u]", i);
3029 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3031 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3036 HeapFree(GetProcessHeap(), 0, set);
3039 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3040 IWineD3DPixelShader *pixelshader,
3041 WineD3D_GL_Info *gl_info) {
3042 GLhandleARB ret = 0;
3043 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3044 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3045 IWineD3DDeviceImpl *device;
3046 DWORD vs_major = vs ? WINED3DSHADER_VERSION_MAJOR(vs->baseShader.hex_version) : 0;
3047 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.hex_version) : 0;
3049 SHADER_BUFFER buffer;
3051 DWORD register_token;
3052 DWORD usage, usage_idx, writemask;
3054 semantic *semantics_out, *semantics_in;
3056 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
3059 buffer.newline = TRUE;
3061 shader_addline(&buffer, "#version 120\n");
3063 if(vs_major < 3 && ps_major < 3) {
3064 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3065 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3067 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3068 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3069 !device->frag_pipe->ffp_proj_control) {
3070 shader_addline(&buffer, "void order_ps_input() {\n");
3071 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3072 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3073 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3074 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3077 shader_addline(&buffer, "}\n");
3079 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3081 } else if(ps_major < 3 && vs_major >= 3) {
3082 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3083 semantics_out = vs->semantics_out;
3085 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3086 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3087 usage_token = semantics_out[i].usage;
3088 if (!usage_token) continue;
3089 register_token = semantics_out[i].reg;
3091 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3092 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3093 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3096 case WINED3DDECLUSAGE_COLOR:
3098 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3099 else if (usage_idx == 1)
3100 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3103 case WINED3DDECLUSAGE_POSITION:
3104 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3107 case WINED3DDECLUSAGE_TEXCOORD:
3108 if (usage_idx < 8) {
3109 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3111 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3112 usage_idx, reg_mask, i, reg_mask);
3113 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3114 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3119 case WINED3DDECLUSAGE_PSIZE:
3120 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3123 case WINED3DDECLUSAGE_FOG:
3124 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3131 shader_addline(&buffer, "}\n");
3133 } else if(ps_major >= 3 && vs_major >= 3) {
3134 semantics_out = vs->semantics_out;
3135 semantics_in = ps->semantics_in;
3137 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3138 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3139 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3141 /* First, sort out position and point size. Those are not passed to the pixel shader */
3142 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3143 usage_token = semantics_out[i].usage;
3144 if (!usage_token) continue;
3145 register_token = semantics_out[i].reg;
3147 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3148 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3149 shader_glsl_get_write_mask(register_token, reg_mask);
3152 case WINED3DDECLUSAGE_POSITION:
3153 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3156 case WINED3DDECLUSAGE_PSIZE:
3157 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3165 /* Then, fix the pixel shader input */
3166 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3168 shader_addline(&buffer, "}\n");
3169 } else if(ps_major >= 3 && vs_major < 3) {
3170 semantics_in = ps->semantics_in;
3172 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3173 shader_addline(&buffer, "void order_ps_input() {\n");
3174 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3175 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3176 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3178 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3179 shader_addline(&buffer, "}\n");
3181 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3184 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3185 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3186 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3187 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3188 GL_EXTCALL(glCompileShaderARB(ret));
3189 checkGLcall("glCompileShaderARB(ret)");
3191 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3195 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_Info *gl_info, GLhandleARB programId, char prefix) {
3196 local_constant* lconst;
3201 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3202 value = (float *) lconst->value;
3203 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3204 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3205 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3207 checkGLcall("Hardcoding local constants\n");
3210 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3211 * It sets the programId on the current StateBlock (because it should be called
3212 * inside of the DrawPrimitive() part of the render loop).
3214 * If a program for the given combination does not exist, create one, and store
3215 * the program in the hash table. If it creates a program, it will link the
3216 * given objects, too.
3218 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3219 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3220 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3221 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3222 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3223 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3224 struct glsl_shader_prog_link *entry = NULL;
3225 GLhandleARB programId = 0;
3226 GLhandleARB reorder_shader_id = 0;
3230 GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0;
3231 GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0;
3232 entry = get_glsl_program_entry(priv, vshader_id, pshader_id);
3234 priv->glsl_program = entry;
3238 /* If we get to this point, then no matching program exists, so we create one */
3239 programId = GL_EXTCALL(glCreateProgramObjectARB());
3240 TRACE("Created new GLSL shader program %u\n", programId);
3242 /* Create the entry */
3243 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3244 entry->programId = programId;
3245 entry->vshader = vshader_id;
3246 entry->pshader = pshader_id;
3247 /* Add the hash table entry */
3248 add_glsl_program_entry(priv, entry);
3250 /* Set the current program */
3251 priv->glsl_program = entry;
3253 /* Attach GLSL vshader */
3255 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3258 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3259 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3260 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3261 checkGLcall("glAttachObjectARB");
3262 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3265 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3267 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3268 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3269 checkGLcall("glAttachObjectARB");
3271 /* Bind vertex attributes to a corresponding index number to match
3272 * the same index numbers as ARB_vertex_programs (makes loading
3273 * vertex attributes simpler). With this method, we can use the
3274 * exact same code to load the attributes later for both ARB and
3277 * We have to do this here because we need to know the Program ID
3278 * in order to make the bindings work, and it has to be done prior
3279 * to linking the GLSL program. */
3280 for (i = 0; i < max_attribs; ++i) {
3281 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3282 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3283 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3286 checkGLcall("glBindAttribLocationARB");
3288 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3291 /* Attach GLSL pshader */
3293 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3294 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3295 checkGLcall("glAttachObjectARB");
3297 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3300 /* Link the program */
3301 TRACE("Linking GLSL shader program %u\n", programId);
3302 GL_EXTCALL(glLinkProgramARB(programId));
3303 print_glsl_info_log(&GLINFO_LOCATION, programId);
3305 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3306 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3307 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3308 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3310 for (i = 0; i < MAX_CONST_I; ++i) {
3311 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3312 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3314 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3315 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3316 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3317 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3319 for (i = 0; i < MAX_CONST_I; ++i) {
3320 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3321 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3325 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3327 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3328 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3329 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3330 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3331 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3332 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3337 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3338 entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
3339 entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
3340 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3341 checkGLcall("Find glsl program uniform locations");
3343 if (pshader && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.hex_version) >= 3
3344 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4) {
3345 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3346 entry->vertex_color_clamp = GL_FALSE;
3348 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3351 /* Set the shader to allow uniform loading on it */
3352 GL_EXTCALL(glUseProgramObjectARB(programId));
3353 checkGLcall("glUseProgramObjectARB(programId)");
3355 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3356 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3357 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3358 * vertex shader with fixed function pixel processing is used we make sure that the card
3359 * supports enough samplers to allow the max number of vertex samplers with all possible
3360 * fixed function fragment processing setups. So once the program is linked these samplers
3364 /* Load vertex shader samplers */
3365 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3368 /* Load pixel shader samplers */
3369 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3372 /* If the local constants do not have to be loaded with the environment constants,
3373 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3376 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3377 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3379 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3380 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3384 static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info, enum tex_types tex_type) {
3385 GLhandleARB program_id;
3386 GLhandleARB vshader_id, pshader_id;
3387 const char *blt_vshader[] = {
3391 " gl_Position = gl_Vertex;\n"
3392 " gl_FrontColor = vec4(1.0);\n"
3393 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3397 const char *blt_pshaders[tex_type_count] = {
3402 "uniform sampler2D sampler;\n"
3405 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3411 "uniform samplerCube sampler;\n"
3414 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3418 "#extension GL_ARB_texture_rectangle : enable\n"
3419 "uniform sampler2DRect sampler;\n"
3422 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3426 if (!blt_pshaders[tex_type])
3428 FIXME("tex_type %#x not supported\n", tex_type);
3432 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3433 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3434 GL_EXTCALL(glCompileShaderARB(vshader_id));
3436 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3437 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3438 GL_EXTCALL(glCompileShaderARB(pshader_id));
3440 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3441 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3442 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3443 GL_EXTCALL(glLinkProgramARB(program_id));
3445 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3447 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3450 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3451 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3455 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3456 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3457 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3458 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3459 GLhandleARB program_id = 0;
3460 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3462 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3464 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3465 else priv->glsl_program = NULL;
3467 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3469 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3470 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3471 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3472 checkGLcall("glClampColorARB");
3474 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3478 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3479 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3480 GL_EXTCALL(glUseProgramObjectARB(program_id));
3481 checkGLcall("glUseProgramObjectARB");
3484 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3485 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3486 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3487 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3488 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3490 if (!*blt_program) {
3492 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3493 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3494 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3495 GL_EXTCALL(glUniform1iARB(loc, 0));
3497 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3501 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3502 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3503 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3504 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3505 GLhandleARB program_id;
3507 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3508 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3510 GL_EXTCALL(glUseProgramObjectARB(program_id));
3511 checkGLcall("glUseProgramObjectARB");
3514 static void shader_glsl_cleanup(IWineD3DDevice *iface) {
3515 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3516 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3517 GL_EXTCALL(glUseProgramObjectARB(0));
3520 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3521 struct list *linked_programs;
3522 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3523 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3524 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv;
3525 WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3527 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3528 * can be called from IWineD3DBaseShader::Release
3530 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
3532 if(This->baseShader.prgId == 0) return;
3533 linked_programs = &This->baseShader.linked_programs;
3535 TRACE("Deleting linked programs\n");
3536 if (linked_programs->next) {
3537 struct glsl_shader_prog_link *entry, *entry2;
3540 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3541 delete_glsl_program_entry(priv, gl_info, entry);
3544 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3545 delete_glsl_program_entry(priv, gl_info, entry);
3550 TRACE("Deleting shader object %u\n", This->baseShader.prgId);
3551 GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
3552 checkGLcall("glDeleteObjectARB");
3553 This->baseShader.prgId = 0;
3554 This->baseShader.is_compiled = FALSE;
3557 static unsigned int glsl_program_key_hash(void *key) {
3558 glsl_program_key_t *k = (glsl_program_key_t *)key;
3560 unsigned int hash = k->vshader | k->pshader << 16;
3561 hash += ~(hash << 15);
3562 hash ^= (hash >> 10);
3563 hash += (hash << 3);
3564 hash ^= (hash >> 6);
3565 hash += ~(hash << 11);
3566 hash ^= (hash >> 16);
3571 static BOOL glsl_program_key_compare(void *keya, void *keyb) {
3572 glsl_program_key_t *ka = (glsl_program_key_t *)keya;
3573 glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
3575 return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
3578 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3579 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3580 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3581 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3582 This->shader_priv = priv;
3586 static void shader_glsl_free(IWineD3DDevice *iface) {
3587 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3588 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3589 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3592 for (i = 0; i < tex_type_count; ++i)
3594 if (priv->depth_blt_program[i])
3596 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3600 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3602 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3603 This->shader_priv = NULL;
3606 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3607 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3611 static void shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
3612 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3613 shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3614 CONST DWORD *function = This->baseShader.function;
3615 const char *fragcolor;
3616 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3618 /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
3619 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3621 shader_addline(buffer, "#version 120\n");
3623 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3624 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3626 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3627 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3628 * drivers write a warning if we don't do so
3630 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3633 /* Base Declarations */
3634 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
3636 /* Pack 3.0 inputs */
3637 if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
3639 if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
3640 This->vertexprocessing = pretransformed;
3641 pshader_glsl_input_pack(buffer, This->semantics_in, iface);
3642 } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
3643 This->vertexprocessing = fixedfunction;
3644 pshader_glsl_input_pack(buffer, This->semantics_in, iface);
3646 This->vertexprocessing = vertexshader;
3650 /* Base Shader Body */
3651 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3653 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3654 if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
3655 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3656 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3657 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3659 shader_addline(buffer, "gl_FragColor = R0;\n");
3662 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3663 fragcolor = "gl_FragData[0]";
3665 fragcolor = "gl_FragColor";
3667 if(This->srgb_enabled) {
3668 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3669 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3670 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3671 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3672 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3673 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3674 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3675 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3677 /* Pixel shader < 3.0 do not replace the fog stage.
3678 * This implements linear fog computation and blending.
3679 * TODO: non linear fog
3680 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3681 * -1/(e-s) and e/(e-s) respectively.
3683 if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
3684 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
3685 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3688 shader_addline(buffer, "}\n");
3690 TRACE("Compiling shader object %u\n", shader_obj);
3691 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3692 GL_EXTCALL(glCompileShaderARB(shader_obj));
3693 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3695 /* Store the shader object */
3696 This->baseShader.prgId = shader_obj;
3699 static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
3700 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3701 shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3702 CONST DWORD *function = This->baseShader.function;
3703 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3705 /* Create the hw GLSL shader program and assign it as the baseShader.prgId */
3706 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3708 shader_addline(buffer, "#version 120\n");
3710 /* Base Declarations */
3711 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
3713 /* Base Shader Body */
3714 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3716 /* Unpack 3.0 outputs */
3717 if (This->baseShader.hex_version >= WINED3DVS_VERSION(3,0)) {
3718 shader_addline(buffer, "order_ps_input(OUT);\n");
3720 shader_addline(buffer, "order_ps_input();\n");
3723 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3725 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3727 /* Write the final position.
3729 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3730 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3731 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3732 * contains 1.0 to allow a mad.
3734 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3735 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3737 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3739 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3740 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3741 * which is the same as z = z * 2 - w.
3743 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3745 shader_addline(buffer, "}\n");
3747 TRACE("Compiling shader object %u\n", shader_obj);
3748 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3749 GL_EXTCALL(glCompileShaderARB(shader_obj));
3750 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3752 /* Store the shader object */
3753 This->baseShader.prgId = shader_obj;
3756 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
3757 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3758 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3759 * vs_nv_version which is based on NV_vertex_program.
3760 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3761 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3762 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3763 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3765 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3766 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
3768 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
3769 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
3770 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
3772 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3773 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3774 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3775 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3776 * in max native instructions. Intel and others also offer the info in this extension but they
3777 * don't support GLSL (at least on Windows).
3779 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3780 * of instructions is 512 or less we have to do with ps2.0 hardware.
3781 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
3783 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3784 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
3786 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
3788 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3789 * Direct3D minimum requirement.
3791 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3792 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3794 * The problem is that the refrast clamps temporary results in the shader to
3795 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3796 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3797 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3798 * offer a way to query this.
3800 pCaps->PixelShader1xMaxValue = 8.0;
3801 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
3804 static BOOL shader_glsl_conv_supported(WINED3DFORMAT fmt) {
3805 TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
3807 case WINED3DFMT_V8U8:
3808 case WINED3DFMT_V16U16:
3809 case WINED3DFMT_X8L8V8U8:
3810 case WINED3DFMT_L6V5U5:
3811 case WINED3DFMT_Q8W8V8U8:
3812 case WINED3DFMT_ATI2N:
3821 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
3823 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
3824 /* WINED3DSIH_ADD */ shader_glsl_arith,
3825 /* WINED3DSIH_BEM */ pshader_glsl_bem,
3826 /* WINED3DSIH_BREAK */ shader_glsl_break,
3827 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
3828 /* WINED3DSIH_BREAKP */ NULL,
3829 /* WINED3DSIH_CALL */ shader_glsl_call,
3830 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
3831 /* WINED3DSIH_CMP */ shader_glsl_cmp,
3832 /* WINED3DSIH_CND */ shader_glsl_cnd,
3833 /* WINED3DSIH_CRS */ shader_glsl_cross,
3834 /* WINED3DSIH_DCL */ NULL,
3835 /* WINED3DSIH_DEF */ NULL,
3836 /* WINED3DSIH_DEFB */ NULL,
3837 /* WINED3DSIH_DEFI */ NULL,
3838 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
3839 /* WINED3DSIH_DP3 */ shader_glsl_dot,
3840 /* WINED3DSIH_DP4 */ shader_glsl_dot,
3841 /* WINED3DSIH_DST */ shader_glsl_dst,
3842 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
3843 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
3844 /* WINED3DSIH_ELSE */ shader_glsl_else,
3845 /* WINED3DSIH_ENDIF */ shader_glsl_end,
3846 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
3847 /* WINED3DSIH_ENDREP */ shader_glsl_end,
3848 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
3849 /* WINED3DSIH_EXPP */ shader_glsl_expp,
3850 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
3851 /* WINED3DSIH_IF */ shader_glsl_if,
3852 /* WINED3DSIH_IFC */ shader_glsl_ifc,
3853 /* WINED3DSIH_LABEL */ shader_glsl_label,
3854 /* WINED3DSIH_LIT */ shader_glsl_lit,
3855 /* WINED3DSIH_LOG */ shader_glsl_log,
3856 /* WINED3DSIH_LOGP */ shader_glsl_log,
3857 /* WINED3DSIH_LOOP */ shader_glsl_loop,
3858 /* WINED3DSIH_LRP */ shader_glsl_lrp,
3859 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
3860 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
3861 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
3862 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
3863 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
3864 /* WINED3DSIH_MAD */ shader_glsl_mad,
3865 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
3866 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
3867 /* WINED3DSIH_MOV */ shader_glsl_mov,
3868 /* WINED3DSIH_MOVA */ shader_glsl_mov,
3869 /* WINED3DSIH_MUL */ shader_glsl_arith,
3870 /* WINED3DSIH_NOP */ NULL,
3871 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
3872 /* WINED3DSIH_PHASE */ NULL,
3873 /* WINED3DSIH_POW */ shader_glsl_pow,
3874 /* WINED3DSIH_RCP */ shader_glsl_rcp,
3875 /* WINED3DSIH_REP */ shader_glsl_rep,
3876 /* WINED3DSIH_RET */ NULL,
3877 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
3878 /* WINED3DSIH_SETP */ NULL,
3879 /* WINED3DSIH_SGE */ shader_glsl_compare,
3880 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
3881 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
3882 /* WINED3DSIH_SLT */ shader_glsl_compare,
3883 /* WINED3DSIH_SUB */ shader_glsl_arith,
3884 /* WINED3DSIH_TEX */ pshader_glsl_tex,
3885 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
3886 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
3887 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
3888 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
3889 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
3890 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
3891 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
3892 /* WINED3DSIH_TEXLDD */ NULL,
3893 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
3894 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
3895 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
3896 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
3897 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
3898 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
3899 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
3900 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
3901 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
3902 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
3903 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
3904 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
3905 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
3908 const shader_backend_t glsl_shader_backend = {
3909 shader_glsl_instruction_handler_table,
3911 shader_glsl_select_depth_blt,
3912 shader_glsl_deselect_depth_blt,
3913 shader_glsl_load_constants,
3914 shader_glsl_cleanup,
3915 shader_glsl_color_correction,
3916 shader_glsl_destroy,
3919 shader_glsl_dirty_const,
3920 shader_glsl_generate_pshader,
3921 shader_glsl_generate_vshader,
3922 shader_glsl_get_caps,
3923 shader_glsl_conv_supported,