2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
36 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 #define GLINFO_LOCATION (*gl_info)
54 } glsl_sample_function_t;
56 /* GLSL shader private data */
57 struct shader_glsl_priv {
58 struct hash_table_t *glsl_program_lookup;
59 const struct glsl_shader_prog_link *glsl_program;
60 GLhandleARB depth_blt_program[tex_type_count];
63 /* Struct to maintain data about a linked GLSL program */
64 struct glsl_shader_prog_link {
65 struct list vshader_entry;
66 struct list pshader_entry;
67 GLhandleARB programId;
68 GLhandleARB *vuniformF_locations;
69 GLhandleARB *puniformF_locations;
70 GLhandleARB vuniformI_locations[MAX_CONST_I];
71 GLhandleARB puniformI_locations[MAX_CONST_I];
72 GLhandleARB posFixup_location;
73 GLhandleARB bumpenvmat_location[MAX_TEXTURES];
74 GLhandleARB luminancescale_location[MAX_TEXTURES];
75 GLhandleARB luminanceoffset_location[MAX_TEXTURES];
76 GLhandleARB ycorrection_location;
77 GLenum vertex_color_clamp;
79 IWineD3DPixelShader *pshader;
80 struct ps_compile_args ps_args;
85 IWineD3DPixelShader *pshader;
86 struct ps_compile_args ps_args;
90 /** Prints the GLSL info log which will contain error messages if they exist */
91 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
93 int infologLength = 0;
98 const char *spam[] = {
99 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
100 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
101 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
102 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
103 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
104 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
105 "Fragment shader was successfully compiled to run on hardware.\nWARNING: 0:1: extension 'GL_ARB_draw_buffers' is not supported",
106 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
107 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
108 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
111 GL_EXTCALL(glGetObjectParameterivARB(obj,
112 GL_OBJECT_INFO_LOG_LENGTH_ARB,
115 /* A size of 1 is just a null-terminated string, so the log should be bigger than
116 * that if there are errors. */
117 if (infologLength > 1)
119 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
120 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
122 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
123 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
126 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
127 if(strcmp(infoLog, spam[i]) == 0) {
133 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
135 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
137 HeapFree(GetProcessHeap(), 0, infoLog);
142 * Loads (pixel shader) samplers
144 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
146 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
147 GLhandleARB name_loc;
149 char sampler_name[20];
151 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
152 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
153 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
154 if (name_loc != -1) {
155 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i];
156 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(fragment_samplers)) {
157 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
158 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
159 checkGLcall("glUniform1iARB");
161 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
167 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
169 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
170 GLhandleARB name_loc;
171 char sampler_name[20];
174 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
175 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
176 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
177 if (name_loc != -1) {
178 int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i];
179 if (mapped_unit != -1 && mapped_unit < GL_LIMITS(combined_samplers)) {
180 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
181 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
182 checkGLcall("glUniform1iARB");
184 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
191 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
192 * When constant_list == NULL, it will load all the constants.
194 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
195 unsigned int max_constants, const float *constants, const GLhandleARB *constant_locations,
196 const struct list *constant_list)
198 const constants_entry *constant;
199 const local_constant *lconst;
204 if (TRACE_ON(d3d_shader)) {
205 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
210 tmp_loc = constant_locations[i];
212 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
213 constants[i * 4 + 0], constants[i * 4 + 1],
214 constants[i * 4 + 2], constants[i * 4 + 3]);
220 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
221 if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
222 shader_is_pshader_version(This->baseShader.hex_version)) {
225 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
230 tmp_loc = constant_locations[i];
232 /* We found this uniform name in the program - go ahead and send the data */
234 if(constants[k + 0] < -1.0) lcl_const[0] = -1.0;
235 else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0;
236 else lcl_const[0] = constants[k + 0];
237 if(constants[k + 1] < -1.0) lcl_const[1] = -1.0;
238 else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0;
239 else lcl_const[1] = constants[k + 1];
240 if(constants[k + 2] < -1.0) lcl_const[2] = -1.0;
241 else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0;
242 else lcl_const[2] = constants[k + 2];
243 if(constants[k + 3] < -1.0) lcl_const[3] = -1.0;
244 else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0;
245 else lcl_const[3] = constants[k + 3];
247 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const));
252 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
257 tmp_loc = constant_locations[i];
259 /* We found this uniform name in the program - go ahead and send the data */
260 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
265 checkGLcall("glUniform4fvARB()");
267 if(!This->baseShader.load_local_constsF) {
268 TRACE("No need to load local float constants for this shader\n");
272 /* Load immediate constants */
273 if (TRACE_ON(d3d_shader)) {
274 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
275 tmp_loc = constant_locations[lconst->idx];
277 const GLfloat *values = (const GLfloat *)lconst->value;
278 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
279 values[0], values[1], values[2], values[3]);
283 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
284 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
285 tmp_loc = constant_locations[lconst->idx];
287 /* We found this uniform name in the program - go ahead and send the data */
288 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (const GLfloat *)lconst->value));
291 checkGLcall("glUniform4fvARB()");
295 * Loads integer constants (aka uniforms) into the currently set GLSL program.
296 * When @constants_set == NULL, it will load all the constants.
298 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
299 GLhandleARB programId, const GLhandleARB locations[MAX_CONST_I], unsigned int max_constants,
300 const int *constants, const BOOL *constants_set)
305 for (i=0; i<max_constants; ++i) {
306 if (NULL == constants_set || constants_set[i]) {
308 TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
309 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
311 /* We found this uniform name in the program - go ahead and send the data */
312 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
313 checkGLcall("glUniform4ivARB");
317 /* Load immediate constants */
318 ptr = list_head(&This->baseShader.constantsI);
320 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
321 unsigned int idx = lconst->idx;
322 const GLint *values = (const GLint *)lconst->value;
324 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
325 values[0], values[1], values[2], values[3]);
327 /* We found this uniform name in the program - go ahead and send the data */
328 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
329 checkGLcall("glUniform4ivARB");
330 ptr = list_next(&This->baseShader.constantsI, ptr);
335 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
336 * When @constants_set == NULL, it will load all the constants.
338 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
339 GLhandleARB programId, unsigned int max_constants, const BOOL *constants, const BOOL *constants_set)
344 char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
345 const char* prefix = is_pshader? "PB":"VB";
348 for (i=0; i<max_constants; ++i) {
349 if (NULL == constants_set || constants_set[i]) {
351 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
353 /* TODO: Benchmark and see if it would be beneficial to store the
354 * locations of the constants to avoid looking up each time */
355 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
356 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
358 /* We found this uniform name in the program - go ahead and send the data */
359 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
360 checkGLcall("glUniform1ivARB");
365 /* Load immediate constants */
366 ptr = list_head(&This->baseShader.constantsB);
368 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
369 unsigned int idx = lconst->idx;
370 const GLint *values = (const GLint *)lconst->value;
372 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
374 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
375 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
377 /* We found this uniform name in the program - go ahead and send the data */
378 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
379 checkGLcall("glUniform1ivARB");
381 ptr = list_next(&This->baseShader.constantsB, ptr);
388 * Loads the app-supplied constants into the currently set GLSL program.
390 static void shader_glsl_load_constants(
391 IWineD3DDevice* device,
393 char useVertexShader) {
395 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
396 const struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
397 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
398 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
400 const GLhandleARB *constant_locations;
401 const struct list *constant_list;
402 GLhandleARB programId;
403 const struct glsl_shader_prog_link *prog = priv->glsl_program;
407 /* No GLSL program set - nothing to do. */
410 programId = prog->programId;
412 if (useVertexShader) {
413 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
415 constant_locations = prog->vuniformF_locations;
416 constant_list = &stateBlock->set_vconstantsF;
418 /* Load DirectX 9 float constants/uniforms for vertex shader */
419 shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
420 stateBlock->vertexShaderConstantF, constant_locations, constant_list);
422 /* Load DirectX 9 integer constants/uniforms for vertex shader */
423 shader_glsl_load_constantsI(vshader, gl_info, programId,
424 prog->vuniformI_locations, MAX_CONST_I,
425 stateBlock->vertexShaderConstantI,
426 stateBlock->changed.vertexShaderConstantsI);
428 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
429 shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
430 stateBlock->vertexShaderConstantB,
431 stateBlock->changed.vertexShaderConstantsB);
433 /* Upload the position fixup params */
434 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
435 checkGLcall("glUniform4fvARB");
438 if (usePixelShader) {
440 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
442 constant_locations = prog->puniformF_locations;
443 constant_list = &stateBlock->set_pconstantsF;
445 /* Load DirectX 9 float constants/uniforms for pixel shader */
446 shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
447 stateBlock->pixelShaderConstantF, constant_locations, constant_list);
449 /* Load DirectX 9 integer constants/uniforms for pixel shader */
450 shader_glsl_load_constantsI(pshader, gl_info, programId,
451 prog->puniformI_locations, MAX_CONST_I,
452 stateBlock->pixelShaderConstantI,
453 stateBlock->changed.pixelShaderConstantsI);
455 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
456 shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
457 stateBlock->pixelShaderConstantB,
458 stateBlock->changed.pixelShaderConstantsB);
460 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
461 * It can't be 0 for a valid texbem instruction.
463 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
464 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
465 int stage = ps->luminanceconst[i].texunit;
467 const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
468 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
469 checkGLcall("glUniformMatrix2fvARB");
471 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
472 * is set too, so we can check that in the needsbumpmat check
474 if(ps->baseShader.reg_maps.luminanceparams[stage]) {
475 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
476 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
478 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
479 checkGLcall("glUniform1fvARB");
480 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
481 checkGLcall("glUniform1fvARB");
485 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
486 float correction_params[4];
487 if(deviceImpl->render_offscreen) {
488 correction_params[0] = 0.0;
489 correction_params[1] = 1.0;
491 /* position is window relative, not viewport relative */
492 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
493 correction_params[1] = -1.0;
495 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
500 /** Generate the variable & register declarations for the GLSL output target */
501 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
502 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
504 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
505 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
507 unsigned int extra_constants_needed = 0;
508 const local_constant *lconst;
510 /* There are some minor differences between pixel and vertex shaders */
511 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
512 char prefix = pshader ? 'P' : 'V';
514 /* Prototype the subroutines */
515 for (i = 0; i < This->baseShader.limits.label; i++) {
516 if (reg_maps->labels[i])
517 shader_addline(buffer, "void subroutine%u();\n", i);
520 /* Declare the constants (aka uniforms) */
521 if (This->baseShader.limits.constant_float > 0) {
522 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
523 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
524 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
527 if (This->baseShader.limits.constant_int > 0)
528 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
530 if (This->baseShader.limits.constant_bool > 0)
531 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
534 shader_addline(buffer, "uniform vec4 posFixup;\n");
535 /* Predeclaration; This function is added at link time based on the pixel shader.
536 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
537 * that. We know the input to the reorder function at vertex shader compile time, so
538 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
539 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
540 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
541 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
542 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
545 if(This->baseShader.hex_version >= WINED3DVS_VERSION(3, 0)) {
546 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
548 shader_addline(buffer, "void order_ps_input();\n");
551 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
553 ps_impl->numbumpenvmatconsts = 0;
554 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
555 if(!reg_maps->bumpmat[i]) {
559 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
560 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
562 if(reg_maps->luminanceparams) {
563 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
564 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
565 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
566 extra_constants_needed++;
568 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
571 extra_constants_needed++;
572 ps_impl->numbumpenvmatconsts++;
575 if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
576 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
577 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
578 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
579 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
581 if(reg_maps->vpos || reg_maps->usesdsy) {
582 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
583 shader_addline(buffer, "uniform vec4 ycorrection;\n");
584 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
585 extra_constants_needed++;
587 /* This happens because we do not have proper tracking of the constant registers that are
588 * actually used, only the max limit of the shader version
590 FIXME("Cannot find a free uniform for vpos correction params\n");
591 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
592 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
593 device->render_offscreen ? 1.0 : -1.0);
595 shader_addline(buffer, "vec4 vpos;\n");
599 /* Declare texture samplers */
600 for (i = 0; i < This->baseShader.limits.sampler; i++) {
601 if (reg_maps->samplers[i]) {
603 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
607 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
610 if(device->stateBlock->textures[i] &&
611 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
612 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
614 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
617 case WINED3DSTT_CUBE:
618 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
620 case WINED3DSTT_VOLUME:
621 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
624 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
625 FIXME("Unrecognized sampler type: %#x\n", stype);
631 /* Declare address variables */
632 for (i = 0; i < This->baseShader.limits.address; i++) {
633 if (reg_maps->address[i])
634 shader_addline(buffer, "ivec4 A%d;\n", i);
637 /* Declare texture coordinate temporaries and initialize them */
638 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
639 if (reg_maps->texcoord[i])
640 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
643 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
644 * helper function shader that is linked in at link time
646 if(pshader && This->baseShader.hex_version >= WINED3DPS_VERSION(3, 0)) {
648 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
650 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
651 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
652 * pixel shader that reads the fixed function color into the packed input registers.
654 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
658 /* Declare output register temporaries */
659 if(This->baseShader.limits.packed_output) {
660 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
663 /* Declare temporary variables */
664 for(i = 0; i < This->baseShader.limits.temporary; i++) {
665 if (reg_maps->temporary[i])
666 shader_addline(buffer, "vec4 R%u;\n", i);
669 /* Declare attributes */
670 for (i = 0; i < This->baseShader.limits.attributes; i++) {
671 if (reg_maps->attributes[i])
672 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
675 /* Declare loop registers aLx */
676 for (i = 0; i < reg_maps->loop_depth; i++) {
677 shader_addline(buffer, "int aL%u;\n", i);
678 shader_addline(buffer, "int tmpInt%u;\n", i);
681 /* Temporary variables for matrix operations */
682 shader_addline(buffer, "vec4 tmp0;\n");
683 shader_addline(buffer, "vec4 tmp1;\n");
685 /* Local constants use a different name so they can be loaded once at shader link time
686 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
687 * float -> string conversion can cause precision loss.
689 if(!This->baseShader.load_local_constsF) {
690 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
691 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
695 /* Start the main program */
696 shader_addline(buffer, "void main() {\n");
697 if(pshader && reg_maps->vpos) {
698 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
699 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
700 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
701 * precision troubles when we just substract 0.5.
703 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
705 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
707 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
708 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
709 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
710 * correctly on drivers that returns integer values.
712 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
716 /*****************************************************************************
717 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
719 * For more information, see http://wiki.winehq.org/DirectX-Shaders
720 ****************************************************************************/
723 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
724 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
726 /** Used for opcode modifiers - They multiply the result by the specified amount */
727 static const char * const shift_glsl_tab[] = {
729 "2.0 * ", /* 1 (x2) */
730 "4.0 * ", /* 2 (x4) */
731 "8.0 * ", /* 3 (x8) */
732 "16.0 * ", /* 4 (x16) */
733 "32.0 * ", /* 5 (x32) */
740 "0.0625 * ", /* 12 (d16) */
741 "0.125 * ", /* 13 (d8) */
742 "0.25 * ", /* 14 (d4) */
743 "0.5 * " /* 15 (d2) */
746 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
747 static void shader_glsl_gen_modifier (
750 const char *in_regswizzle,
755 if (instr == WINED3DSIO_TEXKILL)
758 switch (instr & WINED3DSP_SRCMOD_MASK) {
759 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
761 case WINED3DSPSM_NONE:
762 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
764 case WINED3DSPSM_NEG:
765 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
767 case WINED3DSPSM_NOT:
768 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
770 case WINED3DSPSM_BIAS:
771 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
773 case WINED3DSPSM_BIASNEG:
774 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
776 case WINED3DSPSM_SIGN:
777 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
779 case WINED3DSPSM_SIGNNEG:
780 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
782 case WINED3DSPSM_COMP:
783 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
786 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
788 case WINED3DSPSM_X2NEG:
789 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
791 case WINED3DSPSM_ABS:
792 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
794 case WINED3DSPSM_ABSNEG:
795 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
798 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
799 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
803 /** Writes the GLSL variable name that corresponds to the register that the
804 * DX opcode parameter is trying to access */
805 static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
806 char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
808 /* oPos, oFog and oPts in D3D */
809 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
811 DWORD reg = param & WINED3DSP_REGNUM_MASK;
812 DWORD regtype = shader_get_regtype(param);
813 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
814 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
815 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
817 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
823 case WINED3DSPR_TEMP:
824 sprintf(tmpStr, "R%u", reg);
826 case WINED3DSPR_INPUT:
828 /* Pixel shaders >= 3.0 */
829 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
830 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
832 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
833 glsl_src_param_t rel_param;
834 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
836 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
839 if(((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]) {
840 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
841 sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
842 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1,
843 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count,
844 rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
846 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
849 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) {
850 sprintf(tmpStr, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
851 rel_param.param_str, in_count - 1,
852 rel_param.param_str, in_count,
853 rel_param.param_str);
855 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
859 DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg];
860 if (idx == in_count) {
861 sprintf(tmpStr, "gl_Color");
862 } else if (idx == in_count + 1) {
863 sprintf(tmpStr, "gl_SecondaryColor");
865 sprintf(tmpStr, "IN[%u]", idx);
870 strcpy(tmpStr, "gl_Color");
872 strcpy(tmpStr, "gl_SecondaryColor");
875 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
877 sprintf(tmpStr, "attrib%u", reg);
880 case WINED3DSPR_CONST:
882 const char prefix = pshader? 'P':'V';
884 /* Relative addressing */
885 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
887 /* Relative addressing on shaders 2.0+ have a relative address token,
888 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
889 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
890 glsl_src_param_t rel_param;
891 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
893 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
895 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
899 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
901 sprintf(tmpStr, "%cC[A0.x]", prefix);
906 if(shader_constant_is_local(This, reg)) {
907 sprintf(tmpStr, "%cLC%u", prefix, reg);
909 sprintf(tmpStr, "%cC[%u]", prefix, reg);
915 case WINED3DSPR_CONSTINT:
917 sprintf(tmpStr, "PI[%u]", reg);
919 sprintf(tmpStr, "VI[%u]", reg);
921 case WINED3DSPR_CONSTBOOL:
923 sprintf(tmpStr, "PB[%u]", reg);
925 sprintf(tmpStr, "VB[%u]", reg);
927 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
929 sprintf(tmpStr, "T%u", reg);
931 sprintf(tmpStr, "A%u", reg);
934 case WINED3DSPR_LOOP:
935 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
937 case WINED3DSPR_SAMPLER:
939 sprintf(tmpStr, "Psampler%u", reg);
941 sprintf(tmpStr, "Vsampler%u", reg);
943 case WINED3DSPR_COLOROUT:
944 if (reg >= GL_LIMITS(buffers)) {
945 WARN("Write to render target %u, only %d supported\n", reg, 4);
947 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
948 sprintf(tmpStr, "gl_FragData[%u]", reg);
949 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
950 sprintf(tmpStr, "gl_FragColor");
953 case WINED3DSPR_RASTOUT:
954 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
956 case WINED3DSPR_DEPTHOUT:
957 sprintf(tmpStr, "gl_FragDepth");
959 case WINED3DSPR_ATTROUT:
961 sprintf(tmpStr, "gl_FrontColor");
963 sprintf(tmpStr, "gl_FrontSecondaryColor");
966 case WINED3DSPR_TEXCRDOUT:
967 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
968 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
969 sprintf(tmpStr, "OUT[%u]", reg);
971 sprintf(tmpStr, "gl_TexCoord[%u]", reg);
973 case WINED3DSPR_MISCTYPE:
976 sprintf(tmpStr, "vpos");
977 } else if (reg == 1){
978 /* Note that gl_FrontFacing is a bool, while vFace is
979 * a float for which the sign determines front/back
981 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
983 FIXME("Unhandled misctype register %d\n", reg);
984 sprintf(tmpStr, "unrecognized_register");
988 FIXME("Unhandled register name Type(%d)\n", regtype);
989 sprintf(tmpStr, "unrecognized_register");
993 strcat(regstr, tmpStr);
996 /* Get the GLSL write mask for the destination register */
997 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
998 char *ptr = write_mask;
999 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
1001 if (shader_is_scalar(param)) {
1002 mask = WINED3DSP_WRITEMASK_0;
1005 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
1006 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
1007 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
1008 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
1016 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1017 unsigned int size = 0;
1019 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1020 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1021 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1022 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1027 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
1028 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1029 * but addressed as "rgba". To fix this we need to swap the register's x
1030 * and z components. */
1031 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
1032 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1033 char *ptr = swizzle_str;
1035 if (!shader_is_scalar(param)) {
1037 /* swizzle bits fields: wwzzyyxx */
1038 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
1039 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
1040 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
1041 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
1047 /* From a given parameter token, generate the corresponding GLSL string.
1048 * Also, return the actual register name and swizzle in case the
1049 * caller needs this information as well. */
1050 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
1051 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
1053 BOOL is_color = FALSE;
1054 char swizzle_str[6];
1056 src_param->reg_name[0] = '\0';
1057 src_param->param_str[0] = '\0';
1058 swizzle_str[0] = '\0';
1060 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1062 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
1063 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
1066 /* From a given parameter token, generate the corresponding GLSL string.
1067 * Also, return the actual register name and swizzle in case the
1068 * caller needs this information as well. */
1069 static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
1070 const DWORD addr_token, glsl_dst_param_t *dst_param)
1072 BOOL is_color = FALSE;
1074 dst_param->mask_str[0] = '\0';
1075 dst_param->reg_name[0] = '\0';
1077 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
1078 return shader_glsl_get_write_mask(param, dst_param->mask_str);
1081 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1082 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
1084 glsl_dst_param_t dst_param;
1088 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1091 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
1092 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
1098 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1099 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
1101 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1104 /** Process GLSL instruction modifiers */
1105 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
1107 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1109 if (arg->opcode->dst_token && mask != 0) {
1110 glsl_dst_param_t dst_param;
1112 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1114 if (mask & WINED3DSPDM_SATURATE) {
1115 /* _SAT means to clamp the value of the register to between 0 and 1 */
1116 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1117 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1119 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1120 FIXME("_centroid modifier not handled\n");
1122 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1123 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1128 static inline const char* shader_get_comp_op(
1129 const DWORD opcode) {
1131 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1133 case COMPARISON_GT: return ">";
1134 case COMPARISON_EQ: return "==";
1135 case COMPARISON_GE: return ">=";
1136 case COMPARISON_LT: return "<";
1137 case COMPARISON_NE: return "!=";
1138 case COMPARISON_LE: return "<=";
1140 FIXME("Unrecognized comparison value: %u\n", op);
1145 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) {
1146 /* Note that there's no such thing as a projected cube texture. */
1147 switch(sampler_type) {
1149 sample_function->name = projected ? "texture1DProj" : "texture1D";
1150 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1154 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1156 sample_function->name = projected ? "texture2DProj" : "texture2D";
1158 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1160 case WINED3DSTT_CUBE:
1161 sample_function->name = "textureCube";
1162 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1164 case WINED3DSTT_VOLUME:
1165 sample_function->name = projected ? "texture3DProj" : "texture3D";
1166 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1169 sample_function->name = "";
1170 sample_function->coord_mask = 0;
1171 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1176 static void shader_glsl_color_correction(const SHADER_OPCODE_ARG *arg)
1178 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1179 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
1180 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
1181 glsl_dst_param_t dst_param;
1182 glsl_dst_param_t dst_param2;
1184 WINED3DFORMAT conversion_group;
1185 IWineD3DBaseTextureImpl *texture;
1186 DWORD mask, mask_size;
1188 BOOL recorded = FALSE;
1190 DWORD hex_version = shader->baseShader.hex_version;
1192 switch(arg->opcode->opcode) {
1193 case WINED3DSIO_TEX:
1194 if (hex_version < WINED3DPS_VERSION(2,0)) {
1195 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1197 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
1201 case WINED3DSIO_TEXLDL:
1202 FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
1205 case WINED3DSIO_TEXDP3TEX:
1206 case WINED3DSIO_TEXM3x3TEX:
1207 case WINED3DSIO_TEXM3x3SPEC:
1208 case WINED3DSIO_TEXM3x3VSPEC:
1209 case WINED3DSIO_TEXBEM:
1210 case WINED3DSIO_TEXREG2AR:
1211 case WINED3DSIO_TEXREG2GB:
1212 case WINED3DSIO_TEXREG2RGB:
1213 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1217 /* Not a texture sampling instruction, nothing to do */
1221 texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
1223 fmt = texture->resource.format;
1224 conversion_group = texture->baseTexture.shader_conversion_group;
1226 fmt = WINED3DFMT_UNKNOWN;
1227 conversion_group = WINED3DFMT_UNKNOWN;
1230 /* before doing anything, record the sampler with the format in the format conversion list,
1231 * but check if it's not there already
1233 for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
1234 if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
1240 shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
1241 shader->baseShader.num_sampled_samplers++;
1242 shader->baseShader.sampled_format[sampler_idx] = conversion_group;
1246 case WINED3DFMT_V8U8:
1247 case WINED3DFMT_V16U16:
1248 if(GL_SUPPORT(NV_TEXTURE_SHADER) && fmt == WINED3DFMT_V8U8) {
1249 /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
1250 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param);
1251 mask_size = shader_glsl_get_write_mask_size(mask);
1252 if(mask_size >= 3) {
1253 shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]);
1256 /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
1257 mask = shader_glsl_add_dst_param(arg, arg->dst,
1258 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1,
1260 mask_size = shader_glsl_get_write_mask_size(mask);
1261 if(mask_size >= 2) {
1262 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1263 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1264 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1265 } else if(mask_size == 1) {
1266 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1],
1267 dst_param.reg_name, dst_param.mask_str[1]);
1272 case WINED3DFMT_X8L8V8U8:
1273 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1274 /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
1275 * and a(X) is always 1.0
1277 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1278 mask_size = shader_glsl_get_write_mask_size(mask);
1279 if(mask_size >= 2) {
1280 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1281 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
1282 dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
1283 } else if(mask_size == 1) {
1284 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1285 dst_param.reg_name, dst_param.mask_str[1],
1286 dst_param.reg_name, dst_param.mask_str[1]);
1291 case WINED3DFMT_L6V5U5:
1292 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1293 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1294 mask_size = shader_glsl_get_write_mask_size(mask);
1295 shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2);
1296 if(mask_size >= 3) {
1297 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1298 shader_addline(arg->buffer, "tmp0.g = %s.%c;\n",
1299 dst_param.reg_name, dst_param.mask_str[2]);
1300 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
1301 dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1],
1302 dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]);
1303 shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name,
1304 dst_param.mask_str[3]);
1305 } else if(mask_size == 2) {
1306 /* This is bad: We have VL, but we need VU */
1307 FIXME("2 components sampled from a converted L6V5U5 texture\n");
1309 shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
1310 dst_param.reg_name, dst_param.mask_str[1],
1311 dst_param2.reg_name, dst_param.mask_str[1]);
1316 case WINED3DFMT_Q8W8V8U8:
1317 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1318 /* Correct the sign in all channels. The writemask just applies as-is, no
1319 * need for checking the mask size
1321 shader_glsl_add_dst_param(arg, arg->dst,
1322 WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 |
1323 WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3,
1325 shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str,
1326 dst_param.reg_name, dst_param.mask_str);
1330 case WINED3DFMT_ATI2N:
1331 /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
1332 * which means the first one is replicated across .rgb, and the 2nd one is in
1333 * .a. We need the 2nd in .g
1335 * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
1336 * are swapped compared to d3d. So swap red and green.
1338 mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
1339 mask_size = shader_glsl_get_write_mask_size(mask);
1340 if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
1341 if(mask_size >= 2) {
1342 shader_addline(arg->buffer, "%s.%c%c = %s.%c%c;\n",
1343 dst_param.reg_name, dst_param.mask_str[1],
1344 dst_param.mask_str[2],
1345 dst_param.reg_name, dst_param.mask_str[2],
1346 dst_param.mask_str[1]);
1348 FIXME("%u components sampled from a converted ATI2N texture\n", mask_size);
1351 if(mask_size == 4) {
1352 /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
1353 shader_addline(arg->buffer, "%s.%c = %s.%c;\n",
1354 dst_param.reg_name, dst_param.mask_str[2],
1355 dst_param.reg_name, dst_param.mask_str[4]);
1356 } else if(mask_size == 1) {
1359 FIXME("%u components sampled from a converted ATI2N texture\n", mask_size);
1360 /* This is bad: We have .r[gb], but we need .ra */
1365 /* stupid compiler */
1371 /*****************************************************************************
1373 * Begin processing individual instruction opcodes
1375 ****************************************************************************/
1377 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1378 static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
1380 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1381 SHADER_BUFFER* buffer = arg->buffer;
1382 glsl_src_param_t src0_param;
1383 glsl_src_param_t src1_param;
1387 /* Determine the GLSL operator to use based on the opcode */
1388 switch (curOpcode->opcode) {
1389 case WINED3DSIO_MUL: op = '*'; break;
1390 case WINED3DSIO_ADD: op = '+'; break;
1391 case WINED3DSIO_SUB: op = '-'; break;
1394 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1398 write_mask = shader_glsl_append_dst(buffer, arg);
1399 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1400 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1401 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1404 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1405 static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
1407 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1408 SHADER_BUFFER* buffer = arg->buffer;
1409 glsl_src_param_t src0_param;
1412 write_mask = shader_glsl_append_dst(buffer, arg);
1413 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1415 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1416 * shader versions WINED3DSIO_MOVA is used for this. */
1417 if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
1418 !shader_is_pshader_version(shader->baseShader.hex_version) &&
1419 shader_get_regtype(arg->dst) == WINED3DSPR_ADDR)) {
1420 /* This is a simple floor() */
1421 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1422 if (mask_size > 1) {
1423 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1425 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1427 } else if(arg->opcode->opcode == WINED3DSIO_MOVA) {
1428 /* We need to *round* to the nearest int here. */
1429 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1430 if (mask_size > 1) {
1431 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);
1433 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1436 shader_addline(buffer, "%s);\n", src0_param.param_str);
1440 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1441 static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
1443 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1444 SHADER_BUFFER* buffer = arg->buffer;
1445 glsl_src_param_t src0_param;
1446 glsl_src_param_t src1_param;
1447 DWORD dst_write_mask, src_write_mask;
1448 unsigned int dst_size = 0;
1450 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1451 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1453 /* dp3 works on vec3, dp4 on vec4 */
1454 if (curOpcode->opcode == WINED3DSIO_DP4) {
1455 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1457 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1460 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
1461 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
1464 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1466 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1470 /* Note that this instruction has some restrictions. The destination write mask
1471 * can't contain the w component, and the source swizzles have to be .xyzw */
1472 static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
1474 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1475 glsl_src_param_t src0_param;
1476 glsl_src_param_t src1_param;
1479 shader_glsl_get_write_mask(arg->dst, dst_mask);
1480 shader_glsl_append_dst(arg->buffer, arg);
1481 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1482 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1483 shader_addline(arg->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1486 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1487 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1488 * GLSL uses the value as-is. */
1489 static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
1491 SHADER_BUFFER *buffer = arg->buffer;
1492 glsl_src_param_t src0_param;
1493 glsl_src_param_t src1_param;
1494 DWORD dst_write_mask;
1495 unsigned int dst_size;
1497 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1498 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1500 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1501 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1504 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1506 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1510 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1511 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1512 * GLSL uses the value as-is. */
1513 static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
1515 SHADER_BUFFER *buffer = arg->buffer;
1516 glsl_src_param_t src0_param;
1517 DWORD dst_write_mask;
1518 unsigned int dst_size;
1520 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1521 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1523 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1526 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1528 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1532 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1533 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
1535 CONST SHADER_OPCODE* curOpcode = arg->opcode;
1536 SHADER_BUFFER* buffer = arg->buffer;
1537 glsl_src_param_t src_param;
1538 const char *instruction;
1539 char arguments[256];
1543 /* Determine the GLSL function to use based on the opcode */
1544 /* TODO: Possibly make this a table for faster lookups */
1545 switch (curOpcode->opcode) {
1546 case WINED3DSIO_MIN: instruction = "min"; break;
1547 case WINED3DSIO_MAX: instruction = "max"; break;
1548 case WINED3DSIO_ABS: instruction = "abs"; break;
1549 case WINED3DSIO_FRC: instruction = "fract"; break;
1550 case WINED3DSIO_NRM: instruction = "normalize"; break;
1551 case WINED3DSIO_EXP: instruction = "exp2"; break;
1552 case WINED3DSIO_SGN: instruction = "sign"; break;
1553 case WINED3DSIO_DSX: instruction = "dFdx"; break;
1554 case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break;
1555 default: instruction = "";
1556 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1560 write_mask = shader_glsl_append_dst(buffer, arg);
1562 arguments[0] = '\0';
1563 if (curOpcode->num_params > 0) {
1564 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1565 strcat(arguments, src_param.param_str);
1566 for (i = 2; i < curOpcode->num_params; ++i) {
1567 strcat(arguments, ", ");
1568 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1569 strcat(arguments, src_param.param_str);
1573 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1576 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1577 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1578 * dst.x = 2^(floor(src))
1579 * dst.y = src - floor(src)
1580 * dst.z = 2^src (partial precision is allowed, but optional)
1582 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1583 * dst = 2^src; (partial precision is allowed, but optional)
1585 static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
1587 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1588 glsl_src_param_t src_param;
1590 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1592 if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
1595 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1596 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1597 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1598 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1600 shader_glsl_append_dst(arg->buffer, arg);
1601 shader_glsl_get_write_mask(arg->dst, dst_mask);
1602 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1605 unsigned int mask_size;
1607 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1608 mask_size = shader_glsl_get_write_mask_size(write_mask);
1610 if (mask_size > 1) {
1611 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1613 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1618 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1619 static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
1621 glsl_src_param_t src_param;
1623 unsigned int mask_size;
1625 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1626 mask_size = shader_glsl_get_write_mask_size(write_mask);
1627 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1629 if (mask_size > 1) {
1630 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1632 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1636 static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
1638 SHADER_BUFFER* buffer = arg->buffer;
1639 glsl_src_param_t src_param;
1641 unsigned int mask_size;
1643 write_mask = shader_glsl_append_dst(buffer, arg);
1644 mask_size = shader_glsl_get_write_mask_size(write_mask);
1646 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1648 if (mask_size > 1) {
1649 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1651 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1655 /** Process signed comparison opcodes in GLSL. */
1656 static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
1658 glsl_src_param_t src0_param;
1659 glsl_src_param_t src1_param;
1661 unsigned int mask_size;
1663 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1664 mask_size = shader_glsl_get_write_mask_size(write_mask);
1665 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1666 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1668 if (mask_size > 1) {
1669 const char *compare;
1671 switch(arg->opcode->opcode) {
1672 case WINED3DSIO_SLT: compare = "lessThan"; break;
1673 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1674 default: compare = "";
1675 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1678 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1679 src0_param.param_str, src1_param.param_str);
1681 switch(arg->opcode->opcode) {
1682 case WINED3DSIO_SLT:
1683 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1684 * to return 0.0 but step returns 1.0 because step is not < x
1685 * An alternative is a bvec compare padded with an unused second component.
1686 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1687 * issue. Playing with not() is not possible either because not() does not accept
1690 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1692 case WINED3DSIO_SGE:
1693 /* Here we can use the step() function and safe a conditional */
1694 shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
1697 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1703 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1704 static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
1706 glsl_src_param_t src0_param;
1707 glsl_src_param_t src1_param;
1708 glsl_src_param_t src2_param;
1709 DWORD write_mask, cmp_channel = 0;
1712 BOOL temp_destination = FALSE;
1714 if(shader_is_scalar(arg->src[0])) {
1715 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1717 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1718 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1719 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1721 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1722 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1724 DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1725 DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
1726 DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK;
1727 DWORD src0regtype = shader_get_regtype(arg->src[0]);
1728 DWORD src1regtype = shader_get_regtype(arg->src[1]);
1729 DWORD src2regtype = shader_get_regtype(arg->src[2]);
1730 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1731 DWORD dstregtype = shader_get_regtype(arg->dst);
1733 /* Cycle through all source0 channels */
1734 for (i=0; i<4; i++) {
1736 /* Find the destination channels which use the current source0 channel */
1737 for (j=0; j<4; j++) {
1738 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1739 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1740 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1744 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1745 * The first lines may overwrite source parameters of the following lines.
1746 * Deal with that by using a temporary destination register if needed
1748 if((src0reg == dstreg && src0regtype == dstregtype) ||
1749 (src1reg == dstreg && src1regtype == dstregtype) ||
1750 (src2reg == dstreg && src2regtype == dstregtype)) {
1752 write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char);
1753 if (!write_mask) continue;
1754 shader_addline(arg->buffer, "tmp0%s = (", mask_char);
1755 temp_destination = TRUE;
1757 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1758 if (!write_mask) continue;
1761 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1762 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1763 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1765 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1766 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1769 if(temp_destination) {
1770 shader_glsl_get_write_mask(arg->dst, mask_char);
1771 shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst);
1772 shader_addline(arg->buffer, "tmp0%s);\n", mask_char);
1778 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1779 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1780 * the compare is done per component of src0. */
1781 static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
1783 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1784 glsl_src_param_t src0_param;
1785 glsl_src_param_t src1_param;
1786 glsl_src_param_t src2_param;
1787 DWORD write_mask, cmp_channel = 0;
1790 if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
1791 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1792 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1793 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1794 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1796 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1797 if(arg->opcode_token & WINED3DSI_COISSUE) {
1798 shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
1800 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1801 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1805 /* Cycle through all source0 channels */
1806 for (i=0; i<4; i++) {
1808 /* Find the destination channels which use the current source0 channel */
1809 for (j=0; j<4; j++) {
1810 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1811 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1812 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1815 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1816 if (!write_mask) continue;
1818 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1819 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1820 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1822 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1823 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1827 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1828 static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
1830 glsl_src_param_t src0_param;
1831 glsl_src_param_t src1_param;
1832 glsl_src_param_t src2_param;
1835 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1836 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1837 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1838 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1839 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1840 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1843 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1844 Vertex shaders to GLSL codes */
1845 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
1848 int nComponents = 0;
1849 SHADER_OPCODE_ARG tmpArg;
1851 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1853 /* Set constants for the temporary argument */
1854 tmpArg.shader = arg->shader;
1855 tmpArg.buffer = arg->buffer;
1856 tmpArg.src[0] = arg->src[0];
1857 tmpArg.src_addr[0] = arg->src_addr[0];
1858 tmpArg.src_addr[1] = arg->src_addr[1];
1859 tmpArg.reg_maps = arg->reg_maps;
1861 switch(arg->opcode->opcode) {
1862 case WINED3DSIO_M4x4:
1864 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1866 case WINED3DSIO_M4x3:
1868 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1870 case WINED3DSIO_M3x4:
1872 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1874 case WINED3DSIO_M3x3:
1876 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1878 case WINED3DSIO_M3x2:
1880 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1886 for (i = 0; i < nComponents; i++) {
1887 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1888 tmpArg.src[1] = arg->src[1]+i;
1889 shader_glsl_dot(&tmpArg);
1894 The LRP instruction performs a component-wise linear interpolation
1895 between the second and third operands using the first operand as the
1896 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1897 This is equivalent to mix(src2, src1, src0);
1899 static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
1901 glsl_src_param_t src0_param;
1902 glsl_src_param_t src1_param;
1903 glsl_src_param_t src2_param;
1906 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1908 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1909 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1910 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1912 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1913 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1916 /** Process the WINED3DSIO_LIT instruction in GLSL:
1917 * dst.x = dst.w = 1.0
1918 * dst.y = (src0.x > 0) ? src0.x
1919 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1920 * where src.w is clamped at +- 128
1922 static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
1924 glsl_src_param_t src0_param;
1925 glsl_src_param_t src1_param;
1926 glsl_src_param_t src3_param;
1929 shader_glsl_append_dst(arg->buffer, arg);
1930 shader_glsl_get_write_mask(arg->dst, dst_mask);
1932 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1933 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
1934 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
1936 /* The sdk specifies the instruction like this
1938 * if(src.x > 0.0) dst.y = src.x
1940 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
1944 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
1945 * dst.x = 1.0 ... No further explanation needed
1946 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
1947 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
1948 * dst.w = 1.0. ... Nothing fancy.
1950 * So we still have one conditional in there. So do this:
1951 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
1953 * 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),
1954 * 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.
1955 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
1957 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",
1958 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
1961 /** Process the WINED3DSIO_DST instruction in GLSL:
1963 * dst.y = src0.x * src0.y
1967 static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
1969 glsl_src_param_t src0y_param;
1970 glsl_src_param_t src0z_param;
1971 glsl_src_param_t src1y_param;
1972 glsl_src_param_t src1w_param;
1975 shader_glsl_append_dst(arg->buffer, arg);
1976 shader_glsl_get_write_mask(arg->dst, dst_mask);
1978 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
1979 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
1980 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
1981 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
1983 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1984 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
1987 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1988 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1989 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1991 * dst.x = cos(src0.?)
1992 * dst.y = sin(src0.?)
1996 static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
1998 glsl_src_param_t src0_param;
2001 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2002 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2004 switch (write_mask) {
2005 case WINED3DSP_WRITEMASK_0:
2006 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
2009 case WINED3DSP_WRITEMASK_1:
2010 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
2013 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2014 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2018 ERR("Write mask should be .x, .y or .xy\n");
2023 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2024 * Start a for() loop where src1.y is the initial value of aL,
2025 * increment aL by src1.z for a total of src1.x iterations.
2026 * Need to use a temporary variable for this operation.
2028 /* FIXME: I don't think nested loops will work correctly this way. */
2029 static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
2031 glsl_src_param_t src1_param;
2032 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2033 DWORD regtype = shader_get_regtype(arg->src[1]);
2034 DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
2035 const DWORD *control_values = NULL;
2036 const local_constant *constant;
2038 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2040 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2041 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2042 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2045 if(regtype == WINED3DSPR_CONSTINT) {
2046 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2047 if(constant->idx == reg) {
2048 control_values = constant->value;
2054 if(control_values) {
2055 if(control_values[2] > 0) {
2056 shader_addline(arg->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2057 shader->baseShader.cur_loop_depth, control_values[1],
2058 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2059 shader->baseShader.cur_loop_depth, control_values[2]);
2060 } else if(control_values[2] == 0) {
2061 shader_addline(arg->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2062 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2063 shader->baseShader.cur_loop_depth, control_values[0],
2064 shader->baseShader.cur_loop_depth);
2066 shader_addline(arg->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2067 shader->baseShader.cur_loop_depth, control_values[1],
2068 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2069 shader->baseShader.cur_loop_depth, control_values[2]);
2072 shader_addline(arg->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2073 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2074 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2075 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2078 shader->baseShader.cur_loop_depth++;
2079 shader->baseShader.cur_loop_regno++;
2082 static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
2084 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2086 shader_addline(arg->buffer, "}\n");
2088 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2089 shader->baseShader.cur_loop_depth--;
2090 shader->baseShader.cur_loop_regno--;
2092 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2093 shader->baseShader.cur_loop_depth--;
2097 static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
2099 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2100 glsl_src_param_t src0_param;
2102 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2103 shader_addline(arg->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2104 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2105 src0_param.param_str, shader->baseShader.cur_loop_depth);
2106 shader->baseShader.cur_loop_depth++;
2109 static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
2111 glsl_src_param_t src0_param;
2113 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2114 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
2117 static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
2119 glsl_src_param_t src0_param;
2120 glsl_src_param_t src1_param;
2122 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2123 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2125 shader_addline(arg->buffer, "if (%s %s %s) {\n",
2126 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2129 static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
2131 shader_addline(arg->buffer, "} else {\n");
2134 static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
2136 shader_addline(arg->buffer, "break;\n");
2139 /* FIXME: According to MSDN the compare is done per component. */
2140 static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
2142 glsl_src_param_t src0_param;
2143 glsl_src_param_t src1_param;
2145 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
2146 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2148 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
2149 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
2152 static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
2155 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2156 shader_addline(arg->buffer, "}\n");
2157 shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
2160 static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
2162 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2163 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2166 static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
2168 glsl_src_param_t src1_param;
2170 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2171 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
2172 shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum);
2175 /*********************************************
2176 * Pixel Shader Specific Code begins here
2177 ********************************************/
2178 static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
2180 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2181 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2182 DWORD hex_version = This->baseShader.hex_version;
2183 char dst_swizzle[6];
2184 glsl_sample_function_t sample_function;
2187 BOOL projected, texrect = FALSE;
2190 /* All versions have a destination register */
2191 shader_glsl_append_dst(arg->buffer, arg);
2193 /* 1.0-1.4: Use destination register as sampler source.
2194 * 2.0+: Use provided sampler source. */
2195 if (hex_version < WINED3DPS_VERSION(2,0)) {
2196 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2198 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2200 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2202 if (hex_version < WINED3DPS_VERSION(1,4)) {
2203 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2205 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2206 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2208 switch (flags & ~WINED3DTTFF_PROJECTED) {
2209 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2210 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2211 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2212 case WINED3DTTFF_COUNT4:
2213 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2218 } else if (hex_version < WINED3DPS_VERSION(2,0)) {
2219 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2221 if (src_mod == WINED3DSPSM_DZ) {
2223 mask = WINED3DSP_WRITEMASK_2;
2224 } else if (src_mod == WINED3DSPSM_DW) {
2226 mask = WINED3DSP_WRITEMASK_3;
2231 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2232 /* ps 2.0 texldp instruction always divides by the fourth component. */
2234 mask = WINED3DSP_WRITEMASK_3;
2240 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2241 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2245 shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
2246 mask |= sample_function.coord_mask;
2248 if (hex_version < WINED3DPS_VERSION(2,0)) {
2249 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2251 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2254 /* 1.0-1.3: Use destination register as coordinate source.
2255 1.4+: Use provided coordinate source register. */
2256 if (hex_version < WINED3DPS_VERSION(1,4)) {
2258 shader_glsl_get_write_mask(mask, coord_mask);
2259 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
2260 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
2262 glsl_src_param_t coord_param;
2263 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
2264 if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
2265 glsl_src_param_t bias;
2266 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
2268 shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
2269 sample_function.name, sampler_idx, coord_param.param_str,
2270 bias.param_str, dst_swizzle);
2272 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
2273 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
2278 static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
2280 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
2281 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2282 glsl_sample_function_t sample_function;
2283 glsl_src_param_t coord_param, lod_param;
2284 char dst_swizzle[6];
2287 BOOL texrect = FALSE;
2289 shader_glsl_append_dst(arg->buffer, arg);
2290 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2292 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
2293 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2294 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2295 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2298 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);
2300 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2302 if (shader_is_pshader_version(This->baseShader.hex_version)) {
2303 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2304 * However, they seem to work just fine in fragment shaders as well. */
2305 WARN("Using %sLod in fragment shader.\n", sample_function.name);
2306 shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n",
2307 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2309 shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n",
2310 sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle);
2314 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
2316 /* FIXME: Make this work for more than just 2D textures */
2318 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2319 SHADER_BUFFER* buffer = arg->buffer;
2320 DWORD hex_version = This->baseShader.hex_version;
2324 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2325 shader_glsl_get_write_mask(write_mask, dst_mask);
2327 if (hex_version != WINED3DPS_VERSION(1,4)) {
2328 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2329 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
2331 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2332 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2333 char dst_swizzle[6];
2335 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2337 if (src_mod == WINED3DSPSM_DZ) {
2338 glsl_src_param_t div_param;
2339 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2340 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
2342 if (mask_size > 1) {
2343 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2345 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2347 } else if (src_mod == WINED3DSPSM_DW) {
2348 glsl_src_param_t div_param;
2349 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2350 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
2352 if (mask_size > 1) {
2353 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2355 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2358 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2363 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2364 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2365 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2366 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
2368 glsl_src_param_t src0_param;
2370 glsl_sample_function_t sample_function;
2371 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2372 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2373 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2375 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2377 shader_glsl_append_dst(arg->buffer, arg);
2378 shader_glsl_get_write_mask(arg->dst, dst_mask);
2380 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2381 * scalar, and projected sampling would require 4.
2383 * It is a dependent read - not valid with conditional NP2 textures
2385 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2387 switch(count_bits(sample_function.coord_mask)) {
2389 shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2390 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2394 shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2395 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2399 shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2400 sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
2403 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2407 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2408 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2409 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
2411 glsl_src_param_t src0_param;
2412 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2413 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2415 unsigned int mask_size;
2417 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
2418 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2419 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2421 if (mask_size > 1) {
2422 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2424 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2428 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2429 * Calculate the depth as dst.x / dst.y */
2430 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
2432 glsl_dst_param_t dst_param;
2434 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2436 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2437 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2438 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2439 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2442 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);
2445 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2446 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2447 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2448 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2450 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
2452 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2453 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
2454 glsl_src_param_t src0_param;
2456 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2458 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2459 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2462 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2463 * Calculate the 1st of a 2-row matrix multiplication. */
2464 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
2466 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2467 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2468 SHADER_BUFFER* buffer = arg->buffer;
2469 glsl_src_param_t src0_param;
2471 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2472 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2475 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2476 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2477 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
2479 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2480 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2481 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2482 SHADER_BUFFER* buffer = arg->buffer;
2483 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2484 glsl_src_param_t src0_param;
2486 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2487 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2488 current_state->texcoord_w[current_state->current_row++] = reg;
2491 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
2493 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2494 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2495 SHADER_BUFFER* buffer = arg->buffer;
2496 glsl_src_param_t src0_param;
2499 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2500 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2502 shader_glsl_append_dst(buffer, arg);
2503 shader_glsl_get_write_mask(arg->dst, dst_mask);
2505 /* Sample the texture using the calculated coordinates */
2506 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
2509 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2510 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2511 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
2513 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2514 glsl_src_param_t src0_param;
2516 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2517 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2518 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2519 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2520 glsl_sample_function_t sample_function;
2522 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2523 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2525 shader_glsl_append_dst(arg->buffer, arg);
2526 shader_glsl_get_write_mask(arg->dst, dst_mask);
2527 /* Dependent read, not valid with conditional NP2 */
2528 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2530 /* Sample the texture using the calculated coordinates */
2531 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2533 current_state->current_row = 0;
2536 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2537 * Perform the 3rd row of a 3x3 matrix multiply */
2538 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
2540 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2541 glsl_src_param_t src0_param;
2543 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2544 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2545 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2547 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2549 shader_glsl_append_dst(arg->buffer, arg);
2550 shader_glsl_get_write_mask(arg->dst, dst_mask);
2551 shader_addline(arg->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2553 current_state->current_row = 0;
2556 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2557 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2558 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
2560 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2561 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2562 glsl_src_param_t src0_param;
2563 glsl_src_param_t src1_param;
2565 SHADER_BUFFER* buffer = arg->buffer;
2566 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2567 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2568 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2569 glsl_sample_function_t sample_function;
2571 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2572 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
2574 /* Perform the last matrix multiply operation */
2575 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2576 /* Reflection calculation */
2577 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2579 shader_glsl_append_dst(buffer, arg);
2580 shader_glsl_get_write_mask(arg->dst, dst_mask);
2581 /* Dependent read, not valid with conditional NP2 */
2582 shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function);
2584 /* Sample the texture */
2585 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2587 current_state->current_row = 0;
2590 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2591 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2592 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
2594 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
2595 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2596 SHADER_BUFFER* buffer = arg->buffer;
2597 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2598 glsl_src_param_t src0_param;
2600 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2601 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
2602 glsl_sample_function_t sample_function;
2604 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2606 /* Perform the last matrix multiply operation */
2607 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
2609 /* Construct the eye-ray vector from w coordinates */
2610 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2611 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
2612 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2614 shader_glsl_append_dst(buffer, arg);
2615 shader_glsl_get_write_mask(arg->dst, dst_mask);
2616 /* Dependent read, not valid with conditional NP2 */
2617 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2619 /* Sample the texture using the calculated coordinates */
2620 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2622 current_state->current_row = 0;
2625 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2626 * Apply a fake bump map transform.
2627 * texbem is pshader <= 1.3 only, this saves a few version checks
2629 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
2631 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2632 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2633 char dst_swizzle[6];
2634 glsl_sample_function_t sample_function;
2635 glsl_src_param_t coord_param;
2642 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2643 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2645 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2646 /* Dependent read, not valid with conditional NP2 */
2647 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2648 mask = sample_function.coord_mask;
2650 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2652 shader_glsl_get_write_mask(mask, coord_mask);
2654 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2655 * so we can't let the GL handle this.
2657 if (flags & WINED3DTTFF_PROJECTED) {
2659 char coord_div_mask[3];
2660 switch (flags & ~WINED3DTTFF_PROJECTED) {
2661 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2662 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
2663 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
2664 case WINED3DTTFF_COUNT4:
2665 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
2667 shader_glsl_get_write_mask(div_mask, coord_div_mask);
2668 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
2671 shader_glsl_append_dst(arg->buffer, arg);
2672 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
2673 if(arg->opcode->opcode == WINED3DSIO_TEXBEML) {
2674 glsl_src_param_t luminance_param;
2675 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param);
2676 shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )*(%s * luminancescale%d + luminanceoffset%d))%s);\n",
2677 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask,
2678 luminance_param.param_str, sampler_idx, sampler_idx, dst_swizzle);
2680 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2681 sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, dst_swizzle);
2685 static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
2687 glsl_src_param_t src0_param, src1_param;
2688 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2690 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
2691 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
2693 shader_glsl_append_dst(arg->buffer, arg);
2694 shader_addline(arg->buffer, "%s + bumpenvmat%d * %s);\n",
2695 src0_param.param_str, sampler_idx, src1_param.param_str);
2698 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2699 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2700 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
2702 glsl_src_param_t src0_param;
2703 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2706 shader_glsl_append_dst(arg->buffer, arg);
2707 shader_glsl_get_write_mask(arg->dst, dst_mask);
2708 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2710 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2713 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2714 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2715 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
2717 glsl_src_param_t src0_param;
2718 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2721 shader_glsl_append_dst(arg->buffer, arg);
2722 shader_glsl_get_write_mask(arg->dst, dst_mask);
2723 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2725 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2728 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2729 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2730 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
2732 glsl_src_param_t src0_param;
2734 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2735 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
2736 glsl_sample_function_t sample_function;
2738 shader_glsl_append_dst(arg->buffer, arg);
2739 shader_glsl_get_write_mask(arg->dst, dst_mask);
2740 /* Dependent read, not valid with conditional NP2 */
2741 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2742 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
2744 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2747 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2748 * If any of the first 3 components are < 0, discard this pixel */
2749 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
2751 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2752 DWORD hex_version = This->baseShader.hex_version;
2753 glsl_dst_param_t dst_param;
2755 /* The argument is a destination parameter, and no writemasks are allowed */
2756 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2757 if((hex_version >= WINED3DPS_VERSION(2,0))) {
2758 /* 2.0 shaders compare all 4 components in texkill */
2759 shader_addline(arg->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
2761 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2762 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2763 * 4 components are defined, only the first 3 are used
2765 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2769 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2770 * dst = dot2(src0, src1) + src2 */
2771 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
2773 glsl_src_param_t src0_param;
2774 glsl_src_param_t src1_param;
2775 glsl_src_param_t src2_param;
2777 unsigned int mask_size;
2779 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2780 mask_size = shader_glsl_get_write_mask_size(write_mask);
2782 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
2783 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
2784 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
2786 if (mask_size > 1) {
2787 shader_addline(arg->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
2789 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2793 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2794 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2797 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2799 for (i = 0; i < MAX_REG_INPUT; i++) {
2801 DWORD usage_token = semantics_in[i].usage;
2802 DWORD register_token = semantics_in[i].reg;
2803 DWORD usage, usage_idx;
2807 if (!usage_token) continue;
2808 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2809 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2810 shader_glsl_get_write_mask(register_token, reg_mask);
2814 case WINED3DDECLUSAGE_TEXCOORD:
2815 if(usage_idx < 8 && vertexprocessing == pretransformed) {
2816 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2817 This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
2819 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2820 This->input_reg_map[i], reg_mask, reg_mask);
2824 case WINED3DDECLUSAGE_COLOR:
2826 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
2827 This->input_reg_map[i], reg_mask, reg_mask);
2828 else if (usage_idx == 1)
2829 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2830 This->input_reg_map[i], reg_mask, reg_mask);
2832 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2833 This->input_reg_map[i], reg_mask, reg_mask);
2837 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2838 This->input_reg_map[i], reg_mask, reg_mask);
2843 /*********************************************
2844 * Vertex Shader Specific Code begins here
2845 ********************************************/
2847 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
2848 glsl_program_key_t *key;
2850 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2851 key->vshader = entry->vshader;
2852 key->pshader = entry->pshader;
2853 key->ps_args = entry->ps_args;
2855 hash_table_put(priv->glsl_program_lookup, key, entry);
2858 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
2859 GLhandleARB vshader, IWineD3DPixelShader *pshader, struct ps_compile_args *ps_args) {
2860 glsl_program_key_t key;
2862 key.vshader = vshader;
2863 key.pshader = pshader;
2864 key.ps_args = *ps_args;
2866 return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
2869 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
2870 struct glsl_shader_prog_link *entry)
2872 glsl_program_key_t *key;
2874 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2875 key->vshader = entry->vshader;
2876 key->pshader = entry->pshader;
2877 key->ps_args = entry->ps_args;
2878 hash_table_remove(priv->glsl_program_lookup, key);
2880 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2881 if (entry->vshader) list_remove(&entry->vshader_entry);
2882 if (entry->pshader) list_remove(&entry->pshader_entry);
2883 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2884 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2885 HeapFree(GetProcessHeap(), 0, entry);
2888 static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
2889 const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
2892 DWORD usage_token, usage_token_out;
2893 DWORD register_token, register_token_out;
2894 DWORD usage, usage_idx, usage_out, usage_idx_out;
2897 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
2898 char reg_mask[6], reg_mask_out[6];
2899 char destination[50];
2901 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
2903 if (!semantics_out) {
2904 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
2905 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
2906 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
2909 for(i = 0; i < MAX_REG_INPUT; i++) {
2910 usage_token = semantics_in[i].usage;
2911 if (!usage_token) continue;
2914 if (in_idx >= (in_count + 2)) {
2915 FIXME("More input varyings declared than supported, expect issues\n");
2917 } else if(map[i] == -1) {
2918 /* Declared, but not read register */
2922 if (in_idx == in_count) {
2923 sprintf(destination, "gl_FrontColor");
2924 } else if (in_idx == in_count + 1) {
2925 sprintf(destination, "gl_FrontSecondaryColor");
2927 sprintf(destination, "IN[%u]", in_idx);
2930 register_token = semantics_in[i].reg;
2932 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2933 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2934 set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
2936 if(!semantics_out) {
2938 case WINED3DDECLUSAGE_COLOR:
2940 shader_addline(buffer, "%s%s = front_color%s;\n",
2941 destination, reg_mask, reg_mask);
2942 else if (usage_idx == 1)
2943 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
2944 destination, reg_mask, reg_mask);
2946 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2947 destination, reg_mask, reg_mask);
2950 case WINED3DDECLUSAGE_TEXCOORD:
2951 if (usage_idx < 8) {
2952 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
2953 destination, reg_mask, usage_idx, reg_mask);
2955 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2956 destination, reg_mask, reg_mask);
2960 case WINED3DDECLUSAGE_FOG:
2961 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
2962 destination, reg_mask, reg_mask);
2966 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2967 destination, reg_mask, reg_mask);
2971 for(j = 0; j < MAX_REG_OUTPUT; j++) {
2972 usage_token_out = semantics_out[j].usage;
2973 if (!usage_token_out) continue;
2974 register_token_out = semantics_out[j].reg;
2976 usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2977 usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2978 shader_glsl_get_write_mask(register_token_out, reg_mask_out);
2980 if(usage == usage_out &&
2981 usage_idx == usage_idx_out) {
2982 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
2983 destination, reg_mask, j, reg_mask);
2988 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2989 destination, reg_mask, reg_mask);
2994 /* This is solely to make the compiler / linker happy and avoid warning about undefined
2995 * varyings. It shouldn't result in any real code executed on the GPU, since all read
2996 * input varyings are assigned above, if the optimizer works properly.
2998 for(i = 0; i < in_count + 2; i++) {
2999 if(set[i] != WINED3DSP_WRITEMASK_ALL) {
3000 unsigned int size = 0;
3001 memset(reg_mask, 0, sizeof(reg_mask));
3002 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3003 reg_mask[size] = 'x';
3006 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3007 reg_mask[size] = 'y';
3010 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3011 reg_mask[size] = 'z';
3014 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3015 reg_mask[size] = 'w';
3019 if (i == in_count) {
3020 sprintf(destination, "gl_FrontColor");
3021 } else if (i == in_count + 1) {
3022 sprintf(destination, "gl_FrontSecondaryColor");
3024 sprintf(destination, "IN[%u]", i);
3028 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3030 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3035 HeapFree(GetProcessHeap(), 0, set);
3038 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3039 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3041 GLhandleARB ret = 0;
3042 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3043 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3044 IWineD3DDeviceImpl *device;
3045 DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.hex_version);
3046 DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.hex_version) : 0;
3048 SHADER_BUFFER buffer;
3050 DWORD register_token;
3051 DWORD usage, usage_idx, writemask;
3053 const struct semantic *semantics_out, *semantics_in;
3055 buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
3058 buffer.newline = TRUE;
3060 shader_addline(&buffer, "#version 120\n");
3062 if(vs_major < 3 && ps_major < 3) {
3063 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3064 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3066 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3067 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3068 !device->frag_pipe->ffp_proj_control) {
3069 shader_addline(&buffer, "void order_ps_input() {\n");
3070 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3071 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3072 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3073 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3076 shader_addline(&buffer, "}\n");
3078 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3080 } else if(ps_major < 3 && vs_major >= 3) {
3081 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3082 semantics_out = vs->semantics_out;
3084 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3085 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3086 usage_token = semantics_out[i].usage;
3087 if (!usage_token) continue;
3088 register_token = semantics_out[i].reg;
3090 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3091 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3092 writemask = shader_glsl_get_write_mask(register_token, reg_mask);
3095 case WINED3DDECLUSAGE_COLOR:
3097 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3098 else if (usage_idx == 1)
3099 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3102 case WINED3DDECLUSAGE_POSITION:
3103 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3106 case WINED3DDECLUSAGE_TEXCOORD:
3107 if (usage_idx < 8) {
3108 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3110 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3111 usage_idx, reg_mask, i, reg_mask);
3112 if(!(writemask & WINED3DSP_WRITEMASK_3)) {
3113 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx);
3118 case WINED3DDECLUSAGE_PSIZE:
3119 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3122 case WINED3DDECLUSAGE_FOG:
3123 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3130 shader_addline(&buffer, "}\n");
3132 } else if(ps_major >= 3 && vs_major >= 3) {
3133 semantics_out = vs->semantics_out;
3134 semantics_in = ps->semantics_in;
3136 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3137 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3138 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3140 /* First, sort out position and point size. Those are not passed to the pixel shader */
3141 for(i = 0; i < MAX_REG_OUTPUT; i++) {
3142 usage_token = semantics_out[i].usage;
3143 if (!usage_token) continue;
3144 register_token = semantics_out[i].reg;
3146 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
3147 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
3148 shader_glsl_get_write_mask(register_token, reg_mask);
3151 case WINED3DDECLUSAGE_POSITION:
3152 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3155 case WINED3DDECLUSAGE_PSIZE:
3156 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3164 /* Then, fix the pixel shader input */
3165 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3167 shader_addline(&buffer, "}\n");
3168 } else if(ps_major >= 3 && vs_major < 3) {
3169 semantics_in = ps->semantics_in;
3171 shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
3172 shader_addline(&buffer, "void order_ps_input() {\n");
3173 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3174 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3175 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3177 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3178 shader_addline(&buffer, "}\n");
3180 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3183 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3184 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3185 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3186 checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
3187 GL_EXTCALL(glCompileShaderARB(ret));
3188 checkGLcall("glCompileShaderARB(ret)");
3190 HeapFree(GetProcessHeap(), 0, buffer.buffer);
3194 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3195 GLhandleARB programId, char prefix)
3197 const local_constant *lconst;
3202 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3203 value = (const float *)lconst->value;
3204 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3205 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3206 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3208 checkGLcall("Hardcoding local constants\n");
3211 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3212 * It sets the programId on the current StateBlock (because it should be called
3213 * inside of the DrawPrimitive() part of the render loop).
3215 * If a program for the given combination does not exist, create one, and store
3216 * the program in the hash table. If it creates a program, it will link the
3217 * given objects, too.
3219 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3220 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3221 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3222 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3223 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
3224 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
3225 struct glsl_shader_prog_link *entry = NULL;
3226 GLhandleARB programId = 0;
3227 GLhandleARB reorder_shader_id = 0;
3230 GLhandleARB vshader_id, pshader_id;
3231 struct ps_compile_args compile_args;
3234 IWineD3DVertexShaderImpl_CompileShader(vshader);
3235 vshader_id = ((IWineD3DVertexShaderImpl*)vshader)->prgId;
3240 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &compile_args);
3242 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3243 memset(&compile_args, 0, sizeof(compile_args));
3245 entry = get_glsl_program_entry(priv, vshader_id, pshader, &compile_args);
3247 priv->glsl_program = entry;
3251 /* If we get to this point, then no matching program exists, so we create one */
3252 programId = GL_EXTCALL(glCreateProgramObjectARB());
3253 TRACE("Created new GLSL shader program %u\n", programId);
3255 /* Create the entry */
3256 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3257 entry->programId = programId;
3258 entry->vshader = vshader_id;
3259 entry->pshader = pshader;
3260 entry->ps_args = compile_args;
3261 /* Add the hash table entry */
3262 add_glsl_program_entry(priv, entry);
3264 /* Set the current program */
3265 priv->glsl_program = entry;
3267 /* Attach GLSL vshader */
3269 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3272 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3273 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3274 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3275 checkGLcall("glAttachObjectARB");
3276 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3279 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3281 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3282 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3283 checkGLcall("glAttachObjectARB");
3285 /* Bind vertex attributes to a corresponding index number to match
3286 * the same index numbers as ARB_vertex_programs (makes loading
3287 * vertex attributes simpler). With this method, we can use the
3288 * exact same code to load the attributes later for both ARB and
3291 * We have to do this here because we need to know the Program ID
3292 * in order to make the bindings work, and it has to be done prior
3293 * to linking the GLSL program. */
3294 for (i = 0; i < max_attribs; ++i) {
3295 if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) {
3296 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
3297 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
3300 checkGLcall("glBindAttribLocationARB");
3302 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3306 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &compile_args);
3311 /* Attach GLSL pshader */
3313 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3314 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3315 checkGLcall("glAttachObjectARB");
3317 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3320 /* Link the program */
3321 TRACE("Linking GLSL shader program %u\n", programId);
3322 GL_EXTCALL(glLinkProgramARB(programId));
3323 print_glsl_info_log(&GLINFO_LOCATION, programId);
3325 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
3326 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
3327 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
3328 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3330 for (i = 0; i < MAX_CONST_I; ++i) {
3331 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
3332 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3334 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
3335 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
3336 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
3337 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3339 for (i = 0; i < MAX_CONST_I; ++i) {
3340 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
3341 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3345 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3347 sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit);
3348 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3349 sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3350 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3351 sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit);
3352 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
3357 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
3358 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
3359 checkGLcall("Find glsl program uniform locations");
3361 if (pshader && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.hex_version) >= 3
3362 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4) {
3363 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3364 entry->vertex_color_clamp = GL_FALSE;
3366 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3369 /* Set the shader to allow uniform loading on it */
3370 GL_EXTCALL(glUseProgramObjectARB(programId));
3371 checkGLcall("glUseProgramObjectARB(programId)");
3373 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3374 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3375 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3376 * vertex shader with fixed function pixel processing is used we make sure that the card
3377 * supports enough samplers to allow the max number of vertex samplers with all possible
3378 * fixed function fragment processing setups. So once the program is linked these samplers
3382 /* Load vertex shader samplers */
3383 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3386 /* Load pixel shader samplers */
3387 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3390 /* If the local constants do not have to be loaded with the environment constants,
3391 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3394 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3395 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3397 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3398 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3402 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3404 GLhandleARB program_id;
3405 GLhandleARB vshader_id, pshader_id;
3406 const char *blt_vshader[] = {
3410 " gl_Position = gl_Vertex;\n"
3411 " gl_FrontColor = vec4(1.0);\n"
3412 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3416 const char *blt_pshaders[tex_type_count] = {
3421 "uniform sampler2D sampler;\n"
3424 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3430 "uniform samplerCube sampler;\n"
3433 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3437 "#extension GL_ARB_texture_rectangle : enable\n"
3438 "uniform sampler2DRect sampler;\n"
3441 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3445 if (!blt_pshaders[tex_type])
3447 FIXME("tex_type %#x not supported\n", tex_type);
3451 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3452 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
3453 GL_EXTCALL(glCompileShaderARB(vshader_id));
3455 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3456 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
3457 GL_EXTCALL(glCompileShaderARB(pshader_id));
3459 program_id = GL_EXTCALL(glCreateProgramObjectARB());
3460 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
3461 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
3462 GL_EXTCALL(glLinkProgramARB(program_id));
3464 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3466 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3469 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3470 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3474 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
3475 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3476 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3477 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3478 GLhandleARB program_id = 0;
3479 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
3481 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3483 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3484 else priv->glsl_program = NULL;
3486 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3488 if (old_vertex_color_clamp != current_vertex_color_clamp) {
3489 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
3490 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
3491 checkGLcall("glClampColorARB");
3493 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3497 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3498 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3499 GL_EXTCALL(glUseProgramObjectARB(program_id));
3500 checkGLcall("glUseProgramObjectARB");
3503 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
3504 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3505 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3506 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3507 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
3509 if (!*blt_program) {
3511 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
3512 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
3513 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3514 GL_EXTCALL(glUniform1iARB(loc, 0));
3516 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3520 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
3521 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3522 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3523 struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
3524 GLhandleARB program_id;
3526 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3527 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3529 GL_EXTCALL(glUseProgramObjectARB(program_id));
3530 checkGLcall("glUseProgramObjectARB");
3533 static void shader_glsl_cleanup(IWineD3DDevice *iface) {
3534 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3535 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3536 GL_EXTCALL(glUseProgramObjectARB(0));
3539 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
3540 const struct list *linked_programs;
3541 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
3542 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3543 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv;
3544 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
3545 IWineD3DPixelShaderImpl *ps = NULL;
3546 IWineD3DVertexShaderImpl *vs = NULL;
3548 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3549 * can be called from IWineD3DBaseShader::Release
3551 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
3554 ps = (IWineD3DPixelShaderImpl *) This;
3555 if(ps->num_gl_shaders == 0) return;
3557 vs = (IWineD3DVertexShaderImpl *) This;
3558 if(vs->prgId == 0) return;
3561 linked_programs = &This->baseShader.linked_programs;
3563 TRACE("Deleting linked programs\n");
3564 if (linked_programs->next) {
3565 struct glsl_shader_prog_link *entry, *entry2;
3568 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
3569 delete_glsl_program_entry(priv, gl_info, entry);
3572 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
3573 delete_glsl_program_entry(priv, gl_info, entry);
3582 for(i = 0; i < ps->num_gl_shaders; i++) {
3583 TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
3584 GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
3585 checkGLcall("glDeleteObjectARB");
3588 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3589 ps->gl_shaders = NULL;
3590 ps->num_gl_shaders = 0;
3592 TRACE("Deleting shader object %u\n", vs->prgId);
3594 GL_EXTCALL(glDeleteObjectARB(vs->prgId));
3595 checkGLcall("glDeleteObjectARB");
3598 vs->baseShader.is_compiled = FALSE;
3602 static unsigned int glsl_program_key_hash(const void *key)
3604 const glsl_program_key_t *k = (const glsl_program_key_t *)key;
3606 unsigned int hash = k->vshader | ((DWORD_PTR) k->pshader) << 16;
3607 hash += ~(hash << 15);
3608 hash ^= (hash >> 10);
3609 hash += (hash << 3);
3610 hash ^= (hash >> 6);
3611 hash += ~(hash << 11);
3612 hash ^= (hash >> 16);
3617 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3619 const glsl_program_key_t *ka = (const glsl_program_key_t *)keya;
3620 const glsl_program_key_t *kb = (const glsl_program_key_t *)keyb;
3622 return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
3623 (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0);
3626 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
3627 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3628 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
3629 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3630 This->shader_priv = priv;
3634 static void shader_glsl_free(IWineD3DDevice *iface) {
3635 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3636 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3637 struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
3640 for (i = 0; i < tex_type_count; ++i)
3642 if (priv->depth_blt_program[i])
3644 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3648 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3650 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3651 This->shader_priv = NULL;
3654 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3655 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3659 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
3660 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3661 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3662 CONST DWORD *function = This->baseShader.function;
3663 const char *fragcolor;
3664 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3666 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3667 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3669 shader_addline(buffer, "#version 120\n");
3671 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3672 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3674 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3675 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3676 * drivers write a warning if we don't do so
3678 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3681 /* Base Declarations */
3682 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
3684 /* Pack 3.0 inputs */
3685 if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
3687 if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
3688 pshader_glsl_input_pack(buffer, This->semantics_in, iface, pretransformed);
3689 } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
3690 pshader_glsl_input_pack(buffer, This->semantics_in, iface, fixedfunction);
3694 /* Base Shader Body */
3695 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3697 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3698 if (This->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
3699 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3700 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3701 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3703 shader_addline(buffer, "gl_FragColor = R0;\n");
3706 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3707 fragcolor = "gl_FragData[0]";
3709 fragcolor = "gl_FragColor";
3711 if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
3712 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3713 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3714 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3715 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3716 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3717 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3718 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3719 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3721 /* Pixel shader < 3.0 do not replace the fog stage.
3722 * This implements linear fog computation and blending.
3723 * TODO: non linear fog
3724 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3725 * -1/(e-s) and e/(e-s) respectively.
3727 if(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
3728 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n");
3729 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3732 shader_addline(buffer, "}\n");
3734 TRACE("Compiling shader object %u\n", shader_obj);
3735 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3736 GL_EXTCALL(glCompileShaderARB(shader_obj));
3737 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3739 /* Store the shader object */
3743 static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
3744 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
3745 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3746 CONST DWORD *function = This->baseShader.function;
3747 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3749 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3750 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3752 shader_addline(buffer, "#version 120\n");
3754 /* Base Declarations */
3755 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION);
3757 /* Base Shader Body */
3758 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3760 /* Unpack 3.0 outputs */
3761 if (This->baseShader.hex_version >= WINED3DVS_VERSION(3,0)) {
3762 shader_addline(buffer, "order_ps_input(OUT);\n");
3764 shader_addline(buffer, "order_ps_input();\n");
3767 /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
3769 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3771 /* Write the final position.
3773 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3774 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3775 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3776 * contains 1.0 to allow a mad.
3778 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3779 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3781 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3783 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3784 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3785 * which is the same as z = z * 2 - w.
3787 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3789 shader_addline(buffer, "}\n");
3791 TRACE("Compiling shader object %u\n", shader_obj);
3792 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3793 GL_EXTCALL(glCompileShaderARB(shader_obj));
3794 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3796 /* Store the shader object */
3797 This->prgId = shader_obj;
3800 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
3802 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3803 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3804 * vs_nv_version which is based on NV_vertex_program.
3805 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3806 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3807 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3808 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3810 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3811 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
3813 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
3814 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
3815 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
3817 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3818 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3819 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3820 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3821 * in max native instructions. Intel and others also offer the info in this extension but they
3822 * don't support GLSL (at least on Windows).
3824 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3825 * of instructions is 512 or less we have to do with ps2.0 hardware.
3826 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
3828 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3829 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
3831 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
3833 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3834 * Direct3D minimum requirement.
3836 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3837 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3839 * The problem is that the refrast clamps temporary results in the shader to
3840 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
3841 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
3842 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
3843 * offer a way to query this.
3845 pCaps->PixelShader1xMaxValue = 8.0;
3846 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
3849 static BOOL shader_glsl_conv_supported(WINED3DFORMAT fmt) {
3850 TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
3852 case WINED3DFMT_V8U8:
3853 case WINED3DFMT_V16U16:
3854 case WINED3DFMT_X8L8V8U8:
3855 case WINED3DFMT_L6V5U5:
3856 case WINED3DFMT_Q8W8V8U8:
3857 case WINED3DFMT_ATI2N:
3866 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
3868 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
3869 /* WINED3DSIH_ADD */ shader_glsl_arith,
3870 /* WINED3DSIH_BEM */ pshader_glsl_bem,
3871 /* WINED3DSIH_BREAK */ shader_glsl_break,
3872 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
3873 /* WINED3DSIH_BREAKP */ NULL,
3874 /* WINED3DSIH_CALL */ shader_glsl_call,
3875 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
3876 /* WINED3DSIH_CMP */ shader_glsl_cmp,
3877 /* WINED3DSIH_CND */ shader_glsl_cnd,
3878 /* WINED3DSIH_CRS */ shader_glsl_cross,
3879 /* WINED3DSIH_DCL */ NULL,
3880 /* WINED3DSIH_DEF */ NULL,
3881 /* WINED3DSIH_DEFB */ NULL,
3882 /* WINED3DSIH_DEFI */ NULL,
3883 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
3884 /* WINED3DSIH_DP3 */ shader_glsl_dot,
3885 /* WINED3DSIH_DP4 */ shader_glsl_dot,
3886 /* WINED3DSIH_DST */ shader_glsl_dst,
3887 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
3888 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
3889 /* WINED3DSIH_ELSE */ shader_glsl_else,
3890 /* WINED3DSIH_ENDIF */ shader_glsl_end,
3891 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
3892 /* WINED3DSIH_ENDREP */ shader_glsl_end,
3893 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
3894 /* WINED3DSIH_EXPP */ shader_glsl_expp,
3895 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
3896 /* WINED3DSIH_IF */ shader_glsl_if,
3897 /* WINED3DSIH_IFC */ shader_glsl_ifc,
3898 /* WINED3DSIH_LABEL */ shader_glsl_label,
3899 /* WINED3DSIH_LIT */ shader_glsl_lit,
3900 /* WINED3DSIH_LOG */ shader_glsl_log,
3901 /* WINED3DSIH_LOGP */ shader_glsl_log,
3902 /* WINED3DSIH_LOOP */ shader_glsl_loop,
3903 /* WINED3DSIH_LRP */ shader_glsl_lrp,
3904 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
3905 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
3906 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
3907 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
3908 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
3909 /* WINED3DSIH_MAD */ shader_glsl_mad,
3910 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
3911 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
3912 /* WINED3DSIH_MOV */ shader_glsl_mov,
3913 /* WINED3DSIH_MOVA */ shader_glsl_mov,
3914 /* WINED3DSIH_MUL */ shader_glsl_arith,
3915 /* WINED3DSIH_NOP */ NULL,
3916 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
3917 /* WINED3DSIH_PHASE */ NULL,
3918 /* WINED3DSIH_POW */ shader_glsl_pow,
3919 /* WINED3DSIH_RCP */ shader_glsl_rcp,
3920 /* WINED3DSIH_REP */ shader_glsl_rep,
3921 /* WINED3DSIH_RET */ NULL,
3922 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
3923 /* WINED3DSIH_SETP */ NULL,
3924 /* WINED3DSIH_SGE */ shader_glsl_compare,
3925 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
3926 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
3927 /* WINED3DSIH_SLT */ shader_glsl_compare,
3928 /* WINED3DSIH_SUB */ shader_glsl_arith,
3929 /* WINED3DSIH_TEX */ pshader_glsl_tex,
3930 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
3931 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
3932 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
3933 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
3934 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
3935 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
3936 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
3937 /* WINED3DSIH_TEXLDD */ NULL,
3938 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
3939 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
3940 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
3941 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
3942 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
3943 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
3944 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
3945 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
3946 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
3947 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
3948 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
3949 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
3950 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
3953 const shader_backend_t glsl_shader_backend = {
3954 shader_glsl_instruction_handler_table,
3956 shader_glsl_select_depth_blt,
3957 shader_glsl_deselect_depth_blt,
3958 shader_glsl_load_constants,
3959 shader_glsl_cleanup,
3960 shader_glsl_color_correction,
3961 shader_glsl_destroy,
3964 shader_glsl_dirty_const,
3965 shader_glsl_generate_pshader,
3966 shader_glsl_generate_vshader,
3967 shader_glsl_get_caps,
3968 shader_glsl_conv_supported,