2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d);
41 #define GLINFO_LOCATION (*gl_info)
43 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
44 #define WINED3D_GLSL_SAMPLE_RECT 0x2
45 #define WINED3D_GLSL_SAMPLE_LOD 0x4
60 } glsl_sample_function_t;
64 HEAP_NODE_TRAVERSE_LEFT,
65 HEAP_NODE_TRAVERSE_RIGHT,
77 struct constant_entry *entries;
78 unsigned int *positions;
82 /* GLSL shader private data */
83 struct shader_glsl_priv {
84 struct hash_table_t *glsl_program_lookup;
85 struct glsl_shader_prog_link *glsl_program;
86 struct constant_heap vconst_heap;
87 struct constant_heap pconst_heap;
89 GLhandleARB depth_blt_program[tex_type_count];
90 UINT next_constant_version;
93 /* Struct to maintain data about a linked GLSL program */
94 struct glsl_shader_prog_link {
95 struct list vshader_entry;
96 struct list pshader_entry;
97 GLhandleARB programId;
98 GLhandleARB *vuniformF_locations;
99 GLhandleARB *puniformF_locations;
100 GLhandleARB vuniformI_locations[MAX_CONST_I];
101 GLhandleARB puniformI_locations[MAX_CONST_I];
102 GLhandleARB posFixup_location;
103 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
104 GLhandleARB luminancescale_location[MAX_TEXTURES];
105 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
106 GLhandleARB ycorrection_location;
107 GLenum vertex_color_clamp;
108 IWineD3DVertexShader *vshader;
109 IWineD3DPixelShader *pshader;
110 struct vs_compile_args vs_args;
111 struct ps_compile_args ps_args;
112 UINT constant_version;
116 IWineD3DVertexShader *vshader;
117 IWineD3DPixelShader *pshader;
118 struct ps_compile_args ps_args;
119 struct vs_compile_args vs_args;
120 } glsl_program_key_t;
123 /** Prints the GLSL info log which will contain error messages if they exist */
124 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
126 int infologLength = 0;
131 static const char * const spam[] =
133 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
134 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
135 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
136 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
137 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
138 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
139 "Fragment shader was successfully compiled to run on hardware.\n"
140 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
141 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
142 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
143 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
146 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
148 GL_EXTCALL(glGetObjectParameterivARB(obj,
149 GL_OBJECT_INFO_LOG_LENGTH_ARB,
152 /* A size of 1 is just a null-terminated string, so the log should be bigger than
153 * that if there are errors. */
154 if (infologLength > 1)
156 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
157 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
159 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
160 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
163 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
164 if(strcmp(infoLog, spam[i]) == 0) {
170 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
172 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
174 HeapFree(GetProcessHeap(), 0, infoLog);
179 * Loads (pixel shader) samplers
181 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
183 GLhandleARB name_loc;
185 char sampler_name[20];
187 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
188 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
189 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
190 if (name_loc != -1) {
191 DWORD mapped_unit = tex_unit_map[i];
192 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
194 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
195 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
196 checkGLcall("glUniform1iARB");
198 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
204 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
206 GLhandleARB name_loc;
207 char sampler_name[20];
210 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
211 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
212 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
213 if (name_loc != -1) {
214 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
215 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
217 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
218 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
219 checkGLcall("glUniform1iARB");
221 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
227 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
228 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
231 unsigned int heap_idx = 1;
234 if (heap->entries[heap_idx].version <= version) return;
236 idx = heap->entries[heap_idx].idx;
237 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
238 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
240 while (stack_idx >= 0)
242 /* Note that we fall through to the next case statement. */
243 switch(stack[stack_idx])
245 case HEAP_NODE_TRAVERSE_LEFT:
247 unsigned int left_idx = heap_idx << 1;
248 if (left_idx < heap->size && heap->entries[left_idx].version > version)
251 idx = heap->entries[heap_idx].idx;
252 if (constant_locations[idx] != -1)
253 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
255 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
256 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
261 case HEAP_NODE_TRAVERSE_RIGHT:
263 unsigned int right_idx = (heap_idx << 1) + 1;
264 if (right_idx < heap->size && heap->entries[right_idx].version > version)
266 heap_idx = right_idx;
267 idx = heap->entries[heap_idx].idx;
268 if (constant_locations[idx] != -1)
269 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
271 stack[stack_idx++] = HEAP_NODE_POP;
272 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
285 checkGLcall("walk_constant_heap()");
288 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
290 GLfloat clamped_constant[4];
292 if (location == -1) return;
294 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
295 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
296 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
297 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
299 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
302 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
303 const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
306 unsigned int heap_idx = 1;
309 if (heap->entries[heap_idx].version <= version) return;
311 idx = heap->entries[heap_idx].idx;
312 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
313 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
315 while (stack_idx >= 0)
317 /* Note that we fall through to the next case statement. */
318 switch(stack[stack_idx])
320 case HEAP_NODE_TRAVERSE_LEFT:
322 unsigned int left_idx = heap_idx << 1;
323 if (left_idx < heap->size && heap->entries[left_idx].version > version)
326 idx = heap->entries[heap_idx].idx;
327 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
329 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
330 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
335 case HEAP_NODE_TRAVERSE_RIGHT:
337 unsigned int right_idx = (heap_idx << 1) + 1;
338 if (right_idx < heap->size && heap->entries[right_idx].version > version)
340 heap_idx = right_idx;
341 idx = heap->entries[heap_idx].idx;
342 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
344 stack[stack_idx++] = HEAP_NODE_POP;
345 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
358 checkGLcall("walk_constant_heap_clamped()");
361 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
362 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
363 const float *constants, const GLhandleARB *constant_locations, const struct constant_heap *heap,
364 unsigned char *stack, UINT version)
366 const local_constant *lconst;
368 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
369 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1
370 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version))
371 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
373 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
375 if (!This->baseShader.load_local_constsF)
377 TRACE("No need to load local float constants for this shader\n");
381 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
382 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
384 GLhandleARB location = constant_locations[lconst->idx];
385 /* We found this uniform name in the program - go ahead and send the data */
386 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
388 checkGLcall("glUniform4fvARB()");
391 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
392 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
393 const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
398 for (i = 0; constants_set; constants_set >>= 1, ++i)
400 if (!(constants_set & 1)) continue;
402 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
403 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
405 /* We found this uniform name in the program - go ahead and send the data */
406 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
407 checkGLcall("glUniform4ivARB");
410 /* Load immediate constants */
411 ptr = list_head(&This->baseShader.constantsI);
413 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
414 unsigned int idx = lconst->idx;
415 const GLint *values = (const GLint *)lconst->value;
417 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
418 values[0], values[1], values[2], values[3]);
420 /* We found this uniform name in the program - go ahead and send the data */
421 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
422 checkGLcall("glUniform4ivARB");
423 ptr = list_next(&This->baseShader.constantsI, ptr);
427 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
428 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
429 GLhandleARB programId, const BOOL *constants, WORD constants_set)
434 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
435 const char* prefix = is_pshader? "PB":"VB";
438 /* TODO: Benchmark and see if it would be beneficial to store the
439 * locations of the constants to avoid looking up each time */
440 for (i = 0; constants_set; constants_set >>= 1, ++i)
442 if (!(constants_set & 1)) continue;
444 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
446 /* TODO: Benchmark and see if it would be beneficial to store the
447 * locations of the constants to avoid looking up each time */
448 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
449 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
452 /* We found this uniform name in the program - go ahead and send the data */
453 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
454 checkGLcall("glUniform1ivARB");
458 /* Load immediate constants */
459 ptr = list_head(&This->baseShader.constantsB);
461 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
462 unsigned int idx = lconst->idx;
463 const GLint *values = (const GLint *)lconst->value;
465 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
467 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
468 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
470 /* We found this uniform name in the program - go ahead and send the data */
471 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
472 checkGLcall("glUniform1ivARB");
474 ptr = list_next(&This->baseShader.constantsB, ptr);
478 static void reset_program_constant_version(void *value, void *context)
480 struct glsl_shader_prog_link *entry = value;
481 entry->constant_version = 0;
485 * Loads the app-supplied constants into the currently set GLSL program.
487 static void shader_glsl_load_constants(
488 IWineD3DDevice* device,
490 char useVertexShader) {
492 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
493 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
494 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
495 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
497 GLhandleARB programId;
498 struct glsl_shader_prog_link *prog = priv->glsl_program;
499 UINT constant_version;
503 /* No GLSL program set - nothing to do. */
506 programId = prog->programId;
507 constant_version = prog->constant_version;
509 if (useVertexShader) {
510 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
512 /* Load DirectX 9 float constants/uniforms for vertex shader */
513 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
514 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
516 /* Load DirectX 9 integer constants/uniforms for vertex shader */
517 if(vshader->baseShader.uses_int_consts) {
518 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
519 stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
522 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
523 if(vshader->baseShader.uses_bool_consts) {
524 shader_glsl_load_constantsB(vshader, gl_info, programId,
525 stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
528 /* Upload the position fixup params */
529 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
530 checkGLcall("glUniform4fvARB");
533 if (usePixelShader) {
535 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
537 /* Load DirectX 9 float constants/uniforms for pixel shader */
538 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
539 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
541 /* Load DirectX 9 integer constants/uniforms for pixel shader */
542 if(pshader->baseShader.uses_int_consts) {
543 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
544 stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
547 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
548 if(pshader->baseShader.uses_bool_consts) {
549 shader_glsl_load_constantsB(pshader, gl_info, programId,
550 stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
553 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
554 * It can't be 0 for a valid texbem instruction.
556 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
557 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
558 int stage = ps->luminanceconst[i].texunit;
560 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
561 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
562 checkGLcall("glUniformMatrix2fvARB");
564 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
565 * is set too, so we can check that in the needsbumpmat check
567 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
568 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
569 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
571 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
572 checkGLcall("glUniform1fvARB");
573 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
574 checkGLcall("glUniform1fvARB");
578 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
579 float correction_params[4];
580 if(deviceImpl->render_offscreen) {
581 correction_params[0] = 0.0;
582 correction_params[1] = 1.0;
584 /* position is window relative, not viewport relative */
585 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
586 correction_params[1] = -1.0;
588 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
592 if (priv->next_constant_version == UINT_MAX)
594 TRACE("Max constant version reached, resetting to 0.\n");
595 hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL);
596 priv->next_constant_version = 1;
600 prog->constant_version = priv->next_constant_version++;
604 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
605 unsigned int heap_idx, DWORD new_version)
607 struct constant_entry *entries = heap->entries;
608 unsigned int *positions = heap->positions;
609 unsigned int parent_idx;
613 parent_idx = heap_idx >> 1;
615 if (new_version <= entries[parent_idx].version) break;
617 entries[heap_idx] = entries[parent_idx];
618 positions[entries[parent_idx].idx] = heap_idx;
619 heap_idx = parent_idx;
622 entries[heap_idx].version = new_version;
623 entries[heap_idx].idx = idx;
624 positions[idx] = heap_idx;
627 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
629 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
630 struct shader_glsl_priv *priv = This->shader_priv;
631 struct constant_heap *heap = &priv->vconst_heap;
634 for (i = start; i < count + start; ++i)
636 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
637 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
639 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
643 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
645 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
646 struct shader_glsl_priv *priv = This->shader_priv;
647 struct constant_heap *heap = &priv->pconst_heap;
650 for (i = start; i < count + start; ++i)
652 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
653 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
655 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
659 /** Generate the variable & register declarations for the GLSL output target */
660 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
661 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
662 const struct ps_compile_args *ps_args)
664 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
665 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
666 DWORD shader_version = reg_maps->shader_version;
667 unsigned int i, extra_constants_needed = 0;
668 const local_constant *lconst;
670 /* There are some minor differences between pixel and vertex shaders */
671 char pshader = shader_is_pshader_version(shader_version);
672 char prefix = pshader ? 'P' : 'V';
674 /* Prototype the subroutines */
675 for (i = 0; i < This->baseShader.limits.label; i++) {
676 if (reg_maps->labels[i])
677 shader_addline(buffer, "void subroutine%u();\n", i);
680 /* Declare the constants (aka uniforms) */
681 if (This->baseShader.limits.constant_float > 0) {
682 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
683 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
684 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
687 if (This->baseShader.limits.constant_int > 0)
688 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
690 if (This->baseShader.limits.constant_bool > 0)
691 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
694 shader_addline(buffer, "uniform vec4 posFixup;\n");
695 /* Predeclaration; This function is added at link time based on the pixel shader.
696 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
697 * that. We know the input to the reorder function at vertex shader compile time, so
698 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
699 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
700 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
701 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
702 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
705 if (shader_version >= WINED3DVS_VERSION(3, 0))
707 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
709 shader_addline(buffer, "void order_ps_input();\n");
712 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
714 ps_impl->numbumpenvmatconsts = 0;
715 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
716 if(!reg_maps->bumpmat[i]) {
720 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
721 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
723 if(reg_maps->luminanceparams) {
724 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
725 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
726 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
727 extra_constants_needed++;
729 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
732 extra_constants_needed++;
733 ps_impl->numbumpenvmatconsts++;
736 if(ps_args->srgb_correction) {
737 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
738 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
739 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
740 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
742 if(reg_maps->vpos || reg_maps->usesdsy) {
743 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
744 shader_addline(buffer, "uniform vec4 ycorrection;\n");
745 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
746 extra_constants_needed++;
748 /* This happens because we do not have proper tracking of the constant registers that are
749 * actually used, only the max limit of the shader version
751 FIXME("Cannot find a free uniform for vpos correction params\n");
752 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
753 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
754 device->render_offscreen ? 1.0 : -1.0);
756 shader_addline(buffer, "vec4 vpos;\n");
760 /* Declare texture samplers */
761 for (i = 0; i < This->baseShader.limits.sampler; i++) {
762 if (reg_maps->samplers[i]) {
764 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
768 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
771 if(device->stateBlock->textures[i] &&
772 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
773 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
775 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
778 case WINED3DSTT_CUBE:
779 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
781 case WINED3DSTT_VOLUME:
782 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
785 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
786 FIXME("Unrecognized sampler type: %#x\n", stype);
792 /* Declare address variables */
793 for (i = 0; i < This->baseShader.limits.address; i++) {
794 if (reg_maps->address[i])
795 shader_addline(buffer, "ivec4 A%d;\n", i);
798 /* Declare texture coordinate temporaries and initialize them */
799 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
800 if (reg_maps->texcoord[i])
801 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
804 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
805 * helper function shader that is linked in at link time
807 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
809 if (use_vs(device->stateBlock))
811 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
813 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
814 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
815 * pixel shader that reads the fixed function color into the packed input registers.
817 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
821 /* Declare output register temporaries */
822 if(This->baseShader.limits.packed_output) {
823 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
826 /* Declare temporary variables */
827 for(i = 0; i < This->baseShader.limits.temporary; i++) {
828 if (reg_maps->temporary[i])
829 shader_addline(buffer, "vec4 R%u;\n", i);
832 /* Declare attributes */
833 for (i = 0; i < This->baseShader.limits.attributes; i++) {
834 if (reg_maps->attributes[i])
835 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
838 /* Declare loop registers aLx */
839 for (i = 0; i < reg_maps->loop_depth; i++) {
840 shader_addline(buffer, "int aL%u;\n", i);
841 shader_addline(buffer, "int tmpInt%u;\n", i);
844 /* Temporary variables for matrix operations */
845 shader_addline(buffer, "vec4 tmp0;\n");
846 shader_addline(buffer, "vec4 tmp1;\n");
848 /* Local constants use a different name so they can be loaded once at shader link time
849 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
850 * float -> string conversion can cause precision loss.
852 if(!This->baseShader.load_local_constsF) {
853 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
854 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
858 /* Start the main program */
859 shader_addline(buffer, "void main() {\n");
860 if(pshader && reg_maps->vpos) {
861 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
862 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
863 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
864 * precision troubles when we just substract 0.5.
866 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
868 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
870 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
871 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
872 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
873 * correctly on drivers that returns integer values.
875 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
879 /*****************************************************************************
880 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
882 * For more information, see http://wiki.winehq.org/DirectX-Shaders
883 ****************************************************************************/
886 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
887 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
889 /** Used for opcode modifiers - They multiply the result by the specified amount */
890 static const char * const shift_glsl_tab[] = {
892 "2.0 * ", /* 1 (x2) */
893 "4.0 * ", /* 2 (x4) */
894 "8.0 * ", /* 3 (x8) */
895 "16.0 * ", /* 4 (x16) */
896 "32.0 * ", /* 5 (x32) */
903 "0.0625 * ", /* 12 (d16) */
904 "0.125 * ", /* 13 (d8) */
905 "0.25 * ", /* 14 (d4) */
906 "0.5 * " /* 15 (d2) */
909 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
910 static void shader_glsl_gen_modifier (
913 const char *in_regswizzle,
918 if (instr == WINED3DSIO_TEXKILL)
921 switch (instr & WINED3DSP_SRCMOD_MASK) {
922 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
924 case WINED3DSPSM_NONE:
925 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
927 case WINED3DSPSM_NEG:
928 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
930 case WINED3DSPSM_NOT:
931 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
933 case WINED3DSPSM_BIAS:
934 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
936 case WINED3DSPSM_BIASNEG:
937 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
939 case WINED3DSPSM_SIGN:
940 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
942 case WINED3DSPSM_SIGNNEG:
943 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
945 case WINED3DSPSM_COMP:
946 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
949 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
951 case WINED3DSPSM_X2NEG:
952 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
954 case WINED3DSPSM_ABS:
955 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
957 case WINED3DSPSM_ABSNEG:
958 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
961 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
962 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
966 /** Writes the GLSL variable name that corresponds to the register that the
967 * DX opcode parameter is trying to access */
968 static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
969 char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
971 /* oPos, oFog and oPts in D3D */
972 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
974 DWORD reg = param & WINED3DSP_REGNUM_MASK;
975 DWORD regtype = shader_get_regtype(param);
976 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
977 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
978 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
979 DWORD shader_version = This->baseShader.reg_maps.shader_version;
980 char pshader = shader_is_pshader_version(shader_version);
986 case WINED3DSPR_TEMP:
987 sprintf(tmpStr, "R%u", reg);
989 case WINED3DSPR_INPUT:
991 /* Pixel shaders >= 3.0 */
992 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
994 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
996 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
997 glsl_src_param_t rel_param;
998 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1000 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1003 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
1004 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1005 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1006 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
1007 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
1008 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1010 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1013 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
1014 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1015 rel_param.param_str, in_count - 1,
1016 rel_param.param_str, in_count,
1017 rel_param.param_str);
1019 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
1023 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
1024 if (idx == in_count) {
1025 sprintf(tmpStr, "gl_Color");
1026 } else if (idx == in_count + 1) {
1027 sprintf(tmpStr, "gl_SecondaryColor");
1029 sprintf(tmpStr, "IN[%u]", idx);
1034 strcpy(tmpStr, "gl_Color");
1036 strcpy(tmpStr, "gl_SecondaryColor");
1039 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg)) *is_color = TRUE;
1040 sprintf(tmpStr, "attrib%u", reg);
1043 case WINED3DSPR_CONST:
1045 const char prefix = pshader? 'P':'V';
1047 /* Relative addressing */
1048 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
1050 /* Relative addressing on shaders 2.0+ have a relative address token,
1051 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
1052 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2)
1054 glsl_src_param_t rel_param;
1055 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1057 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
1059 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
1063 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
1065 sprintf(tmpStr, "%cC[A0.x]", prefix);
1070 if(shader_constant_is_local(This, reg)) {
1071 sprintf(tmpStr, "%cLC%u", prefix, reg);
1073 sprintf(tmpStr, "%cC[%u]", prefix, reg);
1079 case WINED3DSPR_CONSTINT:
1081 sprintf(tmpStr, "PI[%u]", reg);
1083 sprintf(tmpStr, "VI[%u]", reg);
1085 case WINED3DSPR_CONSTBOOL:
1087 sprintf(tmpStr, "PB[%u]", reg);
1089 sprintf(tmpStr, "VB[%u]", reg);
1091 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1093 sprintf(tmpStr, "T%u", reg);
1095 sprintf(tmpStr, "A%u", reg);
1098 case WINED3DSPR_LOOP:
1099 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
1101 case WINED3DSPR_SAMPLER:
1103 sprintf(tmpStr, "Psampler%u", reg);
1105 sprintf(tmpStr, "Vsampler%u", reg);
1107 case WINED3DSPR_COLOROUT:
1108 if (reg >= GL_LIMITS(buffers)) {
1109 WARN("Write to render target %u, only %d supported\n", reg, 4);
1111 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
1112 sprintf(tmpStr, "gl_FragData[%u]", reg);
1113 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1114 sprintf(tmpStr, "gl_FragColor");
1117 case WINED3DSPR_RASTOUT:
1118 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
1120 case WINED3DSPR_DEPTHOUT:
1121 sprintf(tmpStr, "gl_FragDepth");
1123 case WINED3DSPR_ATTROUT:
1125 sprintf(tmpStr, "gl_FrontColor");
1127 sprintf(tmpStr, "gl_FrontSecondaryColor");
1130 case WINED3DSPR_TEXCRDOUT:
1131 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1132 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(tmpStr, "OUT[%u]", reg);
1133 else sprintf(tmpStr, "gl_TexCoord[%u]", reg);
1135 case WINED3DSPR_MISCTYPE:
1138 sprintf(tmpStr, "vpos");
1139 } else if (reg == 1){
1140 /* Note that gl_FrontFacing is a bool, while vFace is
1141 * a float for which the sign determines front/back
1143 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
1145 FIXME("Unhandled misctype register %d\n", reg);
1146 sprintf(tmpStr, "unrecognized_register");
1150 FIXME("Unhandled register name Type(%d)\n", regtype);
1151 sprintf(tmpStr, "unrecognized_register");
1155 strcat(regstr, tmpStr);
1158 /* Get the GLSL write mask for the destination register */
1159 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
1160 char *ptr = write_mask;
1161 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1163 if (shader_is_scalar(param)) {
1164 mask = WINED3DSP_WRITEMASK_0;
1167 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1168 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1169 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1170 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1178 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1179 unsigned int size = 0;
1181 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1182 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1183 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1184 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1189 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1190 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1191 * but addressed as "rgba". To fix this we need to swap the register's x
1192 * and z components. */
1193 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1194 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1195 char *ptr = swizzle_str;
1197 if (!shader_is_scalar(param)) {
1199 /* swizzle bits fields: wwzzyyxx */
1200 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1201 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1202 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1203 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1209 /* From a given parameter token, generate the corresponding GLSL string.
1210 * Also, return the actual register name and swizzle in case the
1211 * caller needs this information as well. */
1212 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
1213 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
1215 BOOL is_color = FALSE;
1216 char swizzle_str[6];
1218 src_param->reg_name[0] = '\0';
1219 src_param->param_str[0] = '\0';
1220 swizzle_str[0] = '\0';
1222 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1224 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1225 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1228 /* From a given parameter token, generate the corresponding GLSL string.
1229 * Also, return the actual register name and swizzle in case the
1230 * caller needs this information as well. */
1231 static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
1232 const DWORD addr_token, glsl_dst_param_t *dst_param)
1234 BOOL is_color = FALSE;
1236 dst_param->mask_str[0] = '\0';
1237 dst_param->reg_name[0] = '\0';
1239 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1240 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1243 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1244 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
1246 glsl_dst_param_t dst_param;
1250 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1253 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1254 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1260 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1261 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
1263 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1266 /** Process GLSL instruction modifiers */
1267 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
1269 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1271 if (arg->opcode->dst_token && mask != 0) {
1272 glsl_dst_param_t dst_param;
1274 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1276 if (mask & WINED3DSPDM_SATURATE) {
1277 /* _SAT means to clamp the value of the register to between 0 and 1 */
1278 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1279 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1281 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1282 FIXME("_centroid modifier not handled\n");
1284 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1285 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1290 static inline const char* shader_get_comp_op(
1291 const DWORD opcode) {
1293 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1295 case COMPARISON_GT: return ">";
1296 case COMPARISON_EQ: return "==";
1297 case COMPARISON_GE: return ">=";
1298 case COMPARISON_LT: return "<";
1299 case COMPARISON_NE: return "!=";
1300 case COMPARISON_LE: return "<=";
1302 FIXME("Unrecognized comparison value: %u\n", op);
1307 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1309 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1310 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1311 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1313 /* Note that there's no such thing as a projected cube texture. */
1314 switch(sampler_type) {
1317 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1319 sample_function->name = projected ? "texture1DProj" : "texture1D";
1321 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1326 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1328 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1332 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1334 sample_function->name = projected ? "texture2DProj" : "texture2D";
1337 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1339 case WINED3DSTT_CUBE:
1341 sample_function->name = "textureCubeLod";
1343 sample_function->name = "textureCube";
1345 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1347 case WINED3DSTT_VOLUME:
1349 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1351 sample_function->name = projected ? "texture3DProj" : "texture3D";
1353 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1356 sample_function->name = "";
1357 sample_function->coord_mask = 0;
1358 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1363 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1364 BOOL sign_fixup, enum fixup_channel_source channel_source)
1366 switch(channel_source)
1368 case CHANNEL_SOURCE_ZERO:
1369 strcat(arguments, "0.0");
1372 case CHANNEL_SOURCE_ONE:
1373 strcat(arguments, "1.0");
1376 case CHANNEL_SOURCE_X:
1377 strcat(arguments, reg_name);
1378 strcat(arguments, ".x");
1381 case CHANNEL_SOURCE_Y:
1382 strcat(arguments, reg_name);
1383 strcat(arguments, ".y");
1386 case CHANNEL_SOURCE_Z:
1387 strcat(arguments, reg_name);
1388 strcat(arguments, ".z");
1391 case CHANNEL_SOURCE_W:
1392 strcat(arguments, reg_name);
1393 strcat(arguments, ".w");
1397 FIXME("Unhandled channel source %#x\n", channel_source);
1398 strcat(arguments, "undefined");
1402 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1405 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
1407 unsigned int mask_size, remaining;
1408 glsl_dst_param_t dst_param;
1409 char arguments[256];
1414 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1415 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1416 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1417 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1420 if (!mask) return; /* Nothing to do */
1422 if (is_yuv_fixup(fixup))
1424 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1425 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1429 mask_size = shader_glsl_get_write_mask_size(mask);
1431 dst_param.mask_str[0] = '\0';
1432 shader_glsl_get_write_mask(mask, dst_param.mask_str);
1434 dst_param.reg_name[0] = '\0';
1435 shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
1437 arguments[0] = '\0';
1438 remaining = mask_size;
1439 if (mask & WINED3DSP_WRITEMASK_0)
1441 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1442 if (--remaining) strcat(arguments, ", ");
1444 if (mask & WINED3DSP_WRITEMASK_1)
1446 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1447 if (--remaining) strcat(arguments, ", ");
1449 if (mask & WINED3DSP_WRITEMASK_2)
1451 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1452 if (--remaining) strcat(arguments, ", ");
1454 if (mask & WINED3DSP_WRITEMASK_3)
1456 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1457 if (--remaining) strcat(arguments, ", ");
1462 shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
1463 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1467 shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1471 static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const SHADER_OPCODE_ARG *arg,
1472 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1473 const char *bias, const char *coord_reg_fmt, ...)
1475 const char *sampler_base;
1476 char dst_swizzle[6];
1477 struct color_fixup_desc fixup;
1480 shader_glsl_get_swizzle(swizzle, FALSE, arg->dst, dst_swizzle);
1482 if(shader_is_pshader_version(arg->reg_maps->shader_version)) {
1483 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) arg->shader;
1484 fixup = This->cur_args->color_fixup[sampler];
1485 sampler_base = "Psampler";
1487 sampler_base = "Vsampler";
1488 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1491 shader_glsl_append_dst(arg->buffer, arg);
1493 shader_addline(arg->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1495 va_start(args, coord_reg_fmt);
1496 shader_vaddline(arg->buffer, coord_reg_fmt, args);
1500 shader_addline(arg->buffer, ", %s)%s);\n", bias, dst_swizzle);
1502 shader_addline(arg->buffer, ")%s);\n", dst_swizzle);
1505 if(!is_identity_fixup(fixup)) {
1506 shader_glsl_color_correction(arg, fixup);
1510 /*****************************************************************************
1512 * Begin processing individual instruction opcodes
1514 ****************************************************************************/
1516 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1517 static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
1519 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1520 SHADER_BUFFER* buffer = arg->buffer;
1521 glsl_src_param_t src0_param;
1522 glsl_src_param_t src1_param;
1526 /* Determine the GLSL operator to use based on the opcode */
1527 switch (curOpcode->opcode) {
1528 case WINED3DSIO_MUL: op = '*'; break;
1529 case WINED3DSIO_ADD: op = '+'; break;
1530 case WINED3DSIO_SUB: op = '-'; break;
1533 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1537 write_mask = shader_glsl_append_dst(buffer, arg);
1538 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1539 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1540 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1543 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1544 static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
1546 SHADER_BUFFER* buffer = arg->buffer;
1547 glsl_src_param_t src0_param;
1550 write_mask = shader_glsl_append_dst(buffer, arg);
1551 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1553 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1554 * shader versions WINED3DSIO_MOVA is used for this. */
1555 if ((WINED3DSHADER_VERSION_MAJOR(arg->reg_maps->shader_version) == 1
1556 && !shader_is_pshader_version(arg->reg_maps->shader_version)
1557 && shader_get_regtype(arg->dst) == WINED3DSPR_ADDR))
1559 /* This is a simple floor() */
1560 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1561 if (mask_size > 1) {
1562 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1564 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1566 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1567 /* We need to *round* to the nearest int here. */
1568 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1569 if (mask_size > 1) {
1570 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);
1572 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1575 shader_addline(buffer, "%s);\n", src0_param.param_str);
1579 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1580 static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
1582 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1583 SHADER_BUFFER* buffer = arg->buffer;
1584 glsl_src_param_t src0_param;
1585 glsl_src_param_t src1_param;
1586 DWORD dst_write_mask, src_write_mask;
1587 unsigned int dst_size = 0;
1589 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1590 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1592 /* dp3 works on vec3, dp4 on vec4 */
1593 if (curOpcode->opcode == WINED3DSIO_DP4) {
1594 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1596 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1599 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1600 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1603 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1605 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1609 /* Note that this instruction has some restrictions. The destination write mask
1610 * can't contain the w component, and the source swizzles have to be .xyzw */
1611 static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
1613 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1614 glsl_src_param_t src0_param;
1615 glsl_src_param_t src1_param;
1618 shader_glsl_get_write_mask(arg->dst, dst_mask);
1619 shader_glsl_append_dst(arg->buffer, arg);
1620 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1621 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1622 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1625 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1626 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1627 * GLSL uses the value as-is. */
1628 static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
1630 SHADER_BUFFER *buffer = arg->buffer;
1631 glsl_src_param_t src0_param;
1632 glsl_src_param_t src1_param;
1633 DWORD dst_write_mask;
1634 unsigned int dst_size;
1636 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1637 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1639 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1640 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1643 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1645 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1649 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1650 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1651 * GLSL uses the value as-is. */
1652 static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
1654 SHADER_BUFFER *buffer = arg->buffer;
1655 glsl_src_param_t src0_param;
1656 DWORD dst_write_mask;
1657 unsigned int dst_size;
1659 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1660 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1662 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1665 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1667 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1671 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1672 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
1674 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1675 SHADER_BUFFER* buffer = arg->buffer;
1676 glsl_src_param_t src_param;
1677 const char *instruction;
1681 /* Determine the GLSL function to use based on the opcode */
1682 /* TODO: Possibly make this a table for faster lookups */
1683 switch (curOpcode->opcode) {
1684 case WINED3DSIO_MIN: instruction = "min"; break;
1685 case WINED3DSIO_MAX: instruction = "max"; break;
1686 case WINED3DSIO_ABS: instruction = "abs"; break;
1687 case WINED3DSIO_FRC: instruction = "fract"; break;
1688 case WINED3DSIO_NRM: instruction = "normalize"; break;
1689 case WINED3DSIO_EXP: instruction = "exp2"; break;
1690 case WINED3DSIO_SGN: instruction = "sign"; break;
1691 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1692 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1693 default: instruction = "";
1694 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1698 write_mask = shader_glsl_append_dst(buffer, arg);
1700 shader_addline(buffer, "%s(", instruction);
1702 if (curOpcode->num_params > 0) {
1703 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1704 shader_addline(buffer, "%s", src_param.param_str);
1705 for (i = 2; i < curOpcode->num_params; ++i) {
1706 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1707 shader_addline(buffer, ", %s", src_param.param_str);
1711 shader_addline(buffer, "));\n");
1714 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1715 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1716 * dst.x = 2^(floor(src))
1717 * dst.y = src - floor(src)
1718 * dst.z = 2^src (partial precision is allowed, but optional)
1720 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1721 * dst = 2^src; (partial precision is allowed, but optional)
1723 static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
1725 glsl_src_param_t src_param;
1727 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1729 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1733 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1734 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1735 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1736 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1738 shader_glsl_append_dst(arg->buffer, arg);
1739 shader_glsl_get_write_mask(arg->dst, dst_mask);
1740 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1743 unsigned int mask_size;
1745 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1746 mask_size = shader_glsl_get_write_mask_size(write_mask);
1748 if (mask_size > 1) {
1749 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1751 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1756 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1757 static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
1759 glsl_src_param_t src_param;
1761 unsigned int mask_size;
1763 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1764 mask_size = shader_glsl_get_write_mask_size(write_mask);
1765 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1767 if (mask_size > 1) {
1768 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1770 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1774 static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
1776 SHADER_BUFFER* buffer = arg->buffer;
1777 glsl_src_param_t src_param;
1779 unsigned int mask_size;
1781 write_mask = shader_glsl_append_dst(buffer, arg);
1782 mask_size = shader_glsl_get_write_mask_size(write_mask);
1784 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1786 if (mask_size > 1) {
1787 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1789 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1793 /** Process signed comparison opcodes in GLSL. */
1794 static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
1796 glsl_src_param_t src0_param;
1797 glsl_src_param_t src1_param;
1799 unsigned int mask_size;
1801 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1802 mask_size = shader_glsl_get_write_mask_size(write_mask);
1803 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1804 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1806 if (mask_size > 1) {
1807 const char *compare;
1809 switch(arg->opcode->opcode) {
1810 case WINED3DSIO_SLT: compare = "lessThan"; break;
1811 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1812 default: compare = "";
1813 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1816 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1817 src0_param.param_str, src1_param.param_str);
1819 switch(arg->opcode->opcode) {
1820 case WINED3DSIO_SLT:
1821 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1822 * to return 0.0 but step returns 1.0 because step is not < x
1823 * An alternative is a bvec compare padded with an unused second component.
1824 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1825 * issue. Playing with not() is not possible either because not() does not accept
1828 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1830 case WINED3DSIO_SGE:
1831 /* Here we can use the step() function and safe a conditional */
1832 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1835 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1841 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1842 static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
1844 glsl_src_param_t src0_param;
1845 glsl_src_param_t src1_param;
1846 glsl_src_param_t src2_param;
1847 DWORD write_mask, cmp_channel = 0;
1850 BOOL temp_destination = FALSE;
1852 if(shader_is_scalar(arg->src[0])) {
1853 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1855 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1856 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1857 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1859 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1860 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1862 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1863 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1864 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1865 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1866 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1867 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1868 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1869 DWORD dstregtype = shader_get_regtype(arg->dst);
1871 /* Cycle through all source0 channels */
1872 for (i=0; i<4; i++) {
1874 /* Find the destination channels which use the current source0 channel */
1875 for (j=0; j<4; j++) {
1876 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1877 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1878 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1882 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1883 * The first lines may overwrite source parameters of the following lines.
1884 * Deal with that by using a temporary destination register if needed
1886 if((src0reg == dstreg && src0regtype == dstregtype) ||
1887 (src1reg == dstreg && src1regtype == dstregtype) ||
1888 (src2reg == dstreg && src2regtype == dstregtype)) {
1890 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1891 if (!write_mask) continue;
1892 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1893 temp_destination = TRUE;
1895 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1896 if (!write_mask) continue;
1899 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1900 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1901 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1903 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1904 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1907 if(temp_destination) {
1908 shader_glsl_get_write_mask(arg->dst, mask_char);
1909 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1910 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1916 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1917 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1918 * the compare is done per component of src0. */
1919 static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
1921 glsl_src_param_t src0_param;
1922 glsl_src_param_t src1_param;
1923 glsl_src_param_t src2_param;
1924 DWORD write_mask, cmp_channel = 0;
1927 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
1929 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1930 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1931 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1932 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1934 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1935 if(arg->opcode_token & WINED3DSI_COISSUE) {
1936 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1938 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1939 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1943 /* Cycle through all source0 channels */
1944 for (i=0; i<4; i++) {
1946 /* Find the destination channels which use the current source0 channel */
1947 for (j=0; j<4; j++) {
1948 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1949 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1950 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1953 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1954 if (!write_mask) continue;
1956 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1957 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1958 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1960 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1961 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1965 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1966 static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
1968 glsl_src_param_t src0_param;
1969 glsl_src_param_t src1_param;
1970 glsl_src_param_t src2_param;
1973 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1974 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1975 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1976 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1977 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1978 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1981 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1982 Vertex shaders to GLSL codes */
1983 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
1985 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1986 const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
1987 DWORD shader_version = arg->reg_maps->shader_version;
1989 int nComponents = 0;
1990 SHADER_OPCODE_ARG tmpArg;
1992 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1994 /* Set constants for the temporary argument */
1995 tmpArg.shader = arg->shader;
1996 tmpArg.buffer = arg->buffer;
1997 tmpArg.src[0] = arg->src[0];
1998 tmpArg.src_addr[0] = arg->src_addr[0];
1999 tmpArg.src_addr[1] = arg->src_addr[1];
2000 tmpArg.reg_maps = arg->reg_maps;
2002 switch(arg->opcode->opcode) {
2003 case WINED3DSIO_M4x4:
2005 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
2007 case WINED3DSIO_M4x3:
2009 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
2011 case WINED3DSIO_M3x4:
2013 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2015 case WINED3DSIO_M3x3:
2017 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2019 case WINED3DSIO_M3x2:
2021 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
2027 for (i = 0; i < nComponents; i++) {
2028 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
2029 tmpArg.src[1] = arg->src[1]+i;
2030 shader_glsl_dot(&tmpArg);
2035 The LRP instruction performs a component-wise linear interpolation
2036 between the second and third operands using the first operand as the
2037 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2038 This is equivalent to mix(src2, src1, src0);
2040 static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
2042 glsl_src_param_t src0_param;
2043 glsl_src_param_t src1_param;
2044 glsl_src_param_t src2_param;
2047 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2049 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
2050 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
2051 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
2053 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
2054 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2057 /** Process the WINED3DSIO_LIT instruction in GLSL:
2058 * dst.x = dst.w = 1.0
2059 * dst.y = (src0.x > 0) ? src0.x
2060 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2061 * where src.w is clamped at +- 128
2063 static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
2065 glsl_src_param_t src0_param;
2066 glsl_src_param_t src1_param;
2067 glsl_src_param_t src3_param;
2070 shader_glsl_append_dst(arg->buffer, arg);
2071 shader_glsl_get_write_mask(arg->dst, dst_mask);
2073 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2074 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
2075 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
2077 /* The sdk specifies the instruction like this
2079 * if(src.x > 0.0) dst.y = src.x
2081 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2085 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2086 * dst.x = 1.0 ... No further explanation needed
2087 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2088 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2089 * dst.w = 1.0. ... Nothing fancy.
2091 * So we still have one conditional in there. So do this:
2092 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2094 * 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),
2095 * 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.
2096 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2098 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",
2099 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2102 /** Process the WINED3DSIO_DST instruction in GLSL:
2104 * dst.y = src0.x * src0.y
2108 static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
2110 glsl_src_param_t src0y_param;
2111 glsl_src_param_t src0z_param;
2112 glsl_src_param_t src1y_param;
2113 glsl_src_param_t src1w_param;
2116 shader_glsl_append_dst(arg->buffer, arg);
2117 shader_glsl_get_write_mask(arg->dst, dst_mask);
2119 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2120 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2121 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2122 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2124 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2125 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2128 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2129 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2130 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2132 * dst.x = cos(src0.?)
2133 * dst.y = sin(src0.?)
2137 static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
2139 glsl_src_param_t src0_param;
2142 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2143 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2145 switch (write_mask) {
2146 case WINED3DSP_WRITEMASK_0:
2147 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
2150 case WINED3DSP_WRITEMASK_1:
2151 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
2154 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2155 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2159 ERR("Write mask should be .x, .y or .xy\n");
2164 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2165 * Start a for() loop where src1.y is the initial value of aL,
2166 * increment aL by src1.z for a total of src1.x iterations.
2167 * Need to use a temporary variable for this operation.
2169 /* FIXME: I don't think nested loops will work correctly this way. */
2170 static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
2172 glsl_src_param_t src1_param;
2173 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2174 DWORD regtype = shader_get_regtype(arg->src[1]);
2175 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
2176 const DWORD *control_values = NULL;
2177 const local_constant *constant;
2179 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2181 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2182 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2183 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2186 if(regtype == WINED3DSPR_CONSTINT) {
2187 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2188 if(constant->idx == reg) {
2189 control_values = constant->value;
2195 if(control_values) {
2196 if(control_values[2] > 0) {
2197 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2198 shader->baseShader.cur_loop_depth, control_values[1],
2199 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2200 shader->baseShader.cur_loop_depth, control_values[2]);
2201 } else if(control_values[2] == 0) {
2202 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2203 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2204 shader->baseShader.cur_loop_depth, control_values[0],
2205 shader->baseShader.cur_loop_depth);
2207 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2208 shader->baseShader.cur_loop_depth, control_values[1],
2209 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2210 shader->baseShader.cur_loop_depth, control_values[2]);
2213 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2214 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2215 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2216 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2219 shader->baseShader.cur_loop_depth++;
2220 shader->baseShader.cur_loop_regno++;
2223 static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
2225 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2227 shader_addline(arg->buffer, "}\n");
2229 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2230 shader->baseShader.cur_loop_depth--;
2231 shader->baseShader.cur_loop_regno--;
2233 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2234 shader->baseShader.cur_loop_depth--;
2238 static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
2240 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2241 glsl_src_param_t src0_param;
2243 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2244 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2245 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2246 src0_param.param_str, shader->baseShader.cur_loop_depth);
2247 shader->baseShader.cur_loop_depth++;
2250 static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
2252 glsl_src_param_t src0_param;
2254 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2255 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2258 static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
2260 glsl_src_param_t src0_param;
2261 glsl_src_param_t src1_param;
2263 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2264 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2266 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2267 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2270 static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
2272 shader_addline(arg->buffer, "} else {\n");
2275 static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
2277 shader_addline(arg->buffer, "break;\n");
2280 /* FIXME: According to MSDN the compare is done per component. */
2281 static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
2283 glsl_src_param_t src0_param;
2284 glsl_src_param_t src1_param;
2286 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2287 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2289 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2290 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2293 static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
2296 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2297 shader_addline(arg->buffer, "}\n");
2298 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2301 static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
2303 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2304 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2307 static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
2309 glsl_src_param_t src1_param;
2311 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2312 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2313 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2316 /*********************************************
2317 * Pixel Shader Specific Code begins here
2318 ********************************************/
2319 static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
2321 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2322 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2323 DWORD shader_version = arg->reg_maps->shader_version;
2324 glsl_sample_function_t sample_function;
2325 DWORD sample_flags = 0;
2328 DWORD mask = 0, swizzle;
2330 /* 1.0-1.4: Use destination register as sampler source.
2331 * 2.0+: Use provided sampler source. */
2332 if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2333 else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2334 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2336 if (shader_version < WINED3DPS_VERSION(1,4))
2338 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2340 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2341 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2342 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2343 switch (flags & ~WINED3DTTFF_PROJECTED) {
2344 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2345 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2346 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2347 case WINED3DTTFF_COUNT4:
2348 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2352 else if (shader_version < WINED3DPS_VERSION(2,0))
2354 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2356 if (src_mod == WINED3DSPSM_DZ) {
2357 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2358 mask = WINED3DSP_WRITEMASK_2;
2359 } else if (src_mod == WINED3DSPSM_DW) {
2360 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2361 mask = WINED3DSP_WRITEMASK_3;
2364 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2365 /* ps 2.0 texldp instruction always divides by the fourth component. */
2366 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2367 mask = WINED3DSP_WRITEMASK_3;
2371 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2372 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2373 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2376 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2377 mask |= sample_function.coord_mask;
2379 if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DVS_NOSWIZZLE;
2380 else swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
2382 /* 1.0-1.3: Use destination register as coordinate source.
2383 1.4+: Use provided coordinate source register. */
2384 if (shader_version < WINED3DPS_VERSION(1,4))
2387 shader_glsl_get_write_mask(mask, coord_mask);
2388 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, swizzle, NULL,
2389 "T%u%s", sampler_idx, coord_mask);
2391 glsl_src_param_t coord_param;
2392 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2393 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2394 glsl_src_param_t bias;
2395 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2396 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, swizzle, bias.param_str,
2397 "%s", coord_param.param_str);
2399 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, swizzle, NULL,
2400 "%s", coord_param.param_str);
2405 static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
2407 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2408 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2409 glsl_sample_function_t sample_function;
2410 glsl_src_param_t coord_param, lod_param;
2411 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2414 DWORD swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
2416 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2417 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2418 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2419 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2420 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2422 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2423 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
2425 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2427 if (shader_is_pshader_version(arg->reg_maps->shader_version))
2429 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2430 * However, they seem to work just fine in fragment shaders as well. */
2431 WARN("Using %s in fragment shader.\n", sample_function.name);
2433 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, swizzle, lod_param.param_str,
2434 "%s", coord_param.param_str);
2437 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
2439 /* FIXME: Make this work for more than just 2D textures */
2440 SHADER_BUFFER* buffer = arg->buffer;
2444 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2445 shader_glsl_get_write_mask(write_mask, dst_mask);
2447 if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2449 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2450 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2452 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2453 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2454 char dst_swizzle[6];
2456 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2458 if (src_mod == WINED3DSPSM_DZ) {
2459 glsl_src_param_t div_param;
2460 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2461 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2463 if (mask_size > 1) {
2464 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2466 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2468 } else if (src_mod == WINED3DSPSM_DW) {
2469 glsl_src_param_t div_param;
2470 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2471 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2473 if (mask_size > 1) {
2474 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2476 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2479 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2484 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2485 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2486 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2487 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
2489 glsl_src_param_t src0_param;
2490 glsl_sample_function_t sample_function;
2491 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2492 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2493 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2496 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2498 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2499 * scalar, and projected sampling would require 4.
2501 * It is a dependent read - not valid with conditional NP2 textures
2503 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2504 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2509 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2510 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2514 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2515 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2519 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2520 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2524 FIXME("Unexpected mask size %u\n", mask_size);
2529 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2530 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2531 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
2533 glsl_src_param_t src0_param;
2534 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2535 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2537 unsigned int mask_size;
2539 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2540 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2541 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2543 if (mask_size > 1) {
2544 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2546 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2550 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2551 * Calculate the depth as dst.x / dst.y */
2552 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
2554 glsl_dst_param_t dst_param;
2556 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2558 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2559 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2560 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2561 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2564 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);
2567 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2568 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2569 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2570 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2572 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
2574 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2575 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2576 glsl_src_param_t src0_param;
2578 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2580 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2581 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2584 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2585 * Calculate the 1st of a 2-row matrix multiplication. */
2586 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
2588 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2589 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2590 SHADER_BUFFER* buffer = arg->buffer;
2591 glsl_src_param_t src0_param;
2593 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2594 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2597 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2598 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2599 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
2601 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2602 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2603 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2604 SHADER_BUFFER* buffer = arg->buffer;
2605 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2606 glsl_src_param_t src0_param;
2608 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2609 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2610 current_state->texcoord_w[current_state->current_row++] = reg;
2613 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
2615 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2616 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2617 SHADER_BUFFER* buffer = arg->buffer;
2618 glsl_src_param_t src0_param;
2619 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2620 glsl_sample_function_t sample_function;
2622 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2623 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2625 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2627 /* Sample the texture using the calculated coordinates */
2628 shader_glsl_gen_sample_code(arg, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xy");
2631 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2632 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2633 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
2635 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2636 glsl_src_param_t src0_param;
2637 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2638 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2639 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2640 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2641 glsl_sample_function_t sample_function;
2643 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2644 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2646 /* Dependent read, not valid with conditional NP2 */
2647 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2649 /* Sample the texture using the calculated coordinates */
2650 shader_glsl_gen_sample_code(arg, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
2652 current_state->current_row = 0;
2655 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2656 * Perform the 3rd row of a 3x3 matrix multiply */
2657 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
2659 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2660 glsl_src_param_t src0_param;
2662 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2663 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2664 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2666 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2668 shader_glsl_append_dst(arg->buffer, arg);
2669 shader_glsl_get_write_mask(arg->dst, dst_mask);
2670 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2672 current_state->current_row = 0;
2675 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2676 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2677 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
2679 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2680 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2681 glsl_src_param_t src0_param;
2682 glsl_src_param_t src1_param;
2683 SHADER_BUFFER* buffer = arg->buffer;
2684 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2685 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2686 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2687 glsl_sample_function_t sample_function;
2689 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2690 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2692 /* Perform the last matrix multiply operation */
2693 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2694 /* Reflection calculation */
2695 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2697 /* Dependent read, not valid with conditional NP2 */
2698 shader_glsl_get_sample_function(stype, 0, &sample_function);
2700 /* Sample the texture */
2701 shader_glsl_gen_sample_code(arg, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
2703 current_state->current_row = 0;
2706 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2707 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2708 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
2710 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2711 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2712 SHADER_BUFFER* buffer = arg->buffer;
2713 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2714 glsl_src_param_t src0_param;
2715 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2716 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2717 glsl_sample_function_t sample_function;
2719 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2721 /* Perform the last matrix multiply operation */
2722 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2724 /* Construct the eye-ray vector from w coordinates */
2725 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2726 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2727 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2729 /* Dependent read, not valid with conditional NP2 */
2730 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2732 /* Sample the texture using the calculated coordinates */
2733 shader_glsl_gen_sample_code(arg, reg, &sample_function, WINED3DVS_NOSWIZZLE, NULL, "tmp0.xyz");
2735 current_state->current_row = 0;
2738 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2739 * Apply a fake bump map transform.
2740 * texbem is pshader <= 1.3 only, this saves a few version checks
2742 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
2744 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2745 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2746 glsl_sample_function_t sample_function;
2747 glsl_src_param_t coord_param;
2754 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2755 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2757 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2758 /* Dependent read, not valid with conditional NP2 */
2759 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2760 mask = sample_function.coord_mask;
2762 shader_glsl_get_write_mask(mask, coord_mask);
2764 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2765 * so we can't let the GL handle this.
2767 if (flags & WINED3DTTFF_PROJECTED) {
2769 char coord_div_mask[3];
2770 switch (flags & ~WINED3DTTFF_PROJECTED) {
2771 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2772 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2773 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2774 case WINED3DTTFF_COUNT4:
2775 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2777 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2778 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2781 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2783 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2784 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
2785 coord_param.param_str, coord_mask);
2787 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2788 glsl_src_param_t luminance_param;
2789 glsl_dst_param_t dst_param;
2791 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2792 shader_glsl_add_dst_param(arg, arg->dst, arg->dst_addr, &dst_param);
2794 shader_addline(arg->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
2795 dst_param.reg_name, dst_param.mask_str,
2796 luminance_param.param_str, sampler_idx, sampler_idx);
2800 static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
2802 glsl_src_param_t src0_param, src1_param;
2803 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2805 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2806 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2808 shader_glsl_append_dst(arg->buffer, arg);
2809 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2810 src0_param.param_str, sampler_idx, src1_param.param_str);
2813 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2814 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2815 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
2817 glsl_src_param_t src0_param;
2818 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2819 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2820 glsl_sample_function_t sample_function;
2822 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2824 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2825 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2826 "%s.wx", src0_param.reg_name);
2829 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2830 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2831 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
2833 glsl_src_param_t src0_param;
2834 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2835 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2836 glsl_sample_function_t sample_function;
2838 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2840 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2841 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2842 "%s.yz", src0_param.reg_name);
2845 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2846 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2847 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
2849 glsl_src_param_t src0_param;
2850 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2851 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2852 glsl_sample_function_t sample_function;
2854 /* Dependent read, not valid with conditional NP2 */
2855 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2856 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2858 shader_glsl_gen_sample_code(arg, sampler_idx, &sample_function, WINED3DVS_NOSWIZZLE, NULL,
2859 "%s", src0_param.param_str);
2862 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2863 * If any of the first 3 components are < 0, discard this pixel */
2864 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
2866 glsl_dst_param_t dst_param;
2868 /* The argument is a destination parameter, and no writemasks are allowed */
2869 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2870 if ((arg->reg_maps->shader_version >= WINED3DPS_VERSION(2,0)))
2872 /* 2.0 shaders compare all 4 components in texkill */
2873 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2875 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2876 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2877 * 4 components are defined, only the first 3 are used
2879 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2883 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2884 * dst = dot2(src0, src1) + src2 */
2885 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
2887 glsl_src_param_t src0_param;
2888 glsl_src_param_t src1_param;
2889 glsl_src_param_t src2_param;
2891 unsigned int mask_size;
2893 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2894 mask_size = shader_glsl_get_write_mask_size(write_mask);
2896 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2897 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2898 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2900 if (mask_size > 1) {
2901 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);
2903 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2907 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2908 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2911 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2913 for (i = 0; i < MAX_REG_INPUT; i++) {
2915 DWORD usage_token = semantics_in[i].usage;
2916 DWORD register_token = semantics_in[i].reg;
2917 DWORD usage, usage_idx;
2921 if (!usage_token) continue;
2922 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2923 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2924 shader_glsl_get_write_mask(register_token, reg_mask);
2928 case WINED3DDECLUSAGE_TEXCOORD:
2929 if(usage_idx < 8 && vertexprocessing == pretransformed) {
2930 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2931 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2933 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2934 This->input_reg_map[i], reg_mask, reg_mask);
2938 case WINED3DDECLUSAGE_COLOR:
2940 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2941 This->input_reg_map[i], reg_mask, reg_mask);
2942 else if (usage_idx == 1)
2943 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2944 This->input_reg_map[i], reg_mask, reg_mask);
2946 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2947 This->input_reg_map[i], reg_mask, reg_mask);
2951 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2952 This->input_reg_map[i], reg_mask, reg_mask);
2957 /*********************************************
2958 * Vertex Shader Specific Code begins here
2959 ********************************************/
2961 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
2962 glsl_program_key_t *key;
2964 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2965 key->vshader = entry->vshader;
2966 key->pshader = entry->pshader;
2967 key->vs_args = entry->vs_args;
2968 key->ps_args = entry->ps_args;
2970 hash_table_put(priv->glsl_program_lookup, key, entry);
2973 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
2974 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
2975 struct ps_compile_args *ps_args) {
2976 glsl_program_key_t key;
2978 key.vshader = vshader;
2979 key.pshader = pshader;
2980 key.vs_args = *vs_args;
2981 key.ps_args = *ps_args;
2983 return hash_table_get(priv->glsl_program_lookup, &key);
2986 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
2987 struct glsl_shader_prog_link *entry)
2989 glsl_program_key_t *key;
2991 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2992 key->vshader = entry->vshader;
2993 key->pshader = entry->pshader;
2994 key->vs_args = entry->vs_args;
2995 key->ps_args = entry->ps_args;
2996 hash_table_remove(priv->glsl_program_lookup, key);
2998 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2999 if (entry->vshader) list_remove(&entry->vshader_entry);
3000 if (entry->pshader) list_remove(&entry->pshader_entry);
3001 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3002 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3003 HeapFree(GetProcessHeap(), 0, entry);
3006 static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
3007 const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
3010 DWORD usage_token, usage_token_out;
3011 DWORD register_token, register_token_out;
3012 DWORD usage, usage_idx, usage_out, usage_idx_out;
3015 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
3016 char reg_mask[6], reg_mask_out[6];
3017 char destination[50];
3019 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3021 if (!semantics_out) {
3022 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3023 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3024 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3027 for(i = 0; i < MAX_REG_INPUT; i++) {
3028 usage_token = semantics_in[i].usage;
3029 if (!usage_token) continue;
3032 if (in_idx >= (in_count + 2)) {
3033 FIXME("More input varyings declared than supported, expect issues\n");
3035 } else if(map[i] == -1) {
3036 /* Declared, but not read register */
3040 if (in_idx == in_count) {
3041 sprintf(destination, "gl_FrontColor");
3042 } else if (in_idx == in_count + 1) {
3043 sprintf(destination, "gl_FrontSecondaryColor");
3045 sprintf(destination, "IN[%u]", in_idx);
3048 register_token = semantics_in[i].reg;
3050 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3051 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3052 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
3054 if(!semantics_out) {
3056 case WINED3DDECLUSAGE_COLOR:
3058 shader_addline(buffer, "%s%s = front_color%s;\n",
3059 destination, reg_mask, reg_mask);
3060 else if (usage_idx == 1)
3061 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3062 destination, reg_mask, reg_mask);
3064 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3065 destination, reg_mask, reg_mask);
3068 case WINED3DDECLUSAGE_TEXCOORD:
3069 if (usage_idx < 8) {
3070 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3071 destination, reg_mask, usage_idx, reg_mask);
3073 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3074 destination, reg_mask, reg_mask);
3078 case WINED3DDECLUSAGE_FOG:
3079 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3080 destination, reg_mask, reg_mask);
3084 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3085 destination, reg_mask, reg_mask);
3089 for(j = 0; j < MAX_REG_OUTPUT; j++) {
3090 usage_token_out = semantics_out[j].usage;
3091 if (!usage_token_out) continue;
3092 register_token_out = semantics_out[j].reg;
3094 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3095 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3096 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
3098 if(usage == usage_out &&
3099 usage_idx == usage_idx_out) {
3100 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3101 destination, reg_mask, j, reg_mask);
3106 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3107 destination, reg_mask, reg_mask);
3112 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3113 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3114 * input varyings are assigned above, if the optimizer works properly.
3116 for(i = 0; i < in_count + 2; i++) {
3117 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3118 unsigned int size = 0;
3119 memset(reg_mask, 0, sizeof(reg_mask));
3120 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3121 reg_mask[size] = 'x';
3124 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3125 reg_mask[size] = 'y';
3128 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3129 reg_mask[size] = 'z';
3132 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3133 reg_mask[size] = 'w';
3137 if (i == in_count) {
3138 sprintf(destination, "gl_FrontColor");
3139 } else if (i == in_count + 1) {
3140 sprintf(destination, "gl_FrontSecondaryColor");
3142 sprintf(destination, "IN[%u]", i);
3146 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3148 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3153 HeapFree(GetProcessHeap(), 0, set);
3156 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3157 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3159 GLhandleARB ret = 0;
3160 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3161 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3162 IWineD3DDeviceImpl *device;
3163 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version);
3164 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0;
3166 SHADER_BUFFER buffer;
3168 DWORD register_token;
3169 DWORD usage, usage_idx, writemask;
3171 const struct semantic *semantics_out, *semantics_in;
3173 shader_buffer_init(&buffer);
3175 shader_addline(&buffer, "#version 120\n");
3177 if(vs_major < 3 && ps_major < 3) {
3178 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3179 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3181 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3182 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3183 !device->frag_pipe->ffp_proj_control) {
3184 shader_addline(&buffer, "void order_ps_input() {\n");
3185 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3186 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3187 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3188 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3191 shader_addline(&buffer, "}\n");
3193 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3195 } else if(ps_major < 3 && vs_major >= 3) {
3196 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3197 semantics_out = vs->semantics_out;
3199 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3200 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3201 usage_token = semantics_out[i].usage;
3202 if (!usage_token) continue;
3203 register_token = semantics_out[i].reg;
3205 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3206 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3207 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3210 case WINED3DDECLUSAGE_COLOR:
3212 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3213 else if (usage_idx == 1)
3214 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3217 case WINED3DDECLUSAGE_POSITION:
3218 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3221 case WINED3DDECLUSAGE_TEXCOORD:
3222 if (usage_idx < 8) {
3223 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3225 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3226 usage_idx, reg_mask, i, reg_mask);
3227 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3228 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3233 case WINED3DDECLUSAGE_PSIZE:
3234 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3237 case WINED3DDECLUSAGE_FOG:
3238 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3245 shader_addline(&buffer, "}\n");
3247 } else if(ps_major >= 3 && vs_major >= 3) {
3248 semantics_out = vs->semantics_out;
3249 semantics_in = ps->semantics_in;
3251 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3252 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3253 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3255 /* First, sort out position and point size. Those are not passed to the pixel shader */
3256 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3257 usage_token = semantics_out[i].usage;
3258 if (!usage_token) continue;
3259 register_token = semantics_out[i].reg;
3261 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3262 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3263 shader_glsl_get_write_mask(register_token, reg_mask);
3266 case WINED3DDECLUSAGE_POSITION:
3267 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3270 case WINED3DDECLUSAGE_PSIZE:
3271 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3279 /* Then, fix the pixel shader input */
3280 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3282 shader_addline(&buffer, "}\n");
3283 } else if(ps_major >= 3 && vs_major < 3) {
3284 semantics_in = ps->semantics_in;
3286 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3287 shader_addline(&buffer, "void order_ps_input() {\n");
3288 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3289 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3290 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3292 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3293 shader_addline(&buffer, "}\n");
3295 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3298 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3299 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3300 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3301 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3302 GL_EXTCALL(glCompileShaderARB(ret));
3303 checkGLcall("glCompileShaderARB(ret)");
3305 shader_buffer_free(&buffer);
3309 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3310 GLhandleARB programId, char prefix)
3312 const local_constant *lconst;
3317 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3318 value = (const float *)lconst->value;
3319 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3320 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3321 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3323 checkGLcall("Hardcoding local constants\n");
3326 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3327 * It sets the programId on the current StateBlock (because it should be called
3328 * inside of the DrawPrimitive() part of the render loop).
3330 * If a program for the given combination does not exist, create one, and store
3331 * the program in the hash table. If it creates a program, it will link the
3332 * given objects, too.
3334 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3335 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3336 struct shader_glsl_priv *priv = This->shader_priv;
3337 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3338 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3339 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3340 struct glsl_shader_prog_link *entry = NULL;
3341 GLhandleARB programId = 0;
3342 GLhandleARB reorder_shader_id = 0;
3345 GLhandleARB vshader_id, pshader_id;
3346 struct ps_compile_args ps_compile_args;
3347 struct vs_compile_args vs_compile_args;
3350 find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
3352 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3353 memset(&vs_compile_args, 0, sizeof(vs_compile_args));
3356 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
3358 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3359 memset(&ps_compile_args, 0, sizeof(ps_compile_args));
3361 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3363 priv->glsl_program = entry;
3367 /* If we get to this point, then no matching program exists, so we create one */
3368 programId = GL_EXTCALL(glCreateProgramObjectARB());
3369 TRACE("Created new GLSL shader program %u\n", programId);
3371 /* Create the entry */
3372 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3373 entry->programId = programId;
3374 entry->vshader = vshader;
3375 entry->pshader = pshader;
3376 entry->vs_args = vs_compile_args;
3377 entry->ps_args = ps_compile_args;
3378 entry->constant_version = 0;
3379 /* Add the hash table entry */
3380 add_glsl_program_entry(priv, entry);
3382 /* Set the current program */
3383 priv->glsl_program = entry;
3386 vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
3391 /* Attach GLSL vshader */
3393 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3396 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3397 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3398 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3399 checkGLcall("glAttachObjectARB");
3400 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3403 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3405 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3406 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3407 checkGLcall("glAttachObjectARB");
3409 /* Bind vertex attributes to a corresponding index number to match
3410 * the same index numbers as ARB_vertex_programs (makes loading
3411 * vertex attributes simpler). With this method, we can use the
3412 * exact same code to load the attributes later for both ARB and
3415 * We have to do this here because we need to know the Program ID
3416 * in order to make the bindings work, and it has to be done prior
3417 * to linking the GLSL program. */
3418 for (i = 0; i < max_attribs; ++i) {
3419 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3420 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3421 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3424 checkGLcall("glBindAttribLocationARB");
3426 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3430 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
3435 /* Attach GLSL pshader */
3437 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3438 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3439 checkGLcall("glAttachObjectARB");
3441 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3444 /* Link the program */
3445 TRACE("Linking GLSL shader program %u\n", programId);
3446 GL_EXTCALL(glLinkProgramARB(programId));
3447 print_glsl_info_log(&GLINFO_LOCATION, programId);
3449 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3450 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3451 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3452 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3454 for (i = 0; i < MAX_CONST_I; ++i) {
3455 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3456 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3458 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3459 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3460 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3461 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3463 for (i = 0; i < MAX_CONST_I; ++i) {
3464 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3465 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3469 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3471 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3472 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3473 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3474 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3475 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3476 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3481 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3482 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3483 checkGLcall("Find glsl program uniform locations");
3486 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3487 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3489 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3490 entry->vertex_color_clamp = GL_FALSE;
3492 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3495 /* Set the shader to allow uniform loading on it */
3496 GL_EXTCALL(glUseProgramObjectARB(programId));
3497 checkGLcall("glUseProgramObjectARB(programId)");
3499 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3500 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3501 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3502 * vertex shader with fixed function pixel processing is used we make sure that the card
3503 * supports enough samplers to allow the max number of vertex samplers with all possible
3504 * fixed function fragment processing setups. So once the program is linked these samplers
3508 /* Load vertex shader samplers */
3509 shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
3512 /* Load pixel shader samplers */
3513 shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
3516 /* If the local constants do not have to be loaded with the environment constants,
3517 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3520 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3521 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3523 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3524 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3528 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3530 GLhandleARB program_id;
3531 GLhandleARB vshader_id, pshader_id;
3532 static const char *blt_vshader[] =
3537 " gl_Position = gl_Vertex;\n"
3538 " gl_FrontColor = vec4(1.0);\n"
3539 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3543 static const char *blt_pshaders[tex_type_count] =
3549 "uniform sampler2D sampler;\n"
3552 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3558 "uniform samplerCube sampler;\n"
3561 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3565 "#extension GL_ARB_texture_rectangle : enable\n"
3566 "uniform sampler2DRect sampler;\n"
3569 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3573 if (!blt_pshaders[tex_type])
3575 FIXME("tex_type %#x not supported\n", tex_type);
3579 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3580 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3581 GL_EXTCALL(glCompileShaderARB(vshader_id));
3583 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3584 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3585 GL_EXTCALL(glCompileShaderARB(pshader_id));
3587 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3588 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3589 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3590 GL_EXTCALL(glLinkProgramARB(program_id));
3592 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3594 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3597 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3598 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3602 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3603 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3604 struct shader_glsl_priv *priv = This->shader_priv;
3605 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3606 GLhandleARB program_id = 0;
3607 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3609 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3611 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3612 else priv->glsl_program = NULL;
3614 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3616 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3617 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3618 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3619 checkGLcall("glClampColorARB");
3621 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3625 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3626 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3627 GL_EXTCALL(glUseProgramObjectARB(program_id));
3628 checkGLcall("glUseProgramObjectARB");
3631 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3632 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3633 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3634 struct shader_glsl_priv *priv = This->shader_priv;
3635 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3637 if (!*blt_program) {
3639 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3640 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3641 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3642 GL_EXTCALL(glUniform1iARB(loc, 0));
3644 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3648 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3649 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3650 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3651 struct shader_glsl_priv *priv = This->shader_priv;
3652 GLhandleARB program_id;
3654 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3655 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3657 GL_EXTCALL(glUseProgramObjectARB(program_id));
3658 checkGLcall("glUseProgramObjectARB");
3661 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3662 const struct list *linked_programs;
3663 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3664 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3665 struct shader_glsl_priv *priv = device->shader_priv;
3666 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3667 IWineD3DPixelShaderImpl *ps = NULL;
3668 IWineD3DVertexShaderImpl *vs = NULL;
3670 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3671 * can be called from IWineD3DBaseShader::Release
3673 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3676 ps = (IWineD3DPixelShaderImpl *) This;
3677 if(ps->num_gl_shaders == 0) return;
3679 vs = (IWineD3DVertexShaderImpl *) This;
3680 if(vs->num_gl_shaders == 0) return;
3683 linked_programs = &This->baseShader.linked_programs;
3685 TRACE("Deleting linked programs\n");
3686 if (linked_programs->next) {
3687 struct glsl_shader_prog_link *entry, *entry2;
3690 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3691 delete_glsl_program_entry(priv, gl_info, entry);
3694 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3695 delete_glsl_program_entry(priv, gl_info, entry);
3704 for(i = 0; i < ps->num_gl_shaders; i++) {
3705 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3706 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3707 checkGLcall("glDeleteObjectARB");
3710 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3711 ps->gl_shaders = NULL;
3712 ps->num_gl_shaders = 0;
3713 ps->shader_array_size = 0;
3718 for(i = 0; i < vs->num_gl_shaders; i++) {
3719 TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId);
3720 GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId));
3721 checkGLcall("glDeleteObjectARB");
3724 HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
3725 vs->gl_shaders = NULL;
3726 vs->num_gl_shaders = 0;
3727 vs->shader_array_size = 0;
3731 static unsigned int glsl_program_key_hash(const void *key)
3733 const glsl_program_key_t *k = key;
3735 unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16;
3736 hash += ~(hash << 15);
3737 hash ^= (hash >> 10);
3738 hash += (hash << 3);
3739 hash ^= (hash >> 6);
3740 hash += ~(hash << 11);
3741 hash ^= (hash >> 16);
3746 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3748 const glsl_program_key_t *ka = keya;
3749 const glsl_program_key_t *kb = keyb;
3751 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3752 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) &&
3753 (memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0);
3756 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3758 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3759 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3763 ERR("Failed to allocate memory\n");
3767 heap->entries = mem;
3768 heap->entries[1].version = 0;
3769 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3775 static void constant_heap_free(struct constant_heap *heap)
3777 HeapFree(GetProcessHeap(), 0, heap->entries);
3780 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3781 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3782 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3783 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3784 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
3786 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3789 ERR("Failed to allocate memory.\n");
3790 HeapFree(GetProcessHeap(), 0, priv);
3791 return E_OUTOFMEMORY;
3794 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3796 ERR("Failed to initialize vertex shader constant heap\n");
3797 HeapFree(GetProcessHeap(), 0, priv->stack);
3798 HeapFree(GetProcessHeap(), 0, priv);
3799 return E_OUTOFMEMORY;
3802 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3804 ERR("Failed to initialize pixel shader constant heap\n");
3805 constant_heap_free(&priv->vconst_heap);
3806 HeapFree(GetProcessHeap(), 0, priv->stack);
3807 HeapFree(GetProcessHeap(), 0, priv);
3808 return E_OUTOFMEMORY;
3811 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3812 priv->next_constant_version = 1;
3814 This->shader_priv = priv;
3818 static void shader_glsl_free(IWineD3DDevice *iface) {
3819 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3820 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3821 struct shader_glsl_priv *priv = This->shader_priv;
3824 for (i = 0; i < tex_type_count; ++i)
3826 if (priv->depth_blt_program[i])
3828 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3832 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3833 constant_heap_free(&priv->pconst_heap);
3834 constant_heap_free(&priv->vconst_heap);
3836 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3837 This->shader_priv = NULL;
3840 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3841 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3845 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) {
3846 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3847 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3848 CONST DWORD *function = This->baseShader.function;
3849 const char *fragcolor;
3850 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3852 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3853 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3855 shader_addline(buffer, "#version 120\n");
3857 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3858 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3860 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3861 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3862 * drivers write a warning if we don't do so
3864 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3867 /* Base Declarations */
3868 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3870 /* Pack 3.0 inputs */
3871 if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) {
3872 pshader_glsl_input_pack(buffer, This->semantics_in, iface, args->vp_mode);
3875 /* Base Shader Body */
3876 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3878 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3879 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3881 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3882 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3883 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3885 shader_addline(buffer, "gl_FragColor = R0;\n");
3888 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3889 fragcolor = "gl_FragData[0]";
3891 fragcolor = "gl_FragColor";
3893 if(args->srgb_correction) {
3894 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3895 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3896 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3897 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3898 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3899 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3900 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3901 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3903 /* Pixel shader < 3.0 do not replace the fog stage.
3904 * This implements linear fog computation and blending.
3905 * TODO: non linear fog
3906 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3907 * -1/(e-s) and e/(e-s) respectively.
3909 if(reg_maps->shader_version < WINED3DPS_VERSION(3,0)) {
3911 case FOG_OFF: break;
3913 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3914 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3915 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3916 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3919 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3920 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3921 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3922 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3925 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3926 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3927 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3928 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3933 shader_addline(buffer, "}\n");
3935 TRACE("Compiling shader object %u\n", shader_obj);
3936 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3937 GL_EXTCALL(glCompileShaderARB(shader_obj));
3938 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3940 /* Store the shader object */
3944 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) {
3945 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3946 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3947 CONST DWORD *function = This->baseShader.function;
3948 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3950 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3951 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3953 shader_addline(buffer, "#version 120\n");
3955 /* Base Declarations */
3956 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
3958 /* Base Shader Body */
3959 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3961 /* Unpack 3.0 outputs */
3962 if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n");
3963 else shader_addline(buffer, "order_ps_input();\n");
3965 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3966 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3967 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3968 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3970 if(args->fog_src == VS_FOG_Z) {
3971 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3972 } else if (!reg_maps->fog) {
3973 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3976 /* Write the final position.
3978 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3979 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3980 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3981 * contains 1.0 to allow a mad.
3983 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3984 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3986 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3988 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3989 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3990 * which is the same as z = z * 2 - w.
3992 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3994 shader_addline(buffer, "}\n");
3996 TRACE("Compiling shader object %u\n", shader_obj);
3997 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3998 GL_EXTCALL(glCompileShaderARB(shader_obj));
3999 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
4004 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4006 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4007 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4008 * vs_nv_version which is based on NV_vertex_program.
4009 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4010 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4011 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4012 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4014 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4015 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4017 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4018 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4019 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4021 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4022 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4023 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4024 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4025 * in max native instructions. Intel and others also offer the info in this extension but they
4026 * don't support GLSL (at least on Windows).
4028 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4029 * of instructions is 512 or less we have to do with ps2.0 hardware.
4030 * 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.
4032 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4033 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4035 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4037 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4038 * Direct3D minimum requirement.
4040 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4041 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4043 * The problem is that the refrast clamps temporary results in the shader to
4044 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4045 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4046 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4047 * offer a way to query this.
4049 pCaps->PixelShader1xMaxValue = 8.0;
4050 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4053 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4055 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4057 TRACE("Checking support for fixup:\n");
4058 dump_color_fixup_desc(fixup);
4061 /* We support everything except YUV conversions. */
4062 if (!is_yuv_fixup(fixup))
4068 TRACE("[FAILED]\n");
4072 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4074 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4075 /* WINED3DSIH_ADD */ shader_glsl_arith,
4076 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4077 /* WINED3DSIH_BREAK */ shader_glsl_break,
4078 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4079 /* WINED3DSIH_BREAKP */ NULL,
4080 /* WINED3DSIH_CALL */ shader_glsl_call,
4081 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4082 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4083 /* WINED3DSIH_CND */ shader_glsl_cnd,
4084 /* WINED3DSIH_CRS */ shader_glsl_cross,
4085 /* WINED3DSIH_DCL */ NULL,
4086 /* WINED3DSIH_DEF */ NULL,
4087 /* WINED3DSIH_DEFB */ NULL,
4088 /* WINED3DSIH_DEFI */ NULL,
4089 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4090 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4091 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4092 /* WINED3DSIH_DST */ shader_glsl_dst,
4093 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4094 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4095 /* WINED3DSIH_ELSE */ shader_glsl_else,
4096 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4097 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4098 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4099 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4100 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4101 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4102 /* WINED3DSIH_IF */ shader_glsl_if,
4103 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4104 /* WINED3DSIH_LABEL */ shader_glsl_label,
4105 /* WINED3DSIH_LIT */ shader_glsl_lit,
4106 /* WINED3DSIH_LOG */ shader_glsl_log,
4107 /* WINED3DSIH_LOGP */ shader_glsl_log,
4108 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4109 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4110 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4111 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4112 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4113 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4114 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4115 /* WINED3DSIH_MAD */ shader_glsl_mad,
4116 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4117 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4118 /* WINED3DSIH_MOV */ shader_glsl_mov,
4119 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4120 /* WINED3DSIH_MUL */ shader_glsl_arith,
4121 /* WINED3DSIH_NOP */ NULL,
4122 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4123 /* WINED3DSIH_PHASE */ NULL,
4124 /* WINED3DSIH_POW */ shader_glsl_pow,
4125 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4126 /* WINED3DSIH_REP */ shader_glsl_rep,
4127 /* WINED3DSIH_RET */ NULL,
4128 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4129 /* WINED3DSIH_SETP */ NULL,
4130 /* WINED3DSIH_SGE */ shader_glsl_compare,
4131 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4132 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4133 /* WINED3DSIH_SLT */ shader_glsl_compare,
4134 /* WINED3DSIH_SUB */ shader_glsl_arith,
4135 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4136 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4137 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4138 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4139 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4140 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4141 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4142 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4143 /* WINED3DSIH_TEXLDD */ NULL,
4144 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4145 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4146 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4147 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4148 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4149 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4150 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4151 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4152 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4153 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4154 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4155 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4156 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4159 const shader_backend_t glsl_shader_backend = {
4160 shader_glsl_instruction_handler_table,
4162 shader_glsl_select_depth_blt,
4163 shader_glsl_deselect_depth_blt,
4164 shader_glsl_update_float_vertex_constants,
4165 shader_glsl_update_float_pixel_constants,
4166 shader_glsl_load_constants,
4167 shader_glsl_destroy,
4170 shader_glsl_dirty_const,
4171 shader_glsl_generate_pshader,
4172 shader_glsl_generate_vshader,
4173 shader_glsl_get_caps,
4174 shader_glsl_color_fixup_supported,