2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 * D3D shader asm has swizzles on source parameters, and write masks for
24 * destination parameters. GLSL uses swizzles for both. The result of this is
25 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
26 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
27 * mask for the destination parameter into account.
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
37 #define GLINFO_LOCATION (*gl_info)
52 } glsl_sample_function_t;
54 /** Prints the GLSL info log which will contain error messages if they exist */
55 void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
57 int infologLength = 0;
60 GL_EXTCALL(glGetObjectParameterivARB(obj,
61 GL_OBJECT_INFO_LOG_LENGTH_ARB,
64 /* A size of 1 is just a null-terminated string, so the log should be bigger than
65 * that if there are errors. */
66 if (infologLength > 1)
68 infoLog = HeapAlloc(GetProcessHeap(), 0, infologLength);
69 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
70 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
71 HeapFree(GetProcessHeap(), 0, infoLog);
76 * Loads (pixel shader) samplers
78 static void shader_glsl_load_psamplers(
79 WineD3D_GL_Info *gl_info,
80 IWineD3DStateBlock* iface) {
82 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
83 GLhandleARB programId = stateBlock->glsl_program->programId;
86 char sampler_name[20];
88 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
89 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
90 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
92 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
93 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
94 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
95 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
96 checkGLcall("glUniform1iARB");
98 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
104 static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface) {
105 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
106 GLhandleARB programId = stateBlock->glsl_program->programId;
107 GLhandleARB name_loc;
108 char sampler_name[20];
111 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
112 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
113 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
114 if (name_loc != -1) {
115 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
116 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
117 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
118 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
119 checkGLcall("glUniform1iARB");
121 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
128 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
129 * When constant_list == NULL, it will load all the constants.
131 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
132 unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
133 struct list *constant_list) {
134 constants_entry *constant;
135 local_constant* lconst;
140 if (TRACE_ON(d3d_shader)) {
141 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
146 tmp_loc = constant_locations[i];
148 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
149 constants[i * 4 + 0], constants[i * 4 + 1],
150 constants[i * 4 + 2], constants[i * 4 + 3]);
155 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
160 tmp_loc = constant_locations[i];
162 /* We found this uniform name in the program - go ahead and send the data */
163 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
167 checkGLcall("glUniform4fvARB()");
169 /* Load immediate constants */
170 if (TRACE_ON(d3d_shader)) {
171 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
172 tmp_loc = constant_locations[lconst->idx];
174 GLfloat* values = (GLfloat*)lconst->value;
175 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
176 values[0], values[1], values[2], values[3]);
180 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
181 tmp_loc = constant_locations[lconst->idx];
183 /* We found this uniform name in the program - go ahead and send the data */
184 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
187 checkGLcall("glUniform4fvARB()");
191 * Loads integer constants (aka uniforms) into the currently set GLSL program.
192 * When @constants_set == NULL, it will load all the constants.
194 static void shader_glsl_load_constantsI(
195 IWineD3DBaseShaderImpl* This,
196 WineD3D_GL_Info *gl_info,
197 GLhandleARB programId,
198 unsigned max_constants,
200 BOOL* constants_set) {
205 char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
206 const char* prefix = is_pshader? "PI":"VI";
209 for (i=0; i<max_constants; ++i) {
210 if (NULL == constants_set || constants_set[i]) {
212 TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
213 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
215 /* TODO: Benchmark and see if it would be beneficial to store the
216 * locations of the constants to avoid looking up each time */
217 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
218 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
220 /* We found this uniform name in the program - go ahead and send the data */
221 GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, &constants[i*4]));
222 checkGLcall("glUniform4ivARB");
227 /* Load immediate constants */
228 ptr = list_head(&This->baseShader.constantsI);
230 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
231 unsigned int idx = lconst->idx;
232 GLint* values = (GLint*) lconst->value;
234 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
235 values[0], values[1], values[2], values[3]);
237 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
238 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
240 /* We found this uniform name in the program - go ahead and send the data */
241 GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, values));
242 checkGLcall("glUniform4ivARB");
244 ptr = list_next(&This->baseShader.constantsI, ptr);
249 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
250 * When @constants_set == NULL, it will load all the constants.
252 static void shader_glsl_load_constantsB(
253 IWineD3DBaseShaderImpl* This,
254 WineD3D_GL_Info *gl_info,
255 GLhandleARB programId,
256 unsigned max_constants,
258 BOOL* constants_set) {
263 char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
264 const char* prefix = is_pshader? "PB":"VB";
267 for (i=0; i<max_constants; ++i) {
268 if (NULL == constants_set || constants_set[i]) {
270 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i*4]);
272 /* TODO: Benchmark and see if it would be beneficial to store the
273 * locations of the constants to avoid looking up each time */
274 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
275 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
277 /* We found this uniform name in the program - go ahead and send the data */
278 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i*4]));
279 checkGLcall("glUniform1ivARB");
284 /* Load immediate constants */
285 ptr = list_head(&This->baseShader.constantsB);
287 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
288 unsigned int idx = lconst->idx;
289 GLint* values = (GLint*) lconst->value;
291 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
293 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
294 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
296 /* We found this uniform name in the program - go ahead and send the data */
297 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
298 checkGLcall("glUniform1ivARB");
300 ptr = list_next(&This->baseShader.constantsB, ptr);
307 * Loads the app-supplied constants into the currently set GLSL program.
309 void shader_glsl_load_constants(
310 IWineD3DDevice* device,
312 char useVertexShader) {
314 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
315 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
316 WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
318 GLhandleARB *constant_locations;
319 struct list *constant_list;
320 GLhandleARB programId;
323 if (!stateBlock->glsl_program) {
324 /* No GLSL program set - nothing to do. */
327 programId = stateBlock->glsl_program->programId;
329 if (useVertexShader) {
330 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
333 constant_locations = stateBlock->glsl_program->vuniformF_locations;
334 constant_list = &stateBlock->set_vconstantsF;
336 /* Load vertex shader samplers */
337 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)stateBlock);
339 /* Load DirectX 9 float constants/uniforms for vertex shader */
340 shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
341 stateBlock->vertexShaderConstantF, constant_locations, constant_list);
343 /* Load DirectX 9 integer constants/uniforms for vertex shader */
344 shader_glsl_load_constantsI(vshader, gl_info, programId, MAX_CONST_I,
345 stateBlock->vertexShaderConstantI,
346 stateBlock->changed.vertexShaderConstantsI);
348 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
349 shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
350 stateBlock->vertexShaderConstantB,
351 stateBlock->changed.vertexShaderConstantsB);
353 /* Upload the position fixup params */
354 pos = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
355 checkGLcall("glGetUniformLocationARB");
356 GL_EXTCALL(glUniform4fvARB(pos, 1, &deviceImpl->posFixup[0]));
357 checkGLcall("glUniform4fvARB");
360 if (usePixelShader) {
362 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
364 constant_locations = stateBlock->glsl_program->puniformF_locations;
365 constant_list = &stateBlock->set_pconstantsF;
367 /* Load pixel shader samplers */
368 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*) stateBlock);
370 /* Load DirectX 9 float constants/uniforms for pixel shader */
371 shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
372 stateBlock->pixelShaderConstantF, constant_locations, constant_list);
374 /* Load DirectX 9 integer constants/uniforms for pixel shader */
375 shader_glsl_load_constantsI(pshader, gl_info, programId, MAX_CONST_I,
376 stateBlock->pixelShaderConstantI,
377 stateBlock->changed.pixelShaderConstantsI);
379 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
380 shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
381 stateBlock->pixelShaderConstantB,
382 stateBlock->changed.pixelShaderConstantsB);
384 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
385 * It can't be 0 for a valid texbem instruction.
387 if(((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat != -1) {
388 float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
389 pos = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
390 checkGLcall("glGetUniformLocationARB");
391 GL_EXTCALL(glUniformMatrix2fvARB(pos, 1, 0, data));
392 checkGLcall("glUniformMatrix2fvARB");
394 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
395 * is set too, so we can check that in the needsbumpmat check
397 if(((IWineD3DPixelShaderImpl *) pshader)->baseShader.reg_maps.luminanceparams != -1) {
398 int stage = ((IWineD3DPixelShaderImpl *) pshader)->baseShader.reg_maps.luminanceparams;
399 GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
400 GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
402 pos = GL_EXTCALL(glGetUniformLocationARB(programId, "luminancescale"));
403 checkGLcall("glGetUniformLocationARB");
404 GL_EXTCALL(glUniform1fvARB(pos, 1, scale));
405 checkGLcall("glUniform1fvARB");
406 pos = GL_EXTCALL(glGetUniformLocationARB(programId, "luminanceoffset"));
407 checkGLcall("glGetUniformLocationARB");
408 GL_EXTCALL(glUniform1fvARB(pos, 1, offset));
409 checkGLcall("glUniform1fvARB");
415 /** Generate the variable & register declarations for the GLSL output target */
416 void shader_generate_glsl_declarations(
417 IWineD3DBaseShader *iface,
418 shader_reg_maps* reg_maps,
419 SHADER_BUFFER* buffer,
420 WineD3D_GL_Info* gl_info) {
422 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
425 /* There are some minor differences between pixel and vertex shaders */
426 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
427 char prefix = pshader ? 'P' : 'V';
429 /* Prototype the subroutines */
430 for (i = 0; i < This->baseShader.limits.label; i++) {
431 if (reg_maps->labels[i])
432 shader_addline(buffer, "void subroutine%lu();\n", i);
435 /* Declare the constants (aka uniforms) */
436 if (This->baseShader.limits.constant_float > 0) {
437 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
438 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
439 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
442 if (This->baseShader.limits.constant_int > 0)
443 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
445 if (This->baseShader.limits.constant_bool > 0)
446 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
449 shader_addline(buffer, "uniform vec4 posFixup;\n");
450 else if(reg_maps->bumpmat != -1) {
451 shader_addline(buffer, "uniform mat2 bumpenvmat;\n");
452 if(reg_maps->luminanceparams) {
453 shader_addline(buffer, "uniform float luminancescale;\n");
454 shader_addline(buffer, "uniform float luminanceoffset;\n");
458 /* Declare texture samplers */
459 for (i = 0; i < This->baseShader.limits.sampler; i++) {
460 if (reg_maps->samplers[i]) {
462 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
466 shader_addline(buffer, "uniform sampler1D %csampler%lu;\n", prefix, i);
469 shader_addline(buffer, "uniform sampler2D %csampler%lu;\n", prefix, i);
471 case WINED3DSTT_CUBE:
472 shader_addline(buffer, "uniform samplerCube %csampler%lu;\n", prefix, i);
474 case WINED3DSTT_VOLUME:
475 shader_addline(buffer, "uniform sampler3D %csampler%lu;\n", prefix, i);
478 shader_addline(buffer, "uniform unsupported_sampler %csampler%lu;\n", prefix, i);
479 FIXME("Unrecognized sampler type: %#x\n", stype);
485 /* Declare address variables */
486 for (i = 0; i < This->baseShader.limits.address; i++) {
487 if (reg_maps->address[i])
488 shader_addline(buffer, "ivec4 A%d;\n", i);
491 /* Declare texture coordinate temporaries and initialize them */
492 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
493 if (reg_maps->texcoord[i])
494 shader_addline(buffer, "vec4 T%lu = gl_TexCoord[%lu];\n", i, i);
497 /* Declare input register temporaries */
498 for (i=0; i < This->baseShader.limits.packed_input; i++) {
499 if (reg_maps->packed_input[i])
500 shader_addline(buffer, "vec4 IN%lu;\n", i);
503 /* Declare output register temporaries */
504 for (i = 0; i < This->baseShader.limits.packed_output; i++) {
505 if (reg_maps->packed_output[i])
506 shader_addline(buffer, "vec4 OUT%lu;\n", i);
509 /* Declare temporary variables */
510 for(i = 0; i < This->baseShader.limits.temporary; i++) {
511 if (reg_maps->temporary[i])
512 shader_addline(buffer, "vec4 R%lu;\n", i);
515 /* Declare attributes */
516 for (i = 0; i < This->baseShader.limits.attributes; i++) {
517 if (reg_maps->attributes[i])
518 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
521 /* Declare loop register aL */
522 if (reg_maps->loop) {
523 shader_addline(buffer, "int aL;\n");
524 shader_addline(buffer, "int tmpInt;\n");
527 /* Temporary variables for matrix operations */
528 shader_addline(buffer, "vec4 tmp0;\n");
529 shader_addline(buffer, "vec4 tmp1;\n");
531 /* Start the main program */
532 shader_addline(buffer, "void main() {\n");
535 /*****************************************************************************
536 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
538 * For more information, see http://wiki.winehq.org/DirectX-Shaders
539 ****************************************************************************/
542 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
543 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
545 /** Used for opcode modifiers - They multiply the result by the specified amount */
546 static const char * const shift_glsl_tab[] = {
548 "2.0 * ", /* 1 (x2) */
549 "4.0 * ", /* 2 (x4) */
550 "8.0 * ", /* 3 (x8) */
551 "16.0 * ", /* 4 (x16) */
552 "32.0 * ", /* 5 (x32) */
559 "0.0625 * ", /* 12 (d16) */
560 "0.125 * ", /* 13 (d8) */
561 "0.25 * ", /* 14 (d4) */
562 "0.5 * " /* 15 (d2) */
565 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
566 static void shader_glsl_gen_modifier (
569 const char *in_regswizzle,
574 if (instr == WINED3DSIO_TEXKILL)
577 switch (instr & WINED3DSP_SRCMOD_MASK) {
578 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
580 case WINED3DSPSM_NONE:
581 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
583 case WINED3DSPSM_NEG:
584 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
586 case WINED3DSPSM_NOT:
587 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
589 case WINED3DSPSM_BIAS:
590 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
592 case WINED3DSPSM_BIASNEG:
593 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
595 case WINED3DSPSM_SIGN:
596 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
598 case WINED3DSPSM_SIGNNEG:
599 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
601 case WINED3DSPSM_COMP:
602 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
605 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
607 case WINED3DSPSM_X2NEG:
608 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
610 case WINED3DSPSM_ABS:
611 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
613 case WINED3DSPSM_ABSNEG:
614 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
617 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
618 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
622 /** Writes the GLSL variable name that corresponds to the register that the
623 * DX opcode parameter is trying to access */
624 static void shader_glsl_get_register_name(
626 const DWORD addr_token,
629 SHADER_OPCODE_ARG* arg) {
631 /* oPos, oFog and oPts in D3D */
632 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
634 DWORD reg = param & WINED3DSP_REGNUM_MASK;
635 DWORD regtype = shader_get_regtype(param);
636 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
637 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
638 WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
640 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
646 case WINED3DSPR_TEMP:
647 sprintf(tmpStr, "R%u", reg);
649 case WINED3DSPR_INPUT:
651 /* Pixel shaders >= 3.0 */
652 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
653 sprintf(tmpStr, "IN%u", reg);
656 strcpy(tmpStr, "gl_Color");
658 strcpy(tmpStr, "gl_SecondaryColor");
661 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
663 sprintf(tmpStr, "attrib%u", reg);
666 case WINED3DSPR_CONST:
668 const char* prefix = pshader? "PC":"VC";
670 /* Relative addressing */
671 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
673 /* Relative addressing on shaders 2.0+ have a relative address token,
674 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
675 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
676 glsl_src_param_t rel_param;
677 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
678 sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
680 sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
683 sprintf(tmpStr, "%s[%u]", prefix, reg);
687 case WINED3DSPR_CONSTINT:
689 sprintf(tmpStr, "PI[%u]", reg);
691 sprintf(tmpStr, "VI[%u]", reg);
693 case WINED3DSPR_CONSTBOOL:
695 sprintf(tmpStr, "PB[%u]", reg);
697 sprintf(tmpStr, "VB[%u]", reg);
699 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
701 sprintf(tmpStr, "T%u", reg);
703 sprintf(tmpStr, "A%u", reg);
706 case WINED3DSPR_LOOP:
707 sprintf(tmpStr, "aL");
709 case WINED3DSPR_SAMPLER:
711 sprintf(tmpStr, "Psampler%u", reg);
713 sprintf(tmpStr, "Vsampler%u", reg);
715 case WINED3DSPR_COLOROUT:
716 if (reg >= GL_LIMITS(buffers)) {
717 WARN("Write to render target %u, only %d supported\n", reg, 4);
719 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
720 sprintf(tmpStr, "gl_FragData[%u]", reg);
721 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
722 sprintf(tmpStr, "gl_FragColor");
725 case WINED3DSPR_RASTOUT:
726 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
728 case WINED3DSPR_DEPTHOUT:
729 sprintf(tmpStr, "gl_FragDepth");
731 case WINED3DSPR_ATTROUT:
733 sprintf(tmpStr, "gl_FrontColor");
735 sprintf(tmpStr, "gl_FrontSecondaryColor");
738 case WINED3DSPR_TEXCRDOUT:
739 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
740 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
741 sprintf(tmpStr, "OUT%u", reg);
743 sprintf(tmpStr, "gl_TexCoord[%u]", reg);
745 case WINED3DSPR_MISCTYPE:
748 sprintf(tmpStr, "gl_FragCoord");
750 /* gl_FrontFacing could be used for vFace, but note that
751 * gl_FrontFacing is a bool, while vFace is a float for
752 * which the sign determines front/back */
753 FIXME("Unhandled misctype register %d\n", reg);
754 sprintf(tmpStr, "unrecognized_register");
758 FIXME("Unhandled register name Type(%d)\n", regtype);
759 sprintf(tmpStr, "unrecognized_register");
763 strcat(regstr, tmpStr);
766 /* Get the GLSL write mask for the destination register */
767 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
768 char *ptr = write_mask;
769 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
771 if (shader_is_scalar(param)) {
772 mask = WINED3DSP_WRITEMASK_0;
775 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
776 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
777 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
778 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
786 static size_t shader_glsl_get_write_mask_size(DWORD write_mask) {
789 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
790 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
791 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
792 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
797 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
798 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
799 * but addressed as "rgba". To fix this we need to swap the register's x
800 * and z components. */
801 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
802 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
803 char *ptr = swizzle_str;
805 if (!shader_is_scalar(param)) {
807 /* swizzle bits fields: wwzzyyxx */
808 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
809 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
810 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
811 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
817 /* From a given parameter token, generate the corresponding GLSL string.
818 * Also, return the actual register name and swizzle in case the
819 * caller needs this information as well. */
820 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
821 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) {
822 BOOL is_color = FALSE;
825 src_param->reg_name[0] = '\0';
826 src_param->param_str[0] = '\0';
827 swizzle_str[0] = '\0';
829 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
831 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
832 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
835 /* From a given parameter token, generate the corresponding GLSL string.
836 * Also, return the actual register name and swizzle in case the
837 * caller needs this information as well. */
838 static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
839 const DWORD addr_token, glsl_dst_param_t *dst_param) {
840 BOOL is_color = FALSE;
842 dst_param->mask_str[0] = '\0';
843 dst_param->reg_name[0] = '\0';
845 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
846 return shader_glsl_get_write_mask(param, dst_param->mask_str);
849 /* Append the destination part of the instruction to the buffer, return the effective write mask */
850 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
851 glsl_dst_param_t dst_param;
855 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
858 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
859 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
865 /* Append the destination part of the instruction to the buffer, return the effective write mask */
866 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
867 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
870 /** Process GLSL instruction modifiers */
871 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
873 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
875 if (arg->opcode->dst_token && mask != 0) {
876 glsl_dst_param_t dst_param;
878 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
880 if (mask & WINED3DSPDM_SATURATE) {
881 /* _SAT means to clamp the value of the register to between 0 and 1 */
882 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
883 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
885 if (mask & WINED3DSPDM_MSAMPCENTROID) {
886 FIXME("_centroid modifier not handled\n");
888 if (mask & WINED3DSPDM_PARTIALPRECISION) {
889 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
894 static inline const char* shader_get_comp_op(
895 const DWORD opcode) {
897 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
899 case COMPARISON_GT: return ">";
900 case COMPARISON_EQ: return "==";
901 case COMPARISON_GE: return ">=";
902 case COMPARISON_LT: return "<";
903 case COMPARISON_NE: return "!=";
904 case COMPARISON_LE: return "<=";
906 FIXME("Unrecognized comparison value: %u\n", op);
911 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, glsl_sample_function_t *sample_function) {
912 /* Note that there's no such thing as a projected cube texture. */
913 switch(sampler_type) {
915 sample_function->name = projected ? "texture1DProj" : "texture1D";
916 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
919 sample_function->name = projected ? "texture2DProj" : "texture2D";
920 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
922 case WINED3DSTT_CUBE:
923 sample_function->name = "textureCube";
924 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
926 case WINED3DSTT_VOLUME:
927 sample_function->name = projected ? "texture3DProj" : "texture3D";
928 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
931 sample_function->name = "";
932 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
938 /*****************************************************************************
940 * Begin processing individual instruction opcodes
942 ****************************************************************************/
944 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
945 void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
946 CONST SHADER_OPCODE* curOpcode = arg->opcode;
947 SHADER_BUFFER* buffer = arg->buffer;
948 glsl_src_param_t src0_param;
949 glsl_src_param_t src1_param;
953 /* Determine the GLSL operator to use based on the opcode */
954 switch (curOpcode->opcode) {
955 case WINED3DSIO_MUL: op = '*'; break;
956 case WINED3DSIO_ADD: op = '+'; break;
957 case WINED3DSIO_SUB: op = '-'; break;
960 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
964 write_mask = shader_glsl_append_dst(buffer, arg);
965 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
966 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
967 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
970 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
971 void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
972 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
973 SHADER_BUFFER* buffer = arg->buffer;
974 glsl_src_param_t src0_param;
977 write_mask = shader_glsl_append_dst(buffer, arg);
978 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
980 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
981 * shader versions WINED3DSIO_MOVA is used for this. */
982 if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
983 !shader_is_pshader_version(shader->baseShader.hex_version) &&
984 shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) ||
985 arg->opcode->opcode == WINED3DSIO_MOVA) {
986 /* We need to *round* to the nearest int here. */
987 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
989 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);
991 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
994 shader_addline(buffer, "%s);\n", src0_param.param_str);
998 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
999 void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
1000 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1001 SHADER_BUFFER* buffer = arg->buffer;
1002 glsl_src_param_t src0_param;
1003 glsl_src_param_t src1_param;
1004 DWORD dst_write_mask, src_write_mask;
1005 size_t dst_size = 0;
1007 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1008 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1010 /* dp3 works on vec3, dp4 on vec4 */
1011 if (curOpcode->opcode == WINED3DSIO_DP4) {
1012 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1014 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1017 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1018 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1021 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1023 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1027 /* Note that this instruction has some restrictions. The destination write mask
1028 * can't contain the w component, and the source swizzles have to be .xyzw */
1029 void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
1030 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1031 glsl_src_param_t src0_param;
1032 glsl_src_param_t src1_param;
1035 shader_glsl_get_write_mask(arg->dst, dst_mask);
1036 shader_glsl_append_dst(arg->buffer, arg);
1037 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1038 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1039 shader_addline(arg->buffer, "cross(%s, %s).%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1042 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1043 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1044 * GLSL uses the value as-is. */
1045 void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
1046 SHADER_BUFFER *buffer = arg->buffer;
1047 glsl_src_param_t src0_param;
1048 glsl_src_param_t src1_param;
1049 DWORD dst_write_mask;
1052 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1053 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1055 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1056 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1059 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1061 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1065 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1066 void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
1067 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1068 SHADER_BUFFER* buffer = arg->buffer;
1069 glsl_src_param_t src_param;
1070 const char *instruction;
1071 char arguments[256];
1075 /* Determine the GLSL function to use based on the opcode */
1076 /* TODO: Possibly make this a table for faster lookups */
1077 switch (curOpcode->opcode) {
1078 case WINED3DSIO_MIN: instruction = "min"; break;
1079 case WINED3DSIO_MAX: instruction = "max"; break;
1080 case WINED3DSIO_ABS: instruction = "abs"; break;
1081 case WINED3DSIO_FRC: instruction = "fract"; break;
1082 case WINED3DSIO_NRM: instruction = "normalize"; break;
1083 case WINED3DSIO_LOGP:
1084 case WINED3DSIO_LOG: instruction = "log2"; break;
1085 case WINED3DSIO_EXP: instruction = "exp2"; break;
1086 case WINED3DSIO_SGN: instruction = "sign"; break;
1087 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1088 case WINED3DSIO_DSY: instruction = "dFdy"; break;
1089 default: instruction = "";
1090 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1094 write_mask = shader_glsl_append_dst(buffer, arg);
1096 arguments[0] = '\0';
1097 if (curOpcode->num_params > 0) {
1098 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1099 strcat(arguments, src_param.param_str);
1100 for (i = 2; i < curOpcode->num_params; ++i) {
1101 strcat(arguments, ", ");
1102 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1103 strcat(arguments, src_param.param_str);
1107 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1110 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1111 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1112 * dst.x = 2^(floor(src))
1113 * dst.y = src - floor(src)
1114 * dst.z = 2^src (partial precision is allowed, but optional)
1116 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1117 * dst = 2^src; (partial precision is allowed, but optional)
1119 void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
1120 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1121 glsl_src_param_t src_param;
1123 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1125 if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
1128 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1129 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1130 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1131 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1133 shader_glsl_append_dst(arg->buffer, arg);
1134 shader_glsl_get_write_mask(arg->dst, dst_mask);
1135 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1140 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1141 mask_size = shader_glsl_get_write_mask_size(write_mask);
1143 if (mask_size > 1) {
1144 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1146 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1151 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1152 void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
1153 glsl_src_param_t src_param;
1157 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1158 mask_size = shader_glsl_get_write_mask_size(write_mask);
1159 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1161 if (mask_size > 1) {
1162 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1164 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1168 void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
1169 SHADER_BUFFER* buffer = arg->buffer;
1170 glsl_src_param_t src_param;
1174 write_mask = shader_glsl_append_dst(buffer, arg);
1175 mask_size = shader_glsl_get_write_mask_size(write_mask);
1177 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1179 if (mask_size > 1) {
1180 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1182 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1186 /** Process signed comparison opcodes in GLSL. */
1187 void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
1188 glsl_src_param_t src0_param;
1189 glsl_src_param_t src1_param;
1193 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1194 mask_size = shader_glsl_get_write_mask_size(write_mask);
1195 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1196 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1198 if (mask_size > 1) {
1199 const char *compare;
1201 switch(arg->opcode->opcode) {
1202 case WINED3DSIO_SLT: compare = "lessThan"; break;
1203 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1204 default: compare = "";
1205 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1208 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1209 src0_param.param_str, src1_param.param_str);
1211 const char *compare;
1213 switch(arg->opcode->opcode) {
1214 case WINED3DSIO_SLT: compare = "<"; break;
1215 case WINED3DSIO_SGE: compare = ">="; break;
1216 default: compare = "";
1217 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1220 shader_addline(arg->buffer, "(%s %s %s) ? 1.0 : 0.0);\n",
1221 src0_param.param_str, compare, src1_param.param_str);
1225 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1226 void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
1227 glsl_src_param_t src0_param;
1228 glsl_src_param_t src1_param;
1229 glsl_src_param_t src2_param;
1230 DWORD write_mask, cmp_channel = 0;
1233 /* Cycle through all source0 channels */
1234 for (i=0; i<4; i++) {
1236 /* Find the destination channels which use the current source0 channel */
1237 for (j=0; j<4; j++) {
1238 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1239 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1240 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1243 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1244 if (!write_mask) continue;
1246 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1247 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1248 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1250 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1251 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1255 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1256 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1257 * the compare is done per component of src0. */
1258 void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
1259 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1260 glsl_src_param_t src0_param;
1261 glsl_src_param_t src1_param;
1262 glsl_src_param_t src2_param;
1263 DWORD write_mask, cmp_channel = 0;
1266 if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
1267 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1268 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1269 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1270 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1271 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1272 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1275 /* Cycle through all source0 channels */
1276 for (i=0; i<4; i++) {
1278 /* Find the destination channels which use the current source0 channel */
1279 for (j=0; j<4; j++) {
1280 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1281 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1282 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1285 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1286 if (!write_mask) continue;
1288 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1289 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1290 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1292 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1293 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1297 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1298 void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
1299 glsl_src_param_t src0_param;
1300 glsl_src_param_t src1_param;
1301 glsl_src_param_t src2_param;
1304 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1305 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1306 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1307 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1308 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1309 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1312 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1313 Vertex shaders to GLSL codes */
1314 void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
1316 int nComponents = 0;
1317 SHADER_OPCODE_ARG tmpArg;
1319 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1321 /* Set constants for the temporary argument */
1322 tmpArg.shader = arg->shader;
1323 tmpArg.buffer = arg->buffer;
1324 tmpArg.src[0] = arg->src[0];
1325 tmpArg.src_addr[0] = arg->src_addr[0];
1326 tmpArg.src_addr[1] = arg->src_addr[1];
1327 tmpArg.reg_maps = arg->reg_maps;
1329 switch(arg->opcode->opcode) {
1330 case WINED3DSIO_M4x4:
1332 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1334 case WINED3DSIO_M4x3:
1336 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1338 case WINED3DSIO_M3x4:
1340 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1342 case WINED3DSIO_M3x3:
1344 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1346 case WINED3DSIO_M3x2:
1348 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1354 for (i = 0; i < nComponents; i++) {
1355 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1356 tmpArg.src[1] = arg->src[1]+i;
1357 shader_glsl_dot(&tmpArg);
1362 The LRP instruction performs a component-wise linear interpolation
1363 between the second and third operands using the first operand as the
1364 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1365 This is equivalent to mix(src2, src1, src0);
1367 void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
1368 glsl_src_param_t src0_param;
1369 glsl_src_param_t src1_param;
1370 glsl_src_param_t src2_param;
1373 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1375 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1376 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1377 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1379 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1380 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1383 /** Process the WINED3DSIO_LIT instruction in GLSL:
1384 * dst.x = dst.w = 1.0
1385 * dst.y = (src0.x > 0) ? src0.x
1386 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1387 * where src.w is clamped at +- 128
1389 void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
1390 glsl_src_param_t src0_param;
1391 glsl_src_param_t src1_param;
1392 glsl_src_param_t src3_param;
1395 shader_glsl_append_dst(arg->buffer, arg);
1396 shader_glsl_get_write_mask(arg->dst, dst_mask);
1398 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1399 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
1400 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
1402 shader_addline(arg->buffer, "vec4(1.0, (%s > 0.0 ? %s : 0.0), (%s > 0.0 ? ((%s > 0.0) ? pow(%s, clamp(%s, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s);\n",
1403 src0_param.param_str, src0_param.param_str, src0_param.param_str, src1_param.param_str, src1_param.param_str, src3_param.param_str, dst_mask);
1406 /** Process the WINED3DSIO_DST instruction in GLSL:
1408 * dst.y = src0.x * src0.y
1412 void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
1413 glsl_src_param_t src0y_param;
1414 glsl_src_param_t src0z_param;
1415 glsl_src_param_t src1y_param;
1416 glsl_src_param_t src1w_param;
1419 shader_glsl_append_dst(arg->buffer, arg);
1420 shader_glsl_get_write_mask(arg->dst, dst_mask);
1422 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
1423 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
1424 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
1425 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
1427 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1428 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
1431 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1432 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1433 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1435 * dst.x = cos(src0.?)
1436 * dst.y = sin(src0.?)
1440 void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
1441 glsl_src_param_t src0_param;
1444 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1445 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1447 switch (write_mask) {
1448 case WINED3DSP_WRITEMASK_0:
1449 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
1452 case WINED3DSP_WRITEMASK_1:
1453 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
1456 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
1457 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
1461 ERR("Write mask should be .x, .y or .xy\n");
1466 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1467 * Start a for() loop where src1.y is the initial value of aL,
1468 * increment aL by src1.z for a total of src1.x iterations.
1469 * Need to use a temporary variable for this operation.
1471 /* FIXME: I don't think nested loops will work correctly this way. */
1472 void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
1473 glsl_src_param_t src1_param;
1475 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
1477 shader_addline(arg->buffer, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
1478 src1_param.reg_name, src1_param.reg_name, src1_param.reg_name);
1481 void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
1482 shader_addline(arg->buffer, "}\n");
1485 void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
1486 glsl_src_param_t src0_param;
1488 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1489 shader_addline(arg->buffer, "for (tmpInt = 0; tmpInt < %s; tmpInt++) {\n", src0_param.param_str);
1492 void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
1493 glsl_src_param_t src0_param;
1495 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1496 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
1499 void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
1500 glsl_src_param_t src0_param;
1501 glsl_src_param_t src1_param;
1503 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1504 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1506 shader_addline(arg->buffer, "if (%s %s %s) {\n",
1507 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
1510 void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
1511 shader_addline(arg->buffer, "} else {\n");
1514 void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
1515 shader_addline(arg->buffer, "break;\n");
1518 /* FIXME: According to MSDN the compare is done per component. */
1519 void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
1520 glsl_src_param_t src0_param;
1521 glsl_src_param_t src1_param;
1523 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1524 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1526 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
1527 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
1530 void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
1532 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
1533 shader_addline(arg->buffer, "}\n");
1534 shader_addline(arg->buffer, "void subroutine%lu () {\n", snum);
1537 void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
1538 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
1539 shader_addline(arg->buffer, "subroutine%lu();\n", snum);
1542 void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
1543 glsl_src_param_t src1_param;
1545 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
1546 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1547 shader_addline(arg->buffer, "if (%s) subroutine%lu();\n", src1_param.param_str, snum);
1550 /*********************************************
1551 * Pixel Shader Specific Code begins here
1552 ********************************************/
1553 void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
1554 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1555 DWORD hex_version = This->baseShader.hex_version;
1556 char dst_swizzle[6];
1557 glsl_sample_function_t sample_function;
1563 /* All versions have a destination register */
1564 shader_glsl_append_dst(arg->buffer, arg);
1566 /* 1.0-1.4: Use destination register as sampler source.
1567 * 2.0+: Use provided sampler source. */
1568 if (hex_version < WINED3DPS_VERSION(1,4)) {
1569 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1572 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1573 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1575 if (flags & WINED3DTTFF_PROJECTED) {
1577 switch (flags & ~WINED3DTTFF_PROJECTED) {
1578 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
1579 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
1580 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
1581 case WINED3DTTFF_COUNT4:
1582 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
1587 } else if (hex_version < WINED3DPS_VERSION(2,0)) {
1588 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1589 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1591 if (src_mod == WINED3DSPSM_DZ) {
1593 mask = WINED3DSP_WRITEMASK_2;
1594 } else if (src_mod == WINED3DSPSM_DW) {
1596 mask = WINED3DSP_WRITEMASK_3;
1601 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
1602 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1603 /* ps 2.0 texldp instruction always divides by the fourth component. */
1605 mask = WINED3DSP_WRITEMASK_3;
1611 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
1612 shader_glsl_get_sample_function(sampler_type, projected, &sample_function);
1613 mask |= sample_function.coord_mask;
1615 if (hex_version < WINED3DPS_VERSION(2,0)) {
1616 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
1618 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
1621 /* 1.0-1.3: Use destination register as coordinate source.
1622 1.4+: Use provided coordinate source register. */
1623 if (hex_version < WINED3DPS_VERSION(1,4)) {
1625 shader_glsl_get_write_mask(mask, coord_mask);
1626 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
1627 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
1629 glsl_src_param_t coord_param;
1630 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
1631 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
1632 glsl_src_param_t bias;
1633 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
1635 shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
1636 sample_function.name, sampler_idx, coord_param.param_str,
1637 bias.param_str, dst_swizzle);
1639 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
1640 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
1645 void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
1646 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
1647 glsl_sample_function_t sample_function;
1648 glsl_src_param_t coord_param, lod_param;
1649 char dst_swizzle[6];
1653 shader_glsl_append_dst(arg->buffer, arg);
1654 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
1656 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
1657 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
1658 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
1659 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param);
1661 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
1663 if (shader_is_pshader_version(This->baseShader.hex_version)) {
1664 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
1665 * However, they seem to work just fine in fragment shaders as well. */
1666 WARN("Using %sLod in fragment shader.\n", sample_function.name);
1667 shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
1668 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
1670 shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
1671 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
1675 void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
1677 /* FIXME: Make this work for more than just 2D textures */
1679 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1680 SHADER_BUFFER* buffer = arg->buffer;
1681 DWORD hex_version = This->baseShader.hex_version;
1685 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1686 shader_glsl_get_write_mask(write_mask, dst_mask);
1688 if (hex_version != WINED3DPS_VERSION(1,4)) {
1689 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1690 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
1692 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1693 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1694 char dst_swizzle[6];
1696 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
1698 if (src_mod == WINED3DSPSM_DZ) {
1699 glsl_src_param_t div_param;
1700 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
1701 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
1703 if (mask_size > 1) {
1704 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
1706 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
1708 } else if (src_mod == WINED3DSPSM_DW) {
1709 glsl_src_param_t div_param;
1710 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
1711 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
1713 if (mask_size > 1) {
1714 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
1716 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
1719 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
1724 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
1725 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1726 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1727 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
1728 glsl_src_param_t src0_param;
1730 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1731 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1733 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1735 shader_glsl_append_dst(arg->buffer, arg);
1736 shader_glsl_get_write_mask(arg->dst, dst_mask);
1737 shader_addline(arg->buffer, "texture2D(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.5))%s);\n",
1738 sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
1741 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
1742 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1743 void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
1744 glsl_src_param_t src0_param;
1745 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1746 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1750 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
1751 mask_size = shader_glsl_get_write_mask_size(dst_mask);
1752 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1754 if (mask_size > 1) {
1755 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
1757 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
1761 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
1762 * Calculate the depth as dst.x / dst.y */
1763 void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
1764 glsl_dst_param_t dst_param;
1766 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1768 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
1769 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
1770 * this doesn't always work, so clamp the results manually. Wether or not the x value is clamped at 1
1771 * too is irrelevant, since if x = 0, any y value < 1.0(and > 1.0 is not allowed) results in a result
1774 shader_addline(arg->buffer, "gl_FragDepth = (%s.y == 0.0) ? 1.0 : clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name, dst_param.reg_name);
1777 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
1778 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1779 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1780 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1782 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
1783 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1784 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1785 glsl_src_param_t src0_param;
1787 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1789 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
1790 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
1793 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
1794 * Calculate the 1st of a 2-row matrix multiplication. */
1795 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1796 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1797 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1798 SHADER_BUFFER* buffer = arg->buffer;
1799 glsl_src_param_t src0_param;
1801 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1802 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
1805 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
1806 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
1807 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
1809 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
1810 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1811 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1812 SHADER_BUFFER* buffer = arg->buffer;
1813 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
1814 glsl_src_param_t src0_param;
1816 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1817 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
1818 current_state->texcoord_w[current_state->current_row++] = reg;
1821 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1822 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1823 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1824 SHADER_BUFFER* buffer = arg->buffer;
1825 glsl_src_param_t src0_param;
1828 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1829 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
1831 shader_glsl_append_dst(buffer, arg);
1832 shader_glsl_get_write_mask(arg->dst, dst_mask);
1834 /* Sample the texture using the calculated coordinates */
1835 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
1838 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
1839 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
1840 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
1841 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1842 glsl_src_param_t src0_param;
1844 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1845 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1846 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1847 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
1848 glsl_sample_function_t sample_function;
1850 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1851 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
1853 shader_glsl_append_dst(arg->buffer, arg);
1854 shader_glsl_get_write_mask(arg->dst, dst_mask);
1855 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
1857 /* Sample the texture using the calculated coordinates */
1858 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
1860 current_state->current_row = 0;
1863 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
1864 * Perform the 3rd row of a 3x3 matrix multiply */
1865 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
1866 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1867 glsl_src_param_t src0_param;
1869 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1870 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1871 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1873 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1875 shader_glsl_append_dst(arg->buffer, arg);
1876 shader_glsl_get_write_mask(arg->dst, dst_mask);
1877 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
1879 current_state->current_row = 0;
1882 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
1883 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1884 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
1886 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
1887 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1888 glsl_src_param_t src0_param;
1889 glsl_src_param_t src1_param;
1891 SHADER_BUFFER* buffer = arg->buffer;
1892 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
1893 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
1894 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1895 glsl_sample_function_t sample_function;
1897 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1898 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1900 /* Perform the last matrix multiply operation */
1901 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
1903 /* Calculate reflection vector, 2*(tmp0.src1)*tmp0-src1
1904 * This is equivalent to reflect(-src1, tmp0); */
1905 shader_addline(buffer, "tmp0.xyz = reflect(-(%s), tmp0.xyz);\n", src1_param.param_str);
1907 shader_glsl_append_dst(buffer, arg);
1908 shader_glsl_get_write_mask(arg->dst, dst_mask);
1909 shader_glsl_get_sample_function(stype, FALSE, &sample_function);
1911 /* Sample the texture */
1912 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
1914 current_state->current_row = 0;
1917 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
1918 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1919 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
1921 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
1922 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1923 SHADER_BUFFER* buffer = arg->buffer;
1924 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
1925 glsl_src_param_t src0_param;
1927 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1928 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
1929 glsl_sample_function_t sample_function;
1931 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1933 /* Perform the last matrix multiply operation */
1934 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
1936 /* Construct the eye-ray vector from w coordinates */
1937 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
1938 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
1940 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(tmp0.tmp1)*tmp0-tmp1
1941 * This is equivalent to reflect(-tmp1, tmp0); */
1942 shader_addline(buffer, "tmp0.xyz = reflect(-tmp1.xyz, tmp0.xyz);\n");
1944 shader_glsl_append_dst(buffer, arg);
1945 shader_glsl_get_write_mask(arg->dst, dst_mask);
1946 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
1948 /* Sample the texture using the calculated coordinates */
1949 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
1951 current_state->current_row = 0;
1954 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
1955 * Apply a fake bump map transform.
1956 * texbem is pshader <= 1.3 only, this saves a few version checks
1958 void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
1959 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1960 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1961 char dst_swizzle[6];
1962 glsl_sample_function_t sample_function;
1963 glsl_src_param_t coord_param;
1970 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1971 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1973 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
1974 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
1975 mask = sample_function.coord_mask;
1977 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
1979 shader_glsl_get_write_mask(mask, coord_mask);
1981 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1982 * so we can't let the GL handle this.
1984 if (flags & WINED3DTTFF_PROJECTED) {
1986 char coord_div_mask[3];
1987 switch (flags & ~WINED3DTTFF_PROJECTED) {
1988 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
1989 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
1990 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
1991 case WINED3DTTFF_COUNT4:
1992 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
1994 shader_glsl_get_write_mask(div_mask, coord_div_mask);
1995 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
1998 shader_glsl_append_dst(arg->buffer, arg);
1999 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2000 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2001 glsl_src_param_t luminance_param;
2002 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2003 shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )*(%s * luminancescale + luminanceoffset))%s);\n",
2004 sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask,
2005 luminance_param.param_str, dst_swizzle);
2007 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
2008 sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);
2012 void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
2013 glsl_src_param_t src0_param, src1_param;
2015 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2016 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2018 shader_glsl_append_dst(arg->buffer, arg);
2019 shader_addline(arg->buffer, "%s + bumpenvmat * %s);\n",
2020 src0_param.param_str, src1_param.param_str);
2023 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2024 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2025 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
2026 glsl_src_param_t src0_param;
2027 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2030 shader_glsl_append_dst(arg->buffer, arg);
2031 shader_glsl_get_write_mask(arg->dst, dst_mask);
2032 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2034 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2037 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2038 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2039 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
2040 glsl_src_param_t src0_param;
2041 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2044 shader_glsl_append_dst(arg->buffer, arg);
2045 shader_glsl_get_write_mask(arg->dst, dst_mask);
2046 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2048 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2051 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2052 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2053 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
2054 glsl_src_param_t src0_param;
2056 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2057 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2058 glsl_sample_function_t sample_function;
2060 shader_glsl_append_dst(arg->buffer, arg);
2061 shader_glsl_get_write_mask(arg->dst, dst_mask);
2062 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
2063 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2065 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2068 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2069 * If any of the first 3 components are < 0, discard this pixel */
2070 void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
2071 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2072 DWORD hex_version = This->baseShader.hex_version;
2073 glsl_dst_param_t dst_param;
2075 /* The argument is a destination parameter, and no writemasks are allowed */
2076 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2077 if((hex_version >= WINED3DPS_VERSION(2,0))) {
2078 /* 2.0 shaders compare all 4 components in texkill */
2079 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2081 /* 1.X shaders only compare the first 3 components, propably due to the nature of the texkill
2082 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2083 * 4 components are defined, only the first 3 are used
2085 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2089 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2090 * dst = dot2(src0, src1) + src2 */
2091 void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
2092 glsl_src_param_t src0_param;
2093 glsl_src_param_t src1_param;
2094 glsl_src_param_t src2_param;
2098 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2099 mask_size = shader_glsl_get_write_mask_size(write_mask);
2101 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2102 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2103 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2105 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2108 void pshader_glsl_input_pack(
2109 SHADER_BUFFER* buffer,
2110 semantic* semantics_in) {
2114 for (i = 0; i < MAX_REG_INPUT; i++) {
2116 DWORD usage_token = semantics_in[i].usage;
2117 DWORD register_token = semantics_in[i].reg;
2118 DWORD usage, usage_idx;
2122 if (!usage_token) continue;
2123 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2124 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2125 shader_glsl_get_write_mask(register_token, reg_mask);
2129 case WINED3DDECLUSAGE_COLOR:
2131 shader_addline(buffer, "IN%u%s = vec4(gl_Color)%s;\n",
2132 i, reg_mask, reg_mask);
2133 else if (usage_idx == 1)
2134 shader_addline(buffer, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
2135 i, reg_mask, reg_mask);
2137 shader_addline(buffer, "IN%u%s = vec4(unsupported_color_input)%s;\n",
2138 i, reg_mask, reg_mask);
2141 case WINED3DDECLUSAGE_TEXCOORD:
2142 shader_addline(buffer, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
2143 i, reg_mask, usage_idx, reg_mask );
2146 case WINED3DDECLUSAGE_FOG:
2147 shader_addline(buffer, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
2148 i, reg_mask, reg_mask);
2152 shader_addline(buffer, "IN%u%s = vec4(unsupported_input)%s;\n",
2153 i, reg_mask, reg_mask);
2158 /*********************************************
2159 * Vertex Shader Specific Code begins here
2160 ********************************************/
2162 void vshader_glsl_output_unpack(
2163 SHADER_BUFFER* buffer,
2164 semantic* semantics_out) {
2168 for (i = 0; i < MAX_REG_OUTPUT; i++) {
2170 DWORD usage_token = semantics_out[i].usage;
2171 DWORD register_token = semantics_out[i].reg;
2172 DWORD usage, usage_idx;
2176 if (!usage_token) continue;
2178 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2179 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2180 shader_glsl_get_write_mask(register_token, reg_mask);
2184 case WINED3DDECLUSAGE_COLOR:
2186 shader_addline(buffer, "gl_FrontColor%s = OUT%u%s;\n", reg_mask, i, reg_mask);
2187 else if (usage_idx == 1)
2188 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT%u%s;\n", reg_mask, i, reg_mask);
2190 shader_addline(buffer, "unsupported_color_output%s = OUT%u%s;\n", reg_mask, i, reg_mask);
2193 case WINED3DDECLUSAGE_POSITION:
2194 shader_addline(buffer, "gl_Position%s = OUT%u%s;\n", reg_mask, i, reg_mask);
2197 case WINED3DDECLUSAGE_TEXCOORD:
2198 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT%u%s;\n",
2199 usage_idx, reg_mask, i, reg_mask);
2202 case WINED3DDECLUSAGE_PSIZE:
2203 shader_addline(buffer, "gl_PointSize = OUT%u.x;\n", i);
2206 case WINED3DDECLUSAGE_FOG:
2207 shader_addline(buffer, "gl_FogFragCoord = OUT%u%s;\n", i, reg_mask);
2211 shader_addline(buffer, "unsupported_output%s = OUT%u%s;\n", reg_mask, i, reg_mask);
2216 static void add_glsl_program_entry(IWineD3DDeviceImpl *device, struct glsl_shader_prog_link *entry) {
2217 glsl_program_key_t *key;
2219 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2220 key->vshader = entry->vshader;
2221 key->pshader = entry->pshader;
2223 hash_table_put(device->glsl_program_lookup, key, entry);
2226 static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *device,
2227 GLhandleARB vshader, GLhandleARB pshader) {
2228 glsl_program_key_t key;
2230 key.vshader = vshader;
2231 key.pshader = pshader;
2233 return (struct glsl_shader_prog_link *)hash_table_get(device->glsl_program_lookup, &key);
2236 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry) {
2237 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2238 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2239 glsl_program_key_t *key;
2241 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2242 key->vshader = entry->vshader;
2243 key->pshader = entry->pshader;
2244 hash_table_remove(This->glsl_program_lookup, key);
2246 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2247 if (entry->vshader) list_remove(&entry->vshader_entry);
2248 if (entry->pshader) list_remove(&entry->pshader_entry);
2249 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2250 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2251 HeapFree(GetProcessHeap(), 0, entry);
2254 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
2255 * It sets the programId on the current StateBlock (because it should be called
2256 * inside of the DrawPrimitive() part of the render loop).
2258 * If a program for the given combination does not exist, create one, and store
2259 * the program in the hash table. If it creates a program, it will link the
2260 * given objects, too.
2262 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
2263 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2264 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2265 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
2266 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
2267 struct glsl_shader_prog_link *entry = NULL;
2268 GLhandleARB programId = 0;
2272 GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0;
2273 GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0;
2274 entry = get_glsl_program_entry(This, vshader_id, pshader_id);
2276 This->stateBlock->glsl_program = entry;
2280 /* If we get to this point, then no matching program exists, so we create one */
2281 programId = GL_EXTCALL(glCreateProgramObjectARB());
2282 TRACE("Created new GLSL shader program %u\n", programId);
2284 /* Create the entry */
2285 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
2286 entry->programId = programId;
2287 entry->vshader = vshader_id;
2288 entry->pshader = pshader_id;
2289 /* Add the hash table entry */
2290 add_glsl_program_entry(This, entry);
2292 /* Set the current program */
2293 This->stateBlock->glsl_program = entry;
2295 /* Attach GLSL vshader */
2297 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
2300 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
2301 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
2302 checkGLcall("glAttachObjectARB");
2304 /* Bind vertex attributes to a corresponding index number to match
2305 * the same index numbers as ARB_vertex_programs (makes loading
2306 * vertex attributes simpler). With this method, we can use the
2307 * exact same code to load the attributes later for both ARB and
2310 * We have to do this here because we need to know the Program ID
2311 * in order to make the bindings work, and it has to be done prior
2312 * to linking the GLSL program. */
2313 for (i = 0; i < max_attribs; ++i) {
2314 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
2315 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
2317 checkGLcall("glBindAttribLocationARB");
2319 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
2322 /* Attach GLSL pshader */
2324 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
2325 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
2326 checkGLcall("glAttachObjectARB");
2328 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
2331 /* Link the program */
2332 TRACE("Linking GLSL shader program %u\n", programId);
2333 GL_EXTCALL(glLinkProgramARB(programId));
2334 print_glsl_info_log(&GLINFO_LOCATION, programId);
2336 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
2337 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
2338 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
2339 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
2341 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
2342 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
2343 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
2344 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
2348 static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
2349 GLhandleARB program_id;
2350 GLhandleARB vshader_id, pshader_id;
2351 const char *blt_vshader[] = {
2354 " gl_Position = gl_Vertex;\n"
2355 " gl_FrontColor = vec4(1.0);\n"
2356 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
2357 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
2361 const char *blt_pshader[] = {
2362 "uniform sampler2D sampler;\n"
2365 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
2369 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
2370 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
2371 GL_EXTCALL(glCompileShaderARB(vshader_id));
2373 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
2374 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, blt_pshader, NULL));
2375 GL_EXTCALL(glCompileShaderARB(pshader_id));
2377 program_id = GL_EXTCALL(glCreateProgramObjectARB());
2378 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
2379 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
2380 GL_EXTCALL(glLinkProgramARB(program_id));
2382 print_glsl_info_log(&GLINFO_LOCATION, program_id);
2387 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
2388 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2389 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2390 GLhandleARB program_id = 0;
2392 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
2393 else This->stateBlock->glsl_program = NULL;
2395 program_id = This->stateBlock->glsl_program ? This->stateBlock->glsl_program->programId : 0;
2396 if (program_id) TRACE("Using GLSL program %u\n", program_id);
2397 GL_EXTCALL(glUseProgramObjectARB(program_id));
2398 checkGLcall("glUseProgramObjectARB");
2401 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
2402 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2403 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2404 static GLhandleARB program_id = 0;
2405 static GLhandleARB loc = -1;
2408 program_id = create_glsl_blt_shader(gl_info);
2409 loc = GL_EXTCALL(glGetUniformLocationARB(program_id, "sampler"));
2412 GL_EXTCALL(glUseProgramObjectARB(program_id));
2413 GL_EXTCALL(glUniform1iARB(loc, 0));
2416 static void shader_glsl_cleanup(IWineD3DDevice *iface) {
2417 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2418 WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
2419 GL_EXTCALL(glUseProgramObjectARB(0));
2422 const shader_backend_t glsl_shader_backend = {
2423 &shader_glsl_select,
2424 &shader_glsl_select_depth_blt,
2425 &shader_glsl_load_constants,
2426 &shader_glsl_cleanup