2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 * D3D shader asm has swizzles on source parameters, and write masks for
24 * destination parameters. GLSL uses swizzles for both. The result of this is
25 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
26 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
27 * mask for the destination parameter into account.
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
37 #define GLINFO_LOCATION (*gl_info)
52 } glsl_sample_function_t;
54 /** Prints the GLSL info log which will contain error messages if they exist */
55 void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
57 int infologLength = 0;
62 const char *spam[] = {
63 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
64 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
65 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
66 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
67 "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
68 "Fragment shader(s) linked, no vertex shader(s) defined." /* fglrx, no \n */
71 GL_EXTCALL(glGetObjectParameterivARB(obj,
72 GL_OBJECT_INFO_LOG_LENGTH_ARB,
75 /* A size of 1 is just a null-terminated string, so the log should be bigger than
76 * that if there are errors. */
77 if (infologLength > 1)
79 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
80 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
82 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
83 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
86 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
87 if(strcmp(infoLog, spam[i]) == 0) {
93 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
95 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
97 HeapFree(GetProcessHeap(), 0, infoLog);
102 * Loads (pixel shader) samplers
104 static void shader_glsl_load_psamplers(
105 WineD3D_GL_Info *gl_info,
106 IWineD3DStateBlock* iface,
107 GLhandleARB programId) {
109 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
110 GLhandleARB name_loc;
112 char sampler_name[20];
114 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
115 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
116 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
117 if (name_loc != -1) {
118 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
119 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
120 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
121 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
122 checkGLcall("glUniform1iARB");
124 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
130 static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
131 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
132 GLhandleARB name_loc;
133 char sampler_name[20];
136 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
137 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
138 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
139 if (name_loc != -1) {
140 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
141 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
142 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
143 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
144 checkGLcall("glUniform1iARB");
146 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
153 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
154 * When constant_list == NULL, it will load all the constants.
156 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
157 unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
158 struct list *constant_list) {
159 constants_entry *constant;
160 local_constant* lconst;
165 if (TRACE_ON(d3d_shader)) {
166 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
171 tmp_loc = constant_locations[i];
173 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
174 constants[i * 4 + 0], constants[i * 4 + 1],
175 constants[i * 4 + 2], constants[i * 4 + 3]);
181 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
182 if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
183 shader_is_pshader_version(This->baseShader.hex_version)) {
186 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
191 tmp_loc = constant_locations[i];
193 /* We found this uniform name in the program - go ahead and send the data */
195 if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
196 else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
197 else lcl_const[0] = constants[k + 0];
198 if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
199 else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
200 else lcl_const[1] = constants[k + 1];
201 if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
202 else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
203 else lcl_const[2] = constants[k + 2];
204 if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
205 else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
206 else lcl_const[3] = constants[k + 3];
208 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const));
213 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
218 tmp_loc = constant_locations[i];
220 /* We found this uniform name in the program - go ahead and send the data */
221 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
226 checkGLcall("glUniform4fvARB()");
228 if(!This->baseShader.load_local_constsF) {
229 TRACE("No need to load local float constants for this shader\n");
233 /* Load immediate constants */
234 if (TRACE_ON(d3d_shader)) {
235 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
236 tmp_loc = constant_locations[lconst->idx];
238 GLfloat* values = (GLfloat*)lconst->value;
239 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
240 values[0], values[1], values[2], values[3]);
244 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
245 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
246 tmp_loc = constant_locations[lconst->idx];
248 /* We found this uniform name in the program - go ahead and send the data */
249 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
252 checkGLcall("glUniform4fvARB()");
256 * Loads integer constants (aka uniforms) into the currently set GLSL program.
257 * When @constants_set == NULL, it will load all the constants.
259 static void shader_glsl_load_constantsI(
260 IWineD3DBaseShaderImpl* This,
261 WineD3D_GL_Info *gl_info,
262 GLhandleARB programId,
263 GLhandleARB locations[MAX_CONST_I],
264 unsigned max_constants,
266 BOOL* constants_set) {
271 for (i=0; i<max_constants; ++i) {
272 if (NULL == constants_set || constants_set[i]) {
274 TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
275 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
277 /* We found this uniform name in the program - go ahead and send the data */
278 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
279 checkGLcall("glUniform4ivARB");
283 /* Load immediate constants */
284 ptr = list_head(&This->baseShader.constantsI);
286 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
287 unsigned int idx = lconst->idx;
288 GLint* values = (GLint*) lconst->value;
290 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
291 values[0], values[1], values[2], values[3]);
293 /* We found this uniform name in the program - go ahead and send the data */
294 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
295 checkGLcall("glUniform4ivARB");
296 ptr = list_next(&This->baseShader.constantsI, ptr);
301 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
302 * When @constants_set == NULL, it will load all the constants.
304 static void shader_glsl_load_constantsB(
305 IWineD3DBaseShaderImpl* This,
306 WineD3D_GL_Info *gl_info,
307 GLhandleARB programId,
308 unsigned max_constants,
310 BOOL* constants_set) {
315 char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
316 const char* prefix = is_pshader? "PB":"VB";
319 for (i=0; i<max_constants; ++i) {
320 if (NULL == constants_set || constants_set[i]) {
322 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
324 /* TODO: Benchmark and see if it would be beneficial to store the
325 * locations of the constants to avoid looking up each time */
326 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
327 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
329 /* We found this uniform name in the program - go ahead and send the data */
330 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
331 checkGLcall("glUniform1ivARB");
336 /* Load immediate constants */
337 ptr = list_head(&This->baseShader.constantsB);
339 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
340 unsigned int idx = lconst->idx;
341 GLint* values = (GLint*) lconst->value;
343 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
345 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
346 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
348 /* We found this uniform name in the program - go ahead and send the data */
349 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
350 checkGLcall("glUniform1ivARB");
352 ptr = list_next(&This->baseShader.constantsB, ptr);
359 * Loads the app-supplied constants into the currently set GLSL program.
361 void shader_glsl_load_constants(
362 IWineD3DDevice* device,
364 char useVertexShader) {
366 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
367 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
368 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
370 GLhandleARB *constant_locations;
371 struct list *constant_list;
372 GLhandleARB programId;
373 struct glsl_shader_prog_link *prog = stateBlock->glsl_program;
376 /* No GLSL program set - nothing to do. */
379 programId = prog->programId;
381 if (useVertexShader) {
382 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
384 constant_locations = prog->vuniformF_locations;
385 constant_list = &stateBlock->set_vconstantsF;
387 /* Load DirectX 9 float constants/uniforms for vertex shader */
388 shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
389 stateBlock->vertexShaderConstantF, constant_locations, constant_list);
391 /* Load DirectX 9 integer constants/uniforms for vertex shader */
392 shader_glsl_load_constantsI(vshader, gl_info, programId,
393 prog->vuniformI_locations, MAX_CONST_I,
394 stateBlock->vertexShaderConstantI,
395 stateBlock->changed.vertexShaderConstantsI);
397 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
398 shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
399 stateBlock->vertexShaderConstantB,
400 stateBlock->changed.vertexShaderConstantsB);
402 /* Upload the position fixup params */
403 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
404 checkGLcall("glUniform4fvARB");
407 if (usePixelShader) {
409 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
411 constant_locations = prog->puniformF_locations;
412 constant_list = &stateBlock->set_pconstantsF;
414 /* Load DirectX 9 float constants/uniforms for pixel shader */
415 shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
416 stateBlock->pixelShaderConstantF, constant_locations, constant_list);
418 /* Load DirectX 9 integer constants/uniforms for pixel shader */
419 shader_glsl_load_constantsI(pshader, gl_info, programId,
420 prog->puniformI_locations, MAX_CONST_I,
421 stateBlock->pixelShaderConstantI,
422 stateBlock->changed.pixelShaderConstantsI);
424 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
425 shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
426 stateBlock->pixelShaderConstantB,
427 stateBlock->changed.pixelShaderConstantsB);
429 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
430 * It can't be 0 for a valid texbem instruction.
432 if(((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat != -1) {
433 float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
434 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location, 1, 0, data));
435 checkGLcall("glUniformMatrix2fvARB");
437 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
438 * is set too, so we can check that in the needsbumpmat check
440 if(((IWineD3DPixelShaderImpl *) pshader)->baseShader.reg_maps.luminanceparams != -1) {
441 int stage = ((IWineD3DPixelShaderImpl *) pshader)->baseShader.reg_maps.luminanceparams;
442 GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
443 GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
445 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location, 1, scale));
446 checkGLcall("glUniform1fvARB");
447 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location, 1, offset));
448 checkGLcall("glUniform1fvARB");
450 } else if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
451 !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
455 if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
456 comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
457 comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
459 mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
460 mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
462 comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
463 comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
465 mul_low[0] = 1.0; mul_low[1] = 1.0;
466 mul_low[2] = 1.0; mul_low[3] = 1.0;
469 GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison));
470 GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low));
472 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
473 float correction_params[4];
474 if(deviceImpl->render_offscreen) {
475 correction_params[0] = 0.0;
476 correction_params[1] = 1.0;
478 /* position is window relative, not viewport relative */
479 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
480 correction_params[1] = -1.0;
482 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
487 /** Generate the variable & register declarations for the GLSL output target */
488 void shader_generate_glsl_declarations(
489 IWineD3DBaseShader *iface,
490 shader_reg_maps* reg_maps,
491 SHADER_BUFFER* buffer,
492 WineD3D_GL_Info* gl_info) {
494 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
495 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
497 unsigned int extra_constants_needed = 0;
498 local_constant* lconst;
500 /* There are some minor differences between pixel and vertex shaders */
501 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
502 char prefix = pshader ? 'P' : 'V';
504 /* Prototype the subroutines */
505 for (i = 0; i < This->baseShader.limits.label; i++) {
506 if (reg_maps->labels[i])
507 shader_addline(buffer, "void subroutine%u();\n", i);
510 /* Declare the constants (aka uniforms) */
511 if (This->baseShader.limits.constant_float > 0) {
512 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
513 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
514 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
517 if (This->baseShader.limits.constant_int > 0)
518 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
520 if (This->baseShader.limits.constant_bool > 0)
521 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
524 shader_addline(buffer, "uniform vec4 posFixup;\n");
525 /* Predeclaration; This function is added at link time based on the pixel shader.
526 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
527 * that. We know the input to the reorder function at vertex shader compile time, so
528 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
529 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
530 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
531 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
532 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
535 if(This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) {
536 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
538 shader_addline(buffer, "void order_ps_input();\n");
541 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
543 if(reg_maps->bumpmat != -1) {
544 shader_addline(buffer, "uniform mat2 bumpenvmat;\n");
545 if(reg_maps->luminanceparams) {
546 shader_addline(buffer, "uniform float luminancescale;\n");
547 shader_addline(buffer, "uniform float luminanceoffset;\n");
548 extra_constants_needed++;
550 extra_constants_needed++;
553 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
554 ps_impl->srgb_enabled = 1;
555 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
556 shader_addline(buffer, "uniform vec4 srgb_mul_low;\n");
557 shader_addline(buffer, "uniform vec4 srgb_comparison;\n");
558 ps_impl->srgb_mode_hardcoded = 0;
559 extra_constants_needed++;
561 ps_impl->srgb_mode_hardcoded = 1;
562 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
563 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
564 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
565 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
568 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
570 /* Do not write any srgb fixup into the shader to save shader size and processing time.
571 * As a consequence, we can't toggle srgb write on without recompilation
573 ps_impl->srgb_enabled = 0;
574 ps_impl->srgb_mode_hardcoded = 1;
576 if(reg_maps->vpos || reg_maps->usesdsy) {
577 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
578 shader_addline(buffer, "uniform vec4 ycorrection;\n");
579 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
580 extra_constants_needed++;
582 /* This happens because we do not have proper tracking of the constant registers that are
583 * actually used, only the max limit of the shader version
585 FIXME("Cannot find a free uniform for vpos correction params\n");
586 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
587 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
588 device->render_offscreen ? 1.0 : -1.0);
590 shader_addline(buffer, "vec4 vpos;\n");
594 /* Declare texture samplers */
595 for (i = 0; i < This->baseShader.limits.sampler; i++) {
596 if (reg_maps->samplers[i]) {
598 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
602 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
605 if(device->stateBlock->textures[i] &&
606 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
607 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
609 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
612 case WINED3DSTT_CUBE:
613 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
615 case WINED3DSTT_VOLUME:
616 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
619 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
620 FIXME("Unrecognized sampler type: %#x\n", stype);
626 /* Declare address variables */
627 for (i = 0; i < This->baseShader.limits.address; i++) {
628 if (reg_maps->address[i])
629 shader_addline(buffer, "ivec4 A%d;\n", i);
632 /* Declare texture coordinate temporaries and initialize them */
633 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
634 if (reg_maps->texcoord[i])
635 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
638 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
639 * helper function shader that is linked in at link time
641 if(pshader && This->baseShader.hex_version >= WINED3DPS_VERSION(3, 0)) {
643 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
645 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
646 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
647 * pixel shader that reads the fixed function color into the packed input registers.
649 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
653 /* Declare output register temporaries */
654 if(This->baseShader.limits.packed_output) {
655 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
658 /* Declare temporary variables */
659 for(i = 0; i < This->baseShader.limits.temporary; i++) {
660 if (reg_maps->temporary[i])
661 shader_addline(buffer, "vec4 R%u;\n", i);
664 /* Declare attributes */
665 for (i = 0; i < This->baseShader.limits.attributes; i++) {
666 if (reg_maps->attributes[i])
667 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
670 /* Declare loop registers aLx */
671 for (i = 0; i < reg_maps->loop_depth; i++) {
672 shader_addline(buffer, "int aL%u;\n", i);
673 shader_addline(buffer, "int tmpInt%u;\n", i);
676 /* Temporary variables for matrix operations */
677 shader_addline(buffer, "vec4 tmp0;\n");
678 shader_addline(buffer, "vec4 tmp1;\n");
680 /* Hardcodable local constants */
681 if(!This->baseShader.load_local_constsF) {
682 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
683 float *value = (float *) lconst->value;
684 shader_addline(buffer, "const vec4 LC%u = vec4(%f, %f, %f, %f);\n", lconst->idx,
685 value[0], value[1], value[2], value[3]);
689 /* Start the main program */
690 shader_addline(buffer, "void main() {\n");
691 if(pshader && reg_maps->vpos) {
692 shader_addline(buffer, "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1) - 0.5;\n");
696 /*****************************************************************************
697 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
699 * For more information, see http://wiki.winehq.org/DirectX-Shaders
700 ****************************************************************************/
703 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
704 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
706 /** Used for opcode modifiers - They multiply the result by the specified amount */
707 static const char * const shift_glsl_tab[] = {
709 "2.0 * ", /* 1 (x2) */
710 "4.0 * ", /* 2 (x4) */
711 "8.0 * ", /* 3 (x8) */
712 "16.0 * ", /* 4 (x16) */
713 "32.0 * ", /* 5 (x32) */
720 "0.0625 * ", /* 12 (d16) */
721 "0.125 * ", /* 13 (d8) */
722 "0.25 * ", /* 14 (d4) */
723 "0.5 * " /* 15 (d2) */
726 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
727 static void shader_glsl_gen_modifier (
730 const char *in_regswizzle,
735 if (instr == WINED3DSIO_TEXKILL)
738 switch (instr & WINED3DSP_SRCMOD_MASK) {
739 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
741 case WINED3DSPSM_NONE:
742 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
744 case WINED3DSPSM_NEG:
745 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
747 case WINED3DSPSM_NOT:
748 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
750 case WINED3DSPSM_BIAS:
751 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
753 case WINED3DSPSM_BIASNEG:
754 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
756 case WINED3DSPSM_SIGN:
757 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
759 case WINED3DSPSM_SIGNNEG:
760 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
762 case WINED3DSPSM_COMP:
763 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
766 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
768 case WINED3DSPSM_X2NEG:
769 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
771 case WINED3DSPSM_ABS:
772 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
774 case WINED3DSPSM_ABSNEG:
775 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
778 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
779 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
783 static BOOL constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
784 local_constant* lconst;
786 if(This->baseShader.load_local_constsF) return FALSE;
787 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
788 if(lconst->idx == reg) return TRUE;
794 /** Writes the GLSL variable name that corresponds to the register that the
795 * DX opcode parameter is trying to access */
796 static void shader_glsl_get_register_name(
798 const DWORD addr_token,
801 SHADER_OPCODE_ARG* arg) {
803 /* oPos, oFog and oPts in D3D */
804 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
806 DWORD reg = param & WINED3DSP_REGNUM_MASK;
807 DWORD regtype = shader_get_regtype(param);
808 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
809 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
810 WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
812 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
818 case WINED3DSPR_TEMP:
819 sprintf(tmpStr, "R%u", reg);
821 case WINED3DSPR_INPUT:
823 /* Pixel shaders >= 3.0 */
824 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
825 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
826 glsl_src_param_t rel_param;
827 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
829 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
832 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
833 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str,
834 ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
836 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
839 sprintf(tmpStr, "IN[%u]",
840 ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
844 strcpy(tmpStr, "gl_Color");
846 strcpy(tmpStr, "gl_SecondaryColor");
849 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
851 sprintf(tmpStr, "attrib%u", reg);
854 case WINED3DSPR_CONST:
856 const char* prefix = pshader? "PC":"VC";
858 /* Relative addressing */
859 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
861 /* Relative addressing on shaders 2.0+ have a relative address token,
862 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
863 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
864 glsl_src_param_t rel_param;
865 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
867 sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
869 sprintf(tmpStr, "%s[%s]", prefix, rel_param.param_str);
873 sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
875 sprintf(tmpStr, "%s[A0.x]", prefix);
880 if(constant_is_local(This, reg)) {
881 sprintf(tmpStr, "LC%u", reg);
883 sprintf(tmpStr, "%s[%u]", prefix, reg);
889 case WINED3DSPR_CONSTINT:
891 sprintf(tmpStr, "PI[%u]", reg);
893 sprintf(tmpStr, "VI[%u]", reg);
895 case WINED3DSPR_CONSTBOOL:
897 sprintf(tmpStr, "PB[%u]", reg);
899 sprintf(tmpStr, "VB[%u]", reg);
901 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
903 sprintf(tmpStr, "T%u", reg);
905 sprintf(tmpStr, "A%u", reg);
908 case WINED3DSPR_LOOP:
909 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
911 case WINED3DSPR_SAMPLER:
913 sprintf(tmpStr, "Psampler%u", reg);
915 sprintf(tmpStr, "Vsampler%u", reg);
917 case WINED3DSPR_COLOROUT:
918 if (reg >= GL_LIMITS(buffers)) {
919 WARN("Write to render target %u, only %d supported\n", reg, 4);
921 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
922 sprintf(tmpStr, "gl_FragData[%u]", reg);
923 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
924 sprintf(tmpStr, "gl_FragColor");
927 case WINED3DSPR_RASTOUT:
928 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
930 case WINED3DSPR_DEPTHOUT:
931 sprintf(tmpStr, "gl_FragDepth");
933 case WINED3DSPR_ATTROUT:
935 sprintf(tmpStr, "gl_FrontColor");
937 sprintf(tmpStr, "gl_FrontSecondaryColor");
940 case WINED3DSPR_TEXCRDOUT:
941 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
942 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
943 sprintf(tmpStr, "OUT[%u]", reg);
945 sprintf(tmpStr, "gl_TexCoord[%u]", reg);
947 case WINED3DSPR_MISCTYPE:
950 sprintf(tmpStr, "vpos");
951 } else if (reg == 1){
952 /* Note that gl_FrontFacing is a bool, while vFace is
953 * a float for which the sign determines front/back
955 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
957 FIXME("Unhandled misctype register %d\n", reg);
958 sprintf(tmpStr, "unrecognized_register");
962 FIXME("Unhandled register name Type(%d)\n", regtype);
963 sprintf(tmpStr, "unrecognized_register");
967 strcat(regstr, tmpStr);
970 /* Get the GLSL write mask for the destination register */
971 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
972 char *ptr = write_mask;
973 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
975 if (shader_is_scalar(param)) {
976 mask = WINED3DSP_WRITEMASK_0;
979 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
980 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
981 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
982 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
990 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
991 unsigned int size = 0;
993 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
994 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
995 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
996 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1001 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1002 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1003 * but addressed as "rgba". To fix this we need to swap the register's x
1004 * and z components. */
1005 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1006 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1007 char *ptr = swizzle_str;
1009 if (!shader_is_scalar(param)) {
1011 /* swizzle bits fields: wwzzyyxx */
1012 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1013 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1014 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1015 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1021 /* From a given parameter token, generate the corresponding GLSL string.
1022 * Also, return the actual register name and swizzle in case the
1023 * caller needs this information as well. */
1024 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
1025 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) {
1026 BOOL is_color = FALSE;
1027 char swizzle_str[6];
1029 src_param->reg_name[0] = '\0';
1030 src_param->param_str[0] = '\0';
1031 swizzle_str[0] = '\0';
1033 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1035 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1036 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1039 /* From a given parameter token, generate the corresponding GLSL string.
1040 * Also, return the actual register name and swizzle in case the
1041 * caller needs this information as well. */
1042 static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
1043 const DWORD addr_token, glsl_dst_param_t *dst_param) {
1044 BOOL is_color = FALSE;
1046 dst_param->mask_str[0] = '\0';
1047 dst_param->reg_name[0] = '\0';
1049 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1050 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1053 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1054 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
1055 glsl_dst_param_t dst_param;
1059 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1062 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1063 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1069 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1070 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
1071 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1074 /** Process GLSL instruction modifiers */
1075 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
1077 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1079 if (arg->opcode->dst_token && mask != 0) {
1080 glsl_dst_param_t dst_param;
1082 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1084 if (mask & WINED3DSPDM_SATURATE) {
1085 /* _SAT means to clamp the value of the register to between 0 and 1 */
1086 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1087 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1089 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1090 FIXME("_centroid modifier not handled\n");
1092 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1093 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1098 static inline const char* shader_get_comp_op(
1099 const DWORD opcode) {
1101 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1103 case COMPARISON_GT: return ">";
1104 case COMPARISON_EQ: return "==";
1105 case COMPARISON_GE: return ">=";
1106 case COMPARISON_LT: return "<";
1107 case COMPARISON_NE: return "!=";
1108 case COMPARISON_LE: return "<=";
1110 FIXME("Unrecognized comparison value: %u\n", op);
1115 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
1116 /* Note that there's no such thing as a projected cube texture. */
1117 switch(sampler_type) {
1119 sample_function->name = projected ? "texture1DProj" : "texture1D";
1120 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1124 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1126 sample_function->name = projected ? "texture2DProj" : "texture2D";
1128 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1130 case WINED3DSTT_CUBE:
1131 sample_function->name = "textureCube";
1132 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1134 case WINED3DSTT_VOLUME:
1135 sample_function->name = projected ? "texture3DProj" : "texture3D";
1136 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1139 sample_function->name = "";
1140 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1145 static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
1146 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1147 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
1148 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
1149 glsl_dst_param_t dst_param;
1150 glsl_dst_param_t dst_param2;
1152 WINED3DFORMAT conversion_group;
1153 IWineD3DBaseTextureImpl *texture;
1154 DWORD mask, mask_size;
1156 BOOL recorded = FALSE;
1158 DWORD hex_version = shader->baseShader.hex_version;
1160 switch(arg->opcode->opcode) {
1161 case WINED3DSIO_TEX:
1162 if (hex_version < WINED3DPS_VERSION(2,0)) {
1163 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1165 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
1169 case WINED3DSIO_TEXLDL:
1170 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1173 case WINED3DSIO_TEXDP3TEX:
1174 case WINED3DSIO_TEXM3x3TEX:
1175 case WINED3DSIO_TEXM3x3SPEC:
1176 case WINED3DSIO_TEXM3x3VSPEC:
1177 case WINED3DSIO_TEXBEM:
1178 case WINED3DSIO_TEXREG2AR:
1179 case WINED3DSIO_TEXREG2GB:
1180 case WINED3DSIO_TEXREG2RGB:
1181 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1185 /* Not a texture sampling instruction, nothing to do */
1189 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
1191 fmt = texture->resource.format;
1192 conversion_group = texture->baseTexture.shader_conversion_group;
1194 fmt = WINED3DFMT_UNKNOWN;
1195 conversion_group = WINED3DFMT_UNKNOWN;
1198 /* before doing anything, record the sampler with the format in the format conversion list,
1199 * but check if it's not there already
1201 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
1202 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
1208 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
1209 shader->baseShader.num_sampled_samplers++;
1210 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
1214 case WINED3DFMT_V8U8:
1215 case WINED3DFMT_V16U16:
1216 if(GL_SUPPORT(NV_TEXTURE_SHADER) ||
1217 (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) {
1218 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1219 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param);
1220 mask_size = shader_glsl_get_write_mask_size(mask);
1221 if(mask_size >= 3) {
1222 shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]);
1225 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1226 mask = shader_glsl_add_dst_param(arg, arg->dst,
1227 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1,
1229 mask_size = shader_glsl_get_write_mask_size(mask);
1230 if(mask_size >= 2) {
1231 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1232 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1233 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1234 } else if(mask_size == 1) {
1235 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1],
1236 dst_param.reg_name, dst_param.mask_str[1]);
1241 case WINED3DFMT_X8L8V8U8:
1242 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1243 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1244 * and a(X) is always 1.0
1246 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1247 mask_size = shader_glsl_get_write_mask_size(mask);
1248 if(mask_size >= 2) {
1249 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1250 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1251 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1252 } else if(mask_size == 1) {
1253 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1254 dst_param.reg_name, dst_param.mask_str[1],
1255 dst_param.reg_name, dst_param.mask_str[1]);
1260 case WINED3DFMT_L6V5U5:
1261 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1262 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1263 mask_size = shader_glsl_get_write_mask_size(mask);
1264 shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2);
1265 if(mask_size >= 3) {
1266 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1267 shader_addline(arg->buffer, "tmp0.g = %s.%c;\n",
1268 dst_param.reg_name, dst_param.mask_str[2]);
1269 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1270 dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1],
1271 dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]);
1272 shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name,
1273 dst_param.mask_str[3]);
1274 } else if(mask_size == 2) {
1275 /* This is bad: We have VL, but we need VU */
1276 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1278 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1279 dst_param.reg_name, dst_param.mask_str[1],
1280 dst_param2.reg_name, dst_param.mask_str[1]);
1285 case WINED3DFMT_Q8W8V8U8:
1286 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1287 /* Correct the sign in all channels. The writemask just applies as-is, no
1288 * need for checking the mask size
1290 shader_glsl_add_dst_param(arg, arg->dst,
1291 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 |
1292 WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3,
1294 shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str,
1295 dst_param.reg_name, dst_param.mask_str);
1299 /* stupid compiler */
1305 /*****************************************************************************
1307 * Begin processing individual instruction opcodes
1309 ****************************************************************************/
1311 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1312 void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
1313 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1314 SHADER_BUFFER* buffer = arg->buffer;
1315 glsl_src_param_t src0_param;
1316 glsl_src_param_t src1_param;
1320 /* Determine the GLSL operator to use based on the opcode */
1321 switch (curOpcode->opcode) {
1322 case WINED3DSIO_MUL: op = '*'; break;
1323 case WINED3DSIO_ADD: op = '+'; break;
1324 case WINED3DSIO_SUB: op = '-'; break;
1327 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1331 write_mask = shader_glsl_append_dst(buffer, arg);
1332 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1333 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1334 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1337 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1338 void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
1339 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1340 SHADER_BUFFER* buffer = arg->buffer;
1341 glsl_src_param_t src0_param;
1344 write_mask = shader_glsl_append_dst(buffer, arg);
1345 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1347 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1348 * shader versions WINED3DSIO_MOVA is used for this. */
1349 if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
1350 !shader_is_pshader_version(shader->baseShader.hex_version) &&
1351 shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
1352 /* This is a simple floor() */
1353 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1354 if (mask_size > 1) {
1355 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1357 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1359 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1360 /* We need to *round* to the nearest int here. */
1361 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1362 if (mask_size > 1) {
1363 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);
1365 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1368 shader_addline(buffer, "%s);\n", src0_param.param_str);
1372 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1373 void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
1374 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1375 SHADER_BUFFER* buffer = arg->buffer;
1376 glsl_src_param_t src0_param;
1377 glsl_src_param_t src1_param;
1378 DWORD dst_write_mask, src_write_mask;
1379 unsigned int dst_size = 0;
1381 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1382 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1384 /* dp3 works on vec3, dp4 on vec4 */
1385 if (curOpcode->opcode == WINED3DSIO_DP4) {
1386 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1388 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1391 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1392 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1395 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1397 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1401 /* Note that this instruction has some restrictions. The destination write mask
1402 * can't contain the w component, and the source swizzles have to be .xyzw */
1403 void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
1404 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1405 glsl_src_param_t src0_param;
1406 glsl_src_param_t src1_param;
1409 shader_glsl_get_write_mask(arg->dst, dst_mask);
1410 shader_glsl_append_dst(arg->buffer, arg);
1411 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1412 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1413 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1416 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1417 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1418 * GLSL uses the value as-is. */
1419 void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
1420 SHADER_BUFFER *buffer = arg->buffer;
1421 glsl_src_param_t src0_param;
1422 glsl_src_param_t src1_param;
1423 DWORD dst_write_mask;
1424 unsigned int dst_size;
1426 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1427 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1429 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1430 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1433 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1435 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1439 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1440 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1441 * GLSL uses the value as-is. */
1442 void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
1443 SHADER_BUFFER *buffer = arg->buffer;
1444 glsl_src_param_t src0_param;
1445 DWORD dst_write_mask;
1446 unsigned int dst_size;
1448 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1449 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1451 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1454 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1456 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1460 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1461 void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
1462 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1463 SHADER_BUFFER* buffer = arg->buffer;
1464 glsl_src_param_t src_param;
1465 const char *instruction;
1466 char arguments[256];
1470 /* Determine the GLSL function to use based on the opcode */
1471 /* TODO: Possibly make this a table for faster lookups */
1472 switch (curOpcode->opcode) {
1473 case WINED3DSIO_MIN: instruction = "min"; break;
1474 case WINED3DSIO_MAX: instruction = "max"; break;
1475 case WINED3DSIO_ABS: instruction = "abs"; break;
1476 case WINED3DSIO_FRC: instruction = "fract"; break;
1477 case WINED3DSIO_NRM: instruction = "normalize"; break;
1478 case WINED3DSIO_LOGP:
1479 case WINED3DSIO_LOG: instruction = "log2"; break;
1480 case WINED3DSIO_EXP: instruction = "exp2"; break;
1481 case WINED3DSIO_SGN: instruction = "sign"; break;
1482 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1483 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1484 default: instruction = "";
1485 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1489 write_mask = shader_glsl_append_dst(buffer, arg);
1491 arguments[0] = '\0';
1492 if (curOpcode->num_params > 0) {
1493 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1494 strcat(arguments, src_param.param_str);
1495 for (i = 2; i < curOpcode->num_params; ++i) {
1496 strcat(arguments, ", ");
1497 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1498 strcat(arguments, src_param.param_str);
1502 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1505 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1506 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1507 * dst.x = 2^(floor(src))
1508 * dst.y = src - floor(src)
1509 * dst.z = 2^src (partial precision is allowed, but optional)
1511 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1512 * dst = 2^src; (partial precision is allowed, but optional)
1514 void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
1515 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1516 glsl_src_param_t src_param;
1518 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1520 if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
1523 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1524 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1525 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1526 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1528 shader_glsl_append_dst(arg->buffer, arg);
1529 shader_glsl_get_write_mask(arg->dst, dst_mask);
1530 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1533 unsigned int mask_size;
1535 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1536 mask_size = shader_glsl_get_write_mask_size(write_mask);
1538 if (mask_size > 1) {
1539 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1541 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1546 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1547 void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
1548 glsl_src_param_t src_param;
1550 unsigned int mask_size;
1552 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1553 mask_size = shader_glsl_get_write_mask_size(write_mask);
1554 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1556 if (mask_size > 1) {
1557 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1559 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1563 void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
1564 SHADER_BUFFER* buffer = arg->buffer;
1565 glsl_src_param_t src_param;
1567 unsigned int mask_size;
1569 write_mask = shader_glsl_append_dst(buffer, arg);
1570 mask_size = shader_glsl_get_write_mask_size(write_mask);
1572 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1574 if (mask_size > 1) {
1575 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1577 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1581 /** Process signed comparison opcodes in GLSL. */
1582 void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
1583 glsl_src_param_t src0_param;
1584 glsl_src_param_t src1_param;
1586 unsigned int mask_size;
1588 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1589 mask_size = shader_glsl_get_write_mask_size(write_mask);
1590 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1591 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1593 if (mask_size > 1) {
1594 const char *compare;
1596 switch(arg->opcode->opcode) {
1597 case WINED3DSIO_SLT: compare = "lessThan"; break;
1598 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1599 default: compare = "";
1600 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1603 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1604 src0_param.param_str, src1_param.param_str);
1606 switch(arg->opcode->opcode) {
1607 case WINED3DSIO_SLT:
1608 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1609 * to return 0.0 but step returns 1.0 because step is not < x
1610 * An alternative is a bvec compare padded with an unused second component.
1611 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1612 * issue. Playing with not() is not possible either because not() does not accept
1615 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1617 case WINED3DSIO_SGE:
1618 /* Here we can use the step() function and safe a conditional */
1619 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1622 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1628 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1629 void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
1630 glsl_src_param_t src0_param;
1631 glsl_src_param_t src1_param;
1632 glsl_src_param_t src2_param;
1633 DWORD write_mask, cmp_channel = 0;
1636 BOOL temp_destination = FALSE;
1638 if(shader_is_scalar(arg->src[0])) {
1639 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1641 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1642 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1643 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1645 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1646 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1648 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1649 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1650 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1651 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1652 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1653 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1654 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1655 DWORD dstregtype = shader_get_regtype(arg->dst);
1657 /* Cycle through all source0 channels */
1658 for (i=0; i<4; i++) {
1660 /* Find the destination channels which use the current source0 channel */
1661 for (j=0; j<4; j++) {
1662 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1663 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1664 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1668 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1669 * The first lines may overwrite source parameters of the following lines.
1670 * Deal with that by using a temporary destination register if needed
1672 if((src0reg == dstreg && src0regtype == dstregtype) ||
1673 (src1reg == dstreg && src1regtype == dstregtype) ||
1674 (src2reg == dstreg && src2regtype == dstregtype)) {
1676 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1677 if (!write_mask) continue;
1678 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1679 temp_destination = TRUE;
1681 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1682 if (!write_mask) continue;
1685 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1686 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1687 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1689 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1690 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1693 if(temp_destination) {
1694 shader_glsl_get_write_mask(arg->dst, mask_char);
1695 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1696 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1702 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1703 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1704 * the compare is done per component of src0. */
1705 void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
1706 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1707 glsl_src_param_t src0_param;
1708 glsl_src_param_t src1_param;
1709 glsl_src_param_t src2_param;
1710 DWORD write_mask, cmp_channel = 0;
1713 if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
1714 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1715 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1716 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1717 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1719 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1720 if(arg->opcode_token & WINED3DSI_COISSUE) {
1721 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1723 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1724 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1728 /* Cycle through all source0 channels */
1729 for (i=0; i<4; i++) {
1731 /* Find the destination channels which use the current source0 channel */
1732 for (j=0; j<4; j++) {
1733 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1734 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1735 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1738 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1739 if (!write_mask) continue;
1741 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1742 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1743 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1745 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1746 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1750 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1751 void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
1752 glsl_src_param_t src0_param;
1753 glsl_src_param_t src1_param;
1754 glsl_src_param_t src2_param;
1757 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1758 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1759 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1760 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1761 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1762 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1765 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1766 Vertex shaders to GLSL codes */
1767 void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
1769 int nComponents = 0;
1770 SHADER_OPCODE_ARG tmpArg;
1772 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1774 /* Set constants for the temporary argument */
1775 tmpArg.shader = arg->shader;
1776 tmpArg.buffer = arg->buffer;
1777 tmpArg.src[0] = arg->src[0];
1778 tmpArg.src_addr[0] = arg->src_addr[0];
1779 tmpArg.src_addr[1] = arg->src_addr[1];
1780 tmpArg.reg_maps = arg->reg_maps;
1782 switch(arg->opcode->opcode) {
1783 case WINED3DSIO_M4x4:
1785 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1787 case WINED3DSIO_M4x3:
1789 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1791 case WINED3DSIO_M3x4:
1793 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1795 case WINED3DSIO_M3x3:
1797 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1799 case WINED3DSIO_M3x2:
1801 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1807 for (i = 0; i < nComponents; i++) {
1808 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1809 tmpArg.src[1] = arg->src[1]+i;
1810 shader_glsl_dot(&tmpArg);
1815 The LRP instruction performs a component-wise linear interpolation
1816 between the second and third operands using the first operand as the
1817 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1818 This is equivalent to mix(src2, src1, src0);
1820 void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
1821 glsl_src_param_t src0_param;
1822 glsl_src_param_t src1_param;
1823 glsl_src_param_t src2_param;
1826 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1828 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1829 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1830 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1832 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1833 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1836 /** Process the WINED3DSIO_LIT instruction in GLSL:
1837 * dst.x = dst.w = 1.0
1838 * dst.y = (src0.x > 0) ? src0.x
1839 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1840 * where src.w is clamped at +- 128
1842 void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
1843 glsl_src_param_t src0_param;
1844 glsl_src_param_t src1_param;
1845 glsl_src_param_t src3_param;
1848 shader_glsl_append_dst(arg->buffer, arg);
1849 shader_glsl_get_write_mask(arg->dst, dst_mask);
1851 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1852 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
1853 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
1855 /* The sdk specifies the instruction like this
1857 * if(src.x > 0.0) dst.y = src.x
1859 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1863 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1864 * dst.x = 1.0 ... No further explanation needed
1865 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1866 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1867 * dst.w = 1.0. ... Nothing fancy.
1869 * So we still have one conditional in there. So do this:
1870 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1872 * step(0.0, x) will return 1 if src.x > 0.0, and 0 otherwise. So if y is 0 we get pow(0.0 * 1.0, power),
1873 * which sets dst.z to 0. If y > 0, but x = 0.0, we get pow(y * 0.0, power), which results in 0 too.
1874 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1876 shader_addline(arg->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
1877 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
1880 /** Process the WINED3DSIO_DST instruction in GLSL:
1882 * dst.y = src0.x * src0.y
1886 void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
1887 glsl_src_param_t src0y_param;
1888 glsl_src_param_t src0z_param;
1889 glsl_src_param_t src1y_param;
1890 glsl_src_param_t src1w_param;
1893 shader_glsl_append_dst(arg->buffer, arg);
1894 shader_glsl_get_write_mask(arg->dst, dst_mask);
1896 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
1897 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
1898 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
1899 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
1901 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1902 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
1905 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1906 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1907 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1909 * dst.x = cos(src0.?)
1910 * dst.y = sin(src0.?)
1914 void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
1915 glsl_src_param_t src0_param;
1918 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1919 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1921 switch (write_mask) {
1922 case WINED3DSP_WRITEMASK_0:
1923 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
1926 case WINED3DSP_WRITEMASK_1:
1927 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
1930 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
1931 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
1935 ERR("Write mask should be .x, .y or .xy\n");
1940 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1941 * Start a for() loop where src1.y is the initial value of aL,
1942 * increment aL by src1.z for a total of src1.x iterations.
1943 * Need to use a temporary variable for this operation.
1945 /* FIXME: I don't think nested loops will work correctly this way. */
1946 void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
1947 glsl_src_param_t src1_param;
1948 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1949 DWORD regtype = shader_get_regtype(arg->src[1]);
1950 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1951 const DWORD *control_values = NULL;
1952 local_constant *constant;
1954 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
1956 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
1957 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
1958 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
1961 if(regtype == WINED3DSPR_CONSTINT) {
1962 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
1963 if(constant->idx == reg) {
1964 control_values = constant->value;
1970 if(control_values) {
1971 if(control_values[2] > 0) {
1972 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
1973 shader->baseShader.cur_loop_depth, control_values[1],
1974 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
1975 shader->baseShader.cur_loop_depth, control_values[2]);
1976 } else if(control_values[2] == 0) {
1977 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
1978 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
1979 shader->baseShader.cur_loop_depth, control_values[0],
1980 shader->baseShader.cur_loop_depth);
1982 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
1983 shader->baseShader.cur_loop_depth, control_values[1],
1984 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
1985 shader->baseShader.cur_loop_depth, control_values[2]);
1988 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
1989 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
1990 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
1991 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
1994 shader->baseShader.cur_loop_depth++;
1995 shader->baseShader.cur_loop_regno++;
1998 void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
1999 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2001 shader_addline(arg->buffer, "}\n");
2003 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2004 shader->baseShader.cur_loop_depth--;
2005 shader->baseShader.cur_loop_regno--;
2007 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2008 shader->baseShader.cur_loop_depth--;
2012 void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
2013 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2014 glsl_src_param_t src0_param;
2016 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2017 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2018 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2019 src0_param.param_str, shader->baseShader.cur_loop_depth);
2020 shader->baseShader.cur_loop_depth++;
2023 void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
2024 glsl_src_param_t src0_param;
2026 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2027 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2030 void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
2031 glsl_src_param_t src0_param;
2032 glsl_src_param_t src1_param;
2034 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2035 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2037 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2038 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2041 void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
2042 shader_addline(arg->buffer, "} else {\n");
2045 void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
2046 shader_addline(arg->buffer, "break;\n");
2049 /* FIXME: According to MSDN the compare is done per component. */
2050 void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
2051 glsl_src_param_t src0_param;
2052 glsl_src_param_t src1_param;
2054 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2055 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2057 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2058 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2061 void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
2063 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2064 shader_addline(arg->buffer, "}\n");
2065 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2068 void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
2069 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2070 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2073 void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
2074 glsl_src_param_t src1_param;
2076 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2077 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2078 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2081 /*********************************************
2082 * Pixel Shader Specific Code begins here
2083 ********************************************/
2084 void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
2085 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2086 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2087 DWORD hex_version = This->baseShader.hex_version;
2088 char dst_swizzle[6];
2089 glsl_sample_function_t sample_function;
2092 BOOL projected, texrect = FALSE;
2095 /* All versions have a destination register */
2096 shader_glsl_append_dst(arg->buffer, arg);
2098 /* 1.0-1.4: Use destination register as sampler source.
2099 * 2.0+: Use provided sampler source. */
2100 if (hex_version < WINED3DPS_VERSION(1,4)) {
2103 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2104 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2106 if (flags & WINED3DTTFF_PROJECTED) {
2108 switch (flags & ~WINED3DTTFF_PROJECTED) {
2109 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2110 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2111 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2112 case WINED3DTTFF_COUNT4:
2113 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2118 } else if (hex_version < WINED3DPS_VERSION(2,0)) {
2119 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2120 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2122 if (src_mod == WINED3DSPSM_DZ) {
2124 mask = WINED3DSP_WRITEMASK_2;
2125 } else if (src_mod == WINED3DSPSM_DW) {
2127 mask = WINED3DSP_WRITEMASK_3;
2132 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2133 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2134 /* ps 2.0 texldp instruction always divides by the fourth component. */
2136 mask = WINED3DSP_WRITEMASK_3;
2142 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2143 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2147 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2148 shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
2149 mask |= sample_function.coord_mask;
2151 if (hex_version < WINED3DPS_VERSION(2,0)) {
2152 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2154 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2157 /* 1.0-1.3: Use destination register as coordinate source.
2158 1.4+: Use provided coordinate source register. */
2159 if (hex_version < WINED3DPS_VERSION(1,4)) {
2161 shader_glsl_get_write_mask(mask, coord_mask);
2162 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
2163 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
2165 glsl_src_param_t coord_param;
2166 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2167 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2168 glsl_src_param_t bias;
2169 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2171 shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
2172 sample_function.name, sampler_idx, coord_param.param_str,
2173 bias.param_str, dst_swizzle);
2175 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
2176 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
2181 void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
2182 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2183 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2184 glsl_sample_function_t sample_function;
2185 glsl_src_param_t coord_param, lod_param;
2186 char dst_swizzle[6];
2189 BOOL texrect = FALSE;
2191 shader_glsl_append_dst(arg->buffer, arg);
2192 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2194 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2195 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2196 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2197 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2200 shader_glsl_get_sample_function(sampler_type, FALSE, texrect, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
2202 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2204 if (shader_is_pshader_version(This->baseShader.hex_version)) {
2205 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2206 * However, they seem to work just fine in fragment shaders as well. */
2207 WARN("Using %sLod in fragment shader.\n", sample_function.name);
2208 shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
2209 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2211 shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
2212 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2216 void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
2218 /* FIXME: Make this work for more than just 2D textures */
2220 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2221 SHADER_BUFFER* buffer = arg->buffer;
2222 DWORD hex_version = This->baseShader.hex_version;
2226 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2227 shader_glsl_get_write_mask(write_mask, dst_mask);
2229 if (hex_version != WINED3DPS_VERSION(1,4)) {
2230 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2231 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2233 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2234 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2235 char dst_swizzle[6];
2237 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2239 if (src_mod == WINED3DSPSM_DZ) {
2240 glsl_src_param_t div_param;
2241 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2242 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2244 if (mask_size > 1) {
2245 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2247 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2249 } else if (src_mod == WINED3DSPSM_DW) {
2250 glsl_src_param_t div_param;
2251 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2252 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2254 if (mask_size > 1) {
2255 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2257 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2260 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2265 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2266 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2267 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2268 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
2269 glsl_src_param_t src0_param;
2271 glsl_sample_function_t sample_function;
2272 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2273 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2274 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2276 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2278 shader_glsl_append_dst(arg->buffer, arg);
2279 shader_glsl_get_write_mask(arg->dst, dst_mask);
2281 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2282 * scalar, and projected sampling would require 4.
2284 * It is a dependent read - not valid with conditional NP2 textures
2286 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2288 switch(count_bits(sample_function.coord_mask)) {
2290 shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2291 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2295 shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2296 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2300 shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2301 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2304 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2308 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2309 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2310 void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
2311 glsl_src_param_t src0_param;
2312 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2313 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2315 unsigned int mask_size;
2317 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2318 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2319 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2321 if (mask_size > 1) {
2322 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2324 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2328 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2329 * Calculate the depth as dst.x / dst.y */
2330 void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
2331 glsl_dst_param_t dst_param;
2333 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2335 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2336 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2337 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2338 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2341 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);
2344 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2345 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2346 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2347 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2349 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
2350 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2351 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2352 glsl_src_param_t src0_param;
2354 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2356 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2357 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2360 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2361 * Calculate the 1st of a 2-row matrix multiplication. */
2362 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
2363 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2364 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2365 SHADER_BUFFER* buffer = arg->buffer;
2366 glsl_src_param_t src0_param;
2368 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2369 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2372 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2373 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2374 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
2376 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2377 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2378 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2379 SHADER_BUFFER* buffer = arg->buffer;
2380 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2381 glsl_src_param_t src0_param;
2383 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2384 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2385 current_state->texcoord_w[current_state->current_row++] = reg;
2388 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
2389 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2390 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2391 SHADER_BUFFER* buffer = arg->buffer;
2392 glsl_src_param_t src0_param;
2395 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2396 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2398 shader_glsl_append_dst(buffer, arg);
2399 shader_glsl_get_write_mask(arg->dst, dst_mask);
2401 /* Sample the texture using the calculated coordinates */
2402 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
2405 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2406 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2407 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
2408 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2409 glsl_src_param_t src0_param;
2411 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2412 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2413 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2414 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2415 glsl_sample_function_t sample_function;
2417 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2418 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2420 shader_glsl_append_dst(arg->buffer, arg);
2421 shader_glsl_get_write_mask(arg->dst, dst_mask);
2422 /* Dependent read, not valid with conditional NP2 */
2423 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2425 /* Sample the texture using the calculated coordinates */
2426 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2428 current_state->current_row = 0;
2431 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2432 * Perform the 3rd row of a 3x3 matrix multiply */
2433 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
2434 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2435 glsl_src_param_t src0_param;
2437 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2438 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2439 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2441 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2443 shader_glsl_append_dst(arg->buffer, arg);
2444 shader_glsl_get_write_mask(arg->dst, dst_mask);
2445 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2447 current_state->current_row = 0;
2450 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2451 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2452 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
2454 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2455 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2456 glsl_src_param_t src0_param;
2457 glsl_src_param_t src1_param;
2459 SHADER_BUFFER* buffer = arg->buffer;
2460 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2461 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2462 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2463 glsl_sample_function_t sample_function;
2465 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2466 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2468 /* Perform the last matrix multiply operation */
2469 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2470 /* Reflection calculation */
2471 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2473 shader_glsl_append_dst(buffer, arg);
2474 shader_glsl_get_write_mask(arg->dst, dst_mask);
2475 /* Dependent read, not valid with conditional NP2 */
2476 shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
2478 /* Sample the texture */
2479 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2481 current_state->current_row = 0;
2484 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2485 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2486 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
2488 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2489 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2490 SHADER_BUFFER* buffer = arg->buffer;
2491 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2492 glsl_src_param_t src0_param;
2494 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2495 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2496 glsl_sample_function_t sample_function;
2498 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2500 /* Perform the last matrix multiply operation */
2501 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2503 /* Construct the eye-ray vector from w coordinates */
2504 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2505 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2506 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2508 shader_glsl_append_dst(buffer, arg);
2509 shader_glsl_get_write_mask(arg->dst, dst_mask);
2510 /* Dependent read, not valid with conditional NP2 */
2511 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2513 /* Sample the texture using the calculated coordinates */
2514 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2516 current_state->current_row = 0;
2519 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2520 * Apply a fake bump map transform.
2521 * texbem is pshader <= 1.3 only, this saves a few version checks
2523 void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
2524 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2525 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2526 char dst_swizzle[6];
2527 glsl_sample_function_t sample_function;
2528 glsl_src_param_t coord_param;
2535 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2536 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2538 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2539 /* Dependent read, not valid with conditional NP2 */
2540 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2541 mask = sample_function.coord_mask;
2543 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2545 shader_glsl_get_write_mask(mask, coord_mask);
2547 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2548 * so we can't let the GL handle this.
2550 if (flags & WINED3DTTFF_PROJECTED) {
2552 char coord_div_mask[3];
2553 switch (flags & ~WINED3DTTFF_PROJECTED) {
2554 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2555 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2556 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2557 case WINED3DTTFF_COUNT4:
2558 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2560 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2561 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2564 shader_glsl_append_dst(arg->buffer, arg);
2565 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2566 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2567 glsl_src_param_t luminance_param;
2568 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2569 shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )*(%s * luminancescale + luminanceoffset))%s);\n",
2570 sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask,
2571 luminance_param.param_str, dst_swizzle);
2573 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
2574 sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);
2578 void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
2579 glsl_src_param_t src0_param, src1_param;
2581 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2582 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2584 shader_glsl_append_dst(arg->buffer, arg);
2585 shader_addline(arg->buffer, "%s + bumpenvmat * %s);\n",
2586 src0_param.param_str, src1_param.param_str);
2589 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2590 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2591 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
2593 glsl_src_param_t src0_param;
2594 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2597 shader_glsl_append_dst(arg->buffer, arg);
2598 shader_glsl_get_write_mask(arg->dst, dst_mask);
2599 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2601 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2604 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2605 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2606 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
2607 glsl_src_param_t src0_param;
2608 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2611 shader_glsl_append_dst(arg->buffer, arg);
2612 shader_glsl_get_write_mask(arg->dst, dst_mask);
2613 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2615 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2618 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2619 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2620 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
2621 glsl_src_param_t src0_param;
2623 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2624 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2625 glsl_sample_function_t sample_function;
2627 shader_glsl_append_dst(arg->buffer, arg);
2628 shader_glsl_get_write_mask(arg->dst, dst_mask);
2629 /* Dependent read, not valid with conditional NP2 */
2630 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2631 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2633 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2636 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2637 * If any of the first 3 components are < 0, discard this pixel */
2638 void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
2639 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2640 DWORD hex_version = This->baseShader.hex_version;
2641 glsl_dst_param_t dst_param;
2643 /* The argument is a destination parameter, and no writemasks are allowed */
2644 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2645 if((hex_version >= WINED3DPS_VERSION(2,0))) {
2646 /* 2.0 shaders compare all 4 components in texkill */
2647 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2649 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2650 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2651 * 4 components are defined, only the first 3 are used
2653 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2657 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2658 * dst = dot2(src0, src1) + src2 */
2659 void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
2660 glsl_src_param_t src0_param;
2661 glsl_src_param_t src1_param;
2662 glsl_src_param_t src2_param;
2664 unsigned int mask_size;
2666 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2667 mask_size = shader_glsl_get_write_mask_size(write_mask);
2669 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2670 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2671 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2673 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2676 void pshader_glsl_input_pack(
2677 SHADER_BUFFER* buffer,
2678 semantic* semantics_in,
2679 IWineD3DPixelShader *iface) {
2682 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2684 for (i = 0; i < MAX_REG_INPUT; i++) {
2686 DWORD usage_token = semantics_in[i].usage;
2687 DWORD register_token = semantics_in[i].reg;
2688 DWORD usage, usage_idx;
2692 if (!usage_token) continue;
2693 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2694 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2695 shader_glsl_get_write_mask(register_token, reg_mask);
2699 case WINED3DDECLUSAGE_TEXCOORD:
2700 if(usage_idx < 8 && This->vertexprocessing == pretransformed) {
2701 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2702 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2704 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2705 This->input_reg_map[i], reg_mask, reg_mask);
2709 case WINED3DDECLUSAGE_COLOR:
2711 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2712 This->input_reg_map[i], reg_mask, reg_mask);
2713 else if (usage_idx == 1)
2714 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2715 This->input_reg_map[i], reg_mask, reg_mask);
2717 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2718 This->input_reg_map[i], reg_mask, reg_mask);
2722 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2723 This->input_reg_map[i], reg_mask, reg_mask);
2728 /*********************************************
2729 * Vertex Shader Specific Code begins here
2730 ********************************************/
2732 static void add_glsl_program_entry(IWineD3DDeviceImpl *device, struct glsl_shader_prog_link *entry) {
2733 glsl_program_key_t *key;
2735 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2736 key->vshader = entry->vshader;
2737 key->pshader = entry->pshader;
2739 hash_table_put(device->glsl_program_lookup, key, entry);
2742 static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *device,
2743 GLhandleARB vshader, GLhandleARB pshader) {
2744 glsl_program_key_t key;
2746 key.vshader = vshader;
2747 key.pshader = pshader;
2749 return (struct glsl_shader_prog_link *)hash_table_get(device->glsl_program_lookup, &key);
2752 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry) {
2753 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2754 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2755 glsl_program_key_t *key;
2757 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2758 key->vshader = entry->vshader;
2759 key->pshader = entry->pshader;
2760 hash_table_remove(This->glsl_program_lookup, key);
2762 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2763 if (entry->vshader) list_remove(&entry->vshader_entry);
2764 if (entry->pshader) list_remove(&entry->pshader_entry);
2765 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2766 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2767 HeapFree(GetProcessHeap(), 0, entry);
2770 static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) {
2772 DWORD usage_token, usage_token_out;
2773 DWORD register_token, register_token_out;
2774 DWORD usage, usage_idx, usage_out, usage_idx_out;
2776 char reg_mask[6], reg_mask_out[6];
2778 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (GL_LIMITS(glsl_varyings) / 4));
2780 for(i = 0; i < MAX_REG_INPUT; i++) {
2781 usage_token = semantics_in[i].usage;
2782 if (!usage_token) continue;
2783 if(map[i] >= (GL_LIMITS(glsl_varyings) / 4)) {
2784 FIXME("More input varyings declared than supported, expect issues\n");
2786 } else if(map[i] == -1) {
2787 /* Declared, but not read register */
2790 register_token = semantics_in[i].reg;
2792 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2793 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2794 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
2796 if(!semantics_out) {
2798 case WINED3DDECLUSAGE_COLOR:
2800 shader_addline(buffer, "IN[%u]%s = gl_FrontColor%s;\n",
2801 map[i], reg_mask, reg_mask);
2802 else if (usage_idx == 1)
2803 shader_addline(buffer, "IN[%u]%s = gl_FrontSecondaryColor%s;\n",
2804 map[i], reg_mask, reg_mask);
2806 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2807 map[i], reg_mask, reg_mask);
2810 case WINED3DDECLUSAGE_TEXCOORD:
2811 if (usage_idx < 8) {
2812 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2813 map[i], reg_mask, usage_idx, reg_mask);
2815 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2816 map[i], reg_mask, reg_mask);
2820 case WINED3DDECLUSAGE_FOG:
2821 shader_addline(buffer, "IN[%u]%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2822 map[i], reg_mask, reg_mask);
2826 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2827 map[i], reg_mask, reg_mask);
2831 for(j = 0; j < MAX_REG_OUTPUT; j++) {
2832 usage_token_out = semantics_out[j].usage;
2833 if (!usage_token_out) continue;
2834 register_token_out = semantics_out[j].reg;
2836 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2837 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2838 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
2840 if(usage == usage_out &&
2841 usage_idx == usage_idx_out) {
2842 shader_addline(buffer, "IN[%u]%s = OUT[%u]%s;\n",
2843 map[i], reg_mask, j, reg_mask);
2848 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2849 map[i], reg_mask, reg_mask);
2854 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2855 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2856 * input varyings are assigned above, if the optimizer works properly.
2858 for(i = 0; i < GL_LIMITS(glsl_varyings) / 4; i++) {
2859 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
2860 unsigned int size = 0;
2861 memset(reg_mask, 0, sizeof(reg_mask));
2862 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
2863 reg_mask[size] = 'x';
2866 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
2867 reg_mask[size] = 'y';
2870 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
2871 reg_mask[size] = 'z';
2874 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
2875 reg_mask[size] = 'w';
2880 shader_addline(buffer, "IN[%u].%s = 0.0;\n", i, reg_mask);
2883 shader_addline(buffer, "IN[%u].%s = vec2(0.0, 0.0);\n", i, reg_mask);
2886 shader_addline(buffer, "IN[%u].%s = vec3(0.0, 0.0, 0.0);\n", i, reg_mask);
2889 shader_addline(buffer, "IN[%u].%s = vec4(0.0, 0.0, 0.0, 0.0);\n", i, reg_mask);
2895 HeapFree(GetProcessHeap(), 0, set);
2898 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
2899 IWineD3DPixelShader *pixelshader,
2900 WineD3D_GL_Info *gl_info) {
2901 GLhandleARB ret = 0;
2902 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
2903 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
2904 DWORD vs_major = vs ? WINED3DSHADER_VERSION_MAJOR(vs->baseShader.hex_version) : 0;
2905 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.hex_version) : 0;
2907 SHADER_BUFFER buffer;
2909 DWORD register_token;
2910 DWORD usage, usage_idx, writemask;
2912 semantic *semantics_out, *semantics_in;
2914 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
2917 buffer.newline = TRUE;
2919 if(vs_major < 3 && ps_major < 3) {
2920 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
2921 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
2923 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0) {
2924 shader_addline(&buffer, "void order_ps_input() {\n");
2925 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
2926 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
2927 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
2928 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
2931 shader_addline(&buffer, "}\n");
2933 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
2935 } else if(ps_major < 3 && vs_major >= 3) {
2936 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
2937 semantics_out = vs->semantics_out;
2939 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
2940 for(i = 0; i < MAX_REG_OUTPUT; i++) {
2941 usage_token = semantics_out[i].usage;
2942 if (!usage_token) continue;
2943 register_token = semantics_out[i].reg;
2945 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2946 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2947 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
2950 case WINED3DDECLUSAGE_COLOR:
2952 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2953 else if (usage_idx == 1)
2954 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2957 case WINED3DDECLUSAGE_POSITION:
2958 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
2961 case WINED3DDECLUSAGE_TEXCOORD:
2962 if (usage_idx < 8) {
2963 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
2965 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
2966 usage_idx, reg_mask, i, reg_mask);
2967 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
2968 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
2973 case WINED3DDECLUSAGE_PSIZE:
2974 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
2977 case WINED3DDECLUSAGE_FOG:
2978 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
2985 shader_addline(&buffer, "}\n");
2987 } else if(ps_major >= 3 && vs_major >= 3) {
2988 semantics_out = vs->semantics_out;
2989 semantics_in = ps->semantics_in;
2991 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
2992 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
2993 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
2995 /* First, sort out position and point size. Those are not passed to the pixel shader */
2996 for(i = 0; i < MAX_REG_OUTPUT; i++) {
2997 usage_token = semantics_out[i].usage;
2998 if (!usage_token) continue;
2999 register_token = semantics_out[i].reg;
3001 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3002 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3003 shader_glsl_get_write_mask(register_token, reg_mask);
3006 case WINED3DDECLUSAGE_POSITION:
3007 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3010 case WINED3DDECLUSAGE_PSIZE:
3011 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3019 /* Then, fix the pixel shader input */
3020 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3022 shader_addline(&buffer, "}\n");
3023 } else if(ps_major >= 3 && vs_major < 3) {
3024 semantics_in = ps->semantics_in;
3026 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3027 shader_addline(&buffer, "void order_ps_input() {\n");
3028 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3029 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3030 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3032 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3033 shader_addline(&buffer, "}\n");
3035 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3038 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3039 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3040 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3041 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3042 GL_EXTCALL(glCompileShaderARB(ret));
3043 checkGLcall("glCompileShaderARB(ret)");
3045 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3049 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3050 * It sets the programId on the current StateBlock (because it should be called
3051 * inside of the DrawPrimitive() part of the render loop).
3053 * If a program for the given combination does not exist, create one, and store
3054 * the program in the hash table. If it creates a program, it will link the
3055 * given objects, too.
3057 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3058 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3059 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3060 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3061 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3062 struct glsl_shader_prog_link *entry = NULL;
3063 GLhandleARB programId = 0;
3064 GLhandleARB reorder_shader_id = 0;
3068 GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0;
3069 GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0;
3070 entry = get_glsl_program_entry(This, vshader_id, pshader_id);
3072 This->stateBlock->glsl_program = entry;
3076 /* If we get to this point, then no matching program exists, so we create one */
3077 programId = GL_EXTCALL(glCreateProgramObjectARB());
3078 TRACE("Created new GLSL shader program %u\n", programId);
3080 /* Create the entry */
3081 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3082 entry->programId = programId;
3083 entry->vshader = vshader_id;
3084 entry->pshader = pshader_id;
3085 /* Add the hash table entry */
3086 add_glsl_program_entry(This, entry);
3088 /* Set the current program */
3089 This->stateBlock->glsl_program = entry;
3091 /* Attach GLSL vshader */
3093 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3096 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3097 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3098 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3099 checkGLcall("glAttachObjectARB");
3100 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3103 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3105 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3106 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3107 checkGLcall("glAttachObjectARB");
3109 /* Bind vertex attributes to a corresponding index number to match
3110 * the same index numbers as ARB_vertex_programs (makes loading
3111 * vertex attributes simpler). With this method, we can use the
3112 * exact same code to load the attributes later for both ARB and
3115 * We have to do this here because we need to know the Program ID
3116 * in order to make the bindings work, and it has to be done prior
3117 * to linking the GLSL program. */
3118 for (i = 0; i < max_attribs; ++i) {
3119 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3120 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3121 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3124 checkGLcall("glBindAttribLocationARB");
3126 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3129 /* Attach GLSL pshader */
3131 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3132 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3133 checkGLcall("glAttachObjectARB");
3135 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3138 /* Link the program */
3139 TRACE("Linking GLSL shader program %u\n", programId);
3140 GL_EXTCALL(glLinkProgramARB(programId));
3141 print_glsl_info_log(&GLINFO_LOCATION, programId);
3143 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3144 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3145 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3146 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3148 for (i = 0; i < MAX_CONST_I; ++i) {
3149 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3150 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3152 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3153 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3154 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3155 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3157 for (i = 0; i < MAX_CONST_I; ++i) {
3158 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3159 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3162 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3163 entry->bumpenvmat_location = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
3164 entry->luminancescale_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminancescale"));
3165 entry->luminanceoffset_location = GL_EXTCALL(glGetUniformLocationARB(programId, "luminanceoffset"));
3166 entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
3167 entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
3168 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3169 checkGLcall("Find glsl program uniform locations");
3171 /* Set the shader to allow uniform loading on it */
3172 GL_EXTCALL(glUseProgramObjectARB(programId));
3173 checkGLcall("glUseProgramObjectARB(programId)");
3175 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3176 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3177 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3178 * vertex shader with fixed function pixel processing is used we make sure that the card
3179 * supports enough samplers to allow the max number of vertex samplers with all possible
3180 * fixed function fragment processing setups. So once the program is linked these samplers
3184 /* Load vertex shader samplers */
3185 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3188 /* Load pixel shader samplers */
3189 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3193 static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
3194 GLhandleARB program_id;
3195 GLhandleARB vshader_id, pshader_id;
3196 const char *blt_vshader[] = {
3199 " gl_Position = gl_Vertex;\n"
3200 " gl_FrontColor = vec4(1.0);\n"
3201 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
3202 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
3206 const char *blt_pshader[] = {
3207 "uniform sampler2D sampler;\n"
3210 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3214 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3215 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3216 GL_EXTCALL(glCompileShaderARB(vshader_id));
3218 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3219 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, blt_pshader, NULL));
3220 GL_EXTCALL(glCompileShaderARB(pshader_id));
3222 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3223 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3224 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3225 GL_EXTCALL(glLinkProgramARB(program_id));
3227 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3229 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3232 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3233 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3237 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3238 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3239 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3240 GLhandleARB program_id = 0;
3242 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3243 else This->stateBlock->glsl_program = NULL;
3245 program_id = This->stateBlock->glsl_program ? This->stateBlock->glsl_program->programId : 0;
3246 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3247 GL_EXTCALL(glUseProgramObjectARB(program_id));
3248 checkGLcall("glUseProgramObjectARB");
3251 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
3252 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3253 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3254 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3255 static GLhandleARB loc = -1;
3257 if (!priv->depth_blt_glsl_program_id) {
3258 priv->depth_blt_glsl_program_id = create_glsl_blt_shader(gl_info);
3259 loc = GL_EXTCALL(glGetUniformLocationARB(priv->depth_blt_glsl_program_id, "sampler"));
3262 GL_EXTCALL(glUseProgramObjectARB(priv->depth_blt_glsl_program_id));
3263 GL_EXTCALL(glUniform1iARB(loc, 0));
3266 static void shader_glsl_destroy_depth_blt(IWineD3DDevice *iface) {
3267 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3268 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3269 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3271 if(priv->depth_blt_glsl_program_id) {
3272 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_glsl_program_id));
3273 priv->depth_blt_glsl_program_id = 0;
3277 static void shader_glsl_cleanup(IWineD3DDevice *iface) {
3278 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3279 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3280 GL_EXTCALL(glUseProgramObjectARB(0));
3283 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3284 struct list *linked_programs;
3285 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3286 WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
3288 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3289 * can be called from IWineD3DBaseShader::Release
3291 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
3293 if(This->baseShader.prgId == 0) return;
3294 linked_programs = &This->baseShader.linked_programs;
3296 TRACE("Deleting linked programs\n");
3297 if (linked_programs->next) {
3298 struct glsl_shader_prog_link *entry, *entry2;
3301 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3302 delete_glsl_program_entry(This->baseShader.device, entry);
3305 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3306 delete_glsl_program_entry(This->baseShader.device, entry);
3311 TRACE("Deleting shader object %u\n", This->baseShader.prgId);
3312 GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
3313 checkGLcall("glDeleteObjectARB");
3314 This->baseShader.prgId = 0;
3315 This->baseShader.is_compiled = FALSE;
3318 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3319 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3320 This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3324 static void shader_glsl_free(IWineD3DDevice *iface) {
3325 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3326 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3329 const shader_backend_t glsl_shader_backend = {
3330 &shader_glsl_select,
3331 &shader_glsl_select_depth_blt,
3332 &shader_glsl_destroy_depth_blt,
3333 &shader_glsl_load_constants,
3334 &shader_glsl_cleanup,
3335 &shader_glsl_color_correction,
3336 &shader_glsl_destroy,