2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 * D3D shader asm has swizzles on source parameters, and write masks for
24 * destination parameters. GLSL uses swizzles for both. The result of this is
25 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
26 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
27 * mask for the destination parameter into account.
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
37 #define GLINFO_LOCATION (*gl_info)
52 } glsl_sample_function_t;
54 /** Prints the GLSL info log which will contain error messages if they exist */
55 void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
57 int infologLength = 0;
60 GL_EXTCALL(glGetObjectParameterivARB(obj,
61 GL_OBJECT_INFO_LOG_LENGTH_ARB,
64 /* A size of 1 is just a null-terminated string, so the log should be bigger than
65 * that if there are errors. */
66 if (infologLength > 1)
68 infoLog = (char *)HeapAlloc(GetProcessHeap(), 0, infologLength);
69 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
70 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
71 HeapFree(GetProcessHeap(), 0, infoLog);
76 * Loads (pixel shader) samplers
78 static void shader_glsl_load_psamplers(
79 WineD3D_GL_Info *gl_info,
80 IWineD3DStateBlock* iface) {
82 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
83 GLhandleARB programId = stateBlock->glsl_program->programId;
86 char sampler_name[20];
88 for (i=0; i< GL_LIMITS(samplers); ++i) {
89 if (stateBlock->textures[i] != NULL) {
90 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
91 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
93 TRACE("Loading %s for texture %d\n", sampler_name, i);
94 GL_EXTCALL(glUniform1iARB(name_loc, i));
95 checkGLcall("glUniform1iARB");
102 * Loads floating point constants (aka uniforms) into the currently set GLSL program.
103 * When constant_list == NULL, it will load all the constants.
105 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
106 unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
107 struct list *constant_list) {
108 constants_entry *constant;
109 local_constant* lconst;
114 if (TRACE_ON(d3d_shader)) {
115 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
120 tmp_loc = constant_locations[i];
122 TRACE_(d3d_constants)("Loading constants %i: %f, %f, %f, %f\n", i,
123 constants[i * 4 + 0], constants[i * 4 + 1],
124 constants[i * 4 + 2], constants[i * 4 + 3]);
129 LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
134 tmp_loc = constant_locations[i];
136 /* We found this uniform name in the program - go ahead and send the data */
137 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
141 checkGLcall("glUniform4fvARB()");
143 /* Load immediate constants */
144 if (TRACE_ON(d3d_shader)) {
145 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
146 tmp_loc = constant_locations[lconst->idx];
148 GLfloat* values = (GLfloat*)lconst->value;
149 TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
150 values[0], values[1], values[2], values[3]);
154 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
155 tmp_loc = constant_locations[lconst->idx];
157 /* We found this uniform name in the program - go ahead and send the data */
158 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
161 checkGLcall("glUniform4fvARB()");
165 * Loads integer constants (aka uniforms) into the currently set GLSL program.
166 * When @constants_set == NULL, it will load all the constants.
168 static void shader_glsl_load_constantsI(
169 IWineD3DBaseShaderImpl* This,
170 WineD3D_GL_Info *gl_info,
171 GLhandleARB programId,
172 unsigned max_constants,
174 BOOL* constants_set) {
179 char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
180 const char* prefix = is_pshader? "PI":"VI";
183 for (i=0; i<max_constants; ++i) {
184 if (NULL == constants_set || constants_set[i]) {
186 TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
187 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
189 /* TODO: Benchmark and see if it would be beneficial to store the
190 * locations of the constants to avoid looking up each time */
191 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
192 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
194 /* We found this uniform name in the program - go ahead and send the data */
195 GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, &constants[i*4]));
196 checkGLcall("glUniform4ivARB");
201 /* Load immediate constants */
202 ptr = list_head(&This->baseShader.constantsI);
204 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
205 unsigned int idx = lconst->idx;
206 GLint* values = (GLint*) lconst->value;
208 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
209 values[0], values[1], values[2], values[3]);
211 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
212 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
214 /* We found this uniform name in the program - go ahead and send the data */
215 GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, values));
216 checkGLcall("glUniform4ivARB");
218 ptr = list_next(&This->baseShader.constantsI, ptr);
223 * Loads boolean constants (aka uniforms) into the currently set GLSL program.
224 * When @constants_set == NULL, it will load all the constants.
226 static void shader_glsl_load_constantsB(
227 IWineD3DBaseShaderImpl* This,
228 WineD3D_GL_Info *gl_info,
229 GLhandleARB programId,
230 unsigned max_constants,
232 BOOL* constants_set) {
237 char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
238 const char* prefix = is_pshader? "PB":"VB";
241 for (i=0; i<max_constants; ++i) {
242 if (NULL == constants_set || constants_set[i]) {
244 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i*4]);
246 /* TODO: Benchmark and see if it would be beneficial to store the
247 * locations of the constants to avoid looking up each time */
248 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
249 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
251 /* We found this uniform name in the program - go ahead and send the data */
252 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i*4]));
253 checkGLcall("glUniform1ivARB");
258 /* Load immediate constants */
259 ptr = list_head(&This->baseShader.constantsB);
261 local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
262 unsigned int idx = lconst->idx;
263 GLint* values = (GLint*) lconst->value;
265 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
267 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
268 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
270 /* We found this uniform name in the program - go ahead and send the data */
271 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
272 checkGLcall("glUniform1ivARB");
274 ptr = list_next(&This->baseShader.constantsB, ptr);
281 * Loads the app-supplied constants into the currently set GLSL program.
283 void shader_glsl_load_constants(
284 IWineD3DDevice* device,
286 char useVertexShader) {
288 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
289 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
290 WineD3D_GL_Info *gl_info = &((IWineD3DImpl*) deviceImpl->wineD3D)->gl_info;
292 GLhandleARB *constant_locations;
293 struct list *constant_list;
294 GLhandleARB programId;
297 if (!stateBlock->glsl_program) {
298 /* No GLSL program set - nothing to do. */
301 programId = stateBlock->glsl_program->programId;
303 if (useVertexShader) {
304 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
307 constant_locations = stateBlock->glsl_program->vuniformF_locations;
308 constant_list = &stateBlock->set_vconstantsF;
310 /* Load DirectX 9 float constants/uniforms for vertex shader */
311 shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF),
312 stateBlock->vertexShaderConstantF, constant_locations, constant_list);
314 /* Load DirectX 9 integer constants/uniforms for vertex shader */
315 shader_glsl_load_constantsI(vshader, gl_info, programId, MAX_CONST_I,
316 stateBlock->vertexShaderConstantI,
317 stateBlock->set.vertexShaderConstantsI);
319 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
320 shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
321 stateBlock->vertexShaderConstantB,
322 stateBlock->set.vertexShaderConstantsB);
324 /* Upload the position fixup params */
325 pos = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
326 checkGLcall("glGetUniformLocationARB");
327 GL_EXTCALL(glUniform4fvARB(pos, 1, &deviceImpl->posFixup[0]));
328 checkGLcall("glUniform4fvARB");
331 if (usePixelShader) {
333 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
335 constant_locations = stateBlock->glsl_program->puniformF_locations;
336 constant_list = &stateBlock->set_pconstantsF;
338 /* Load pixel shader samplers */
339 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*) stateBlock);
341 /* Load DirectX 9 float constants/uniforms for pixel shader */
342 shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
343 stateBlock->pixelShaderConstantF, constant_locations, constant_list);
345 /* Load DirectX 9 integer constants/uniforms for pixel shader */
346 shader_glsl_load_constantsI(pshader, gl_info, programId, MAX_CONST_I,
347 stateBlock->pixelShaderConstantI,
348 stateBlock->set.pixelShaderConstantsI);
350 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
351 shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
352 stateBlock->pixelShaderConstantB,
353 stateBlock->set.pixelShaderConstantsB);
355 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
356 * It can't be 0 for a valid texbem instruction.
358 if(((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat != -1) {
359 float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
360 pos = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
361 checkGLcall("glGetUniformLocationARB");
362 GL_EXTCALL(glUniformMatrix2fvARB(pos, 1, 0, data));
363 checkGLcall("glUniform4fvARB");
368 /** Generate the variable & register declarations for the GLSL output target */
369 void shader_generate_glsl_declarations(
370 IWineD3DBaseShader *iface,
371 shader_reg_maps* reg_maps,
372 SHADER_BUFFER* buffer,
373 WineD3D_GL_Info* gl_info) {
375 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
378 /* There are some minor differences between pixel and vertex shaders */
379 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
380 char prefix = pshader ? 'P' : 'V';
382 /* Prototype the subroutines */
383 for (i = 0; i < This->baseShader.limits.label; i++) {
384 if (reg_maps->labels[i])
385 shader_addline(buffer, "void subroutine%lu();\n", i);
388 /* Declare the constants (aka uniforms) */
389 if (This->baseShader.limits.constant_float > 0) {
390 unsigned max_constantsF = min(This->baseShader.limits.constant_float,
391 (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
392 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
395 if (This->baseShader.limits.constant_int > 0)
396 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
398 if (This->baseShader.limits.constant_bool > 0)
399 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
402 shader_addline(buffer, "uniform vec4 posFixup;\n");
403 else if(reg_maps->bumpmat != -1)
404 shader_addline(buffer, "uniform mat2 bumpenvmat;\n");
406 /* Declare texture samplers */
407 for (i = 0; i < This->baseShader.limits.sampler; i++) {
408 if (reg_maps->samplers[i]) {
410 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
414 shader_addline(buffer, "uniform sampler1D %csampler%lu;\n", prefix, i);
417 shader_addline(buffer, "uniform sampler2D %csampler%lu;\n", prefix, i);
419 case WINED3DSTT_CUBE:
420 shader_addline(buffer, "uniform samplerCube %csampler%lu;\n", prefix, i);
422 case WINED3DSTT_VOLUME:
423 shader_addline(buffer, "uniform sampler3D %csampler%lu;\n", prefix, i);
426 shader_addline(buffer, "uniform unsupported_sampler %csampler%lu;\n", prefix, i);
427 FIXME("Unrecognized sampler type: %#x\n", stype);
433 /* Declare address variables */
434 for (i = 0; i < This->baseShader.limits.address; i++) {
435 if (reg_maps->address[i])
436 shader_addline(buffer, "ivec4 A%d;\n", i);
439 /* Declare texture coordinate temporaries and initialize them */
440 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
441 if (reg_maps->texcoord[i])
442 shader_addline(buffer, "vec4 T%lu = gl_TexCoord[%lu];\n", i, i);
445 /* Declare input register temporaries */
446 for (i=0; i < This->baseShader.limits.packed_input; i++) {
447 if (reg_maps->packed_input[i])
448 shader_addline(buffer, "vec4 IN%lu;\n", i);
451 /* Declare output register temporaries */
452 for (i = 0; i < This->baseShader.limits.packed_output; i++) {
453 if (reg_maps->packed_output[i])
454 shader_addline(buffer, "vec4 OUT%lu;\n", i);
457 /* Declare temporary variables */
458 for(i = 0; i < This->baseShader.limits.temporary; i++) {
459 if (reg_maps->temporary[i])
460 shader_addline(buffer, "vec4 R%lu;\n", i);
463 /* Declare attributes */
464 for (i = 0; i < This->baseShader.limits.attributes; i++) {
465 if (reg_maps->attributes[i])
466 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
469 /* Declare loop register aL */
470 if (reg_maps->loop) {
471 shader_addline(buffer, "int aL;\n");
472 shader_addline(buffer, "int tmpInt;\n");
475 /* Temporary variables for matrix operations */
476 shader_addline(buffer, "vec4 tmp0;\n");
477 shader_addline(buffer, "vec4 tmp1;\n");
479 /* Start the main program */
480 shader_addline(buffer, "void main() {\n");
483 /*****************************************************************************
484 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
486 * For more information, see http://wiki.winehq.org/DirectX-Shaders
487 ****************************************************************************/
490 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
491 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
493 /** Used for opcode modifiers - They multiply the result by the specified amount */
494 static const char * const shift_glsl_tab[] = {
496 "2.0 * ", /* 1 (x2) */
497 "4.0 * ", /* 2 (x4) */
498 "8.0 * ", /* 3 (x8) */
499 "16.0 * ", /* 4 (x16) */
500 "32.0 * ", /* 5 (x32) */
507 "0.0625 * ", /* 12 (d16) */
508 "0.125 * ", /* 13 (d8) */
509 "0.25 * ", /* 14 (d4) */
510 "0.5 * " /* 15 (d2) */
513 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
514 static void shader_glsl_gen_modifier (
517 const char *in_regswizzle,
522 if (instr == WINED3DSIO_TEXKILL)
525 switch (instr & WINED3DSP_SRCMOD_MASK) {
526 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
528 case WINED3DSPSM_NONE:
529 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
531 case WINED3DSPSM_NEG:
532 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
534 case WINED3DSPSM_NOT:
535 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
537 case WINED3DSPSM_BIAS:
538 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
540 case WINED3DSPSM_BIASNEG:
541 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
543 case WINED3DSPSM_SIGN:
544 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
546 case WINED3DSPSM_SIGNNEG:
547 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
549 case WINED3DSPSM_COMP:
550 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
553 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
555 case WINED3DSPSM_X2NEG:
556 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
558 case WINED3DSPSM_ABS:
559 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
561 case WINED3DSPSM_ABSNEG:
562 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
565 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
566 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
570 /** Writes the GLSL variable name that corresponds to the register that the
571 * DX opcode parameter is trying to access */
572 static void shader_glsl_get_register_name(
574 const DWORD addr_token,
577 SHADER_OPCODE_ARG* arg) {
579 /* oPos, oFog and oPts in D3D */
580 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
582 DWORD reg = param & WINED3DSP_REGNUM_MASK;
583 DWORD regtype = shader_get_regtype(param);
584 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
585 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
586 WineD3D_GL_Info* gl_info = &((IWineD3DImpl*)deviceImpl->wineD3D)->gl_info;
588 char pshader = shader_is_pshader_version(This->baseShader.hex_version);
594 case WINED3DSPR_TEMP:
595 sprintf(tmpStr, "R%u", reg);
597 case WINED3DSPR_INPUT:
599 /* Pixel shaders >= 3.0 */
600 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
601 sprintf(tmpStr, "IN%u", reg);
604 strcpy(tmpStr, "gl_Color");
606 strcpy(tmpStr, "gl_SecondaryColor");
609 if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
611 sprintf(tmpStr, "attrib%u", reg);
614 case WINED3DSPR_CONST:
616 const char* prefix = pshader? "PC":"VC";
618 /* Relative addressing */
619 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
621 /* Relative addressing on shaders 2.0+ have a relative address token,
622 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
623 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
624 glsl_src_param_t rel_param;
625 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
626 sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
628 sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
631 sprintf(tmpStr, "%s[%u]", prefix, reg);
635 case WINED3DSPR_CONSTINT:
637 sprintf(tmpStr, "PI[%u]", reg);
639 sprintf(tmpStr, "VI[%u]", reg);
641 case WINED3DSPR_CONSTBOOL:
643 sprintf(tmpStr, "PB[%u]", reg);
645 sprintf(tmpStr, "VB[%u]", reg);
647 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
649 sprintf(tmpStr, "T%u", reg);
651 sprintf(tmpStr, "A%u", reg);
654 case WINED3DSPR_LOOP:
655 sprintf(tmpStr, "aL");
657 case WINED3DSPR_SAMPLER:
659 sprintf(tmpStr, "Psampler%u", reg);
661 sprintf(tmpStr, "Vsampler%u", reg);
663 case WINED3DSPR_COLOROUT:
664 if (reg >= GL_LIMITS(buffers)) {
665 WARN("Write to render target %u, only %d supported\n", reg, 4);
667 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
668 sprintf(tmpStr, "gl_FragData[%u]", reg);
669 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
670 sprintf(tmpStr, "gl_FragColor");
673 case WINED3DSPR_RASTOUT:
674 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
676 case WINED3DSPR_DEPTHOUT:
677 sprintf(tmpStr, "gl_FragDepth");
679 case WINED3DSPR_ATTROUT:
681 sprintf(tmpStr, "gl_FrontColor");
683 sprintf(tmpStr, "gl_FrontSecondaryColor");
686 case WINED3DSPR_TEXCRDOUT:
687 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
688 if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3)
689 sprintf(tmpStr, "OUT%u", reg);
691 sprintf(tmpStr, "gl_TexCoord[%u]", reg);
693 case WINED3DSPR_MISCTYPE:
696 sprintf(tmpStr, "gl_FragCoord");
698 /* gl_FrontFacing could be used for vFace, but note that
699 * gl_FrontFacing is a bool, while vFace is a float for
700 * which the sign determines front/back */
701 FIXME("Unhandled misctype register %d\n", reg);
702 sprintf(tmpStr, "unrecognized_register");
706 FIXME("Unhandled register name Type(%d)\n", regtype);
707 sprintf(tmpStr, "unrecognized_register");
711 strcat(regstr, tmpStr);
714 /* Get the GLSL write mask for the destination register */
715 static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) {
716 char *ptr = write_mask;
717 DWORD mask = param & WINED3DSP_WRITEMASK_ALL;
719 if (shader_is_scalar(param)) {
720 mask = WINED3DSP_WRITEMASK_0;
723 if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
724 if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
725 if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
726 if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
734 static size_t shader_glsl_get_write_mask_size(DWORD write_mask) {
737 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
738 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
739 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
740 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
745 static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_str) {
746 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
747 * but addressed as "rgba". To fix this we need to swap the register's x
748 * and z components. */
749 DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT;
750 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
751 char *ptr = swizzle_str;
753 if (!shader_is_scalar(param)) {
755 /* swizzle bits fields: wwzzyyxx */
756 if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03];
757 if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03];
758 if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03];
759 if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03];
765 /* From a given parameter token, generate the corresponding GLSL string.
766 * Also, return the actual register name and swizzle in case the
767 * caller needs this information as well. */
768 static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
769 const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) {
770 BOOL is_color = FALSE;
773 src_param->reg_name[0] = '\0';
774 src_param->param_str[0] = '\0';
775 swizzle_str[0] = '\0';
777 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
779 shader_glsl_get_swizzle(param, is_color, mask, swizzle_str);
780 shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->param_str);
783 /* From a given parameter token, generate the corresponding GLSL string.
784 * Also, return the actual register name and swizzle in case the
785 * caller needs this information as well. */
786 static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
787 const DWORD addr_token, glsl_dst_param_t *dst_param) {
788 BOOL is_color = FALSE;
790 dst_param->mask_str[0] = '\0';
791 dst_param->reg_name[0] = '\0';
793 shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg);
794 return shader_glsl_get_write_mask(param, dst_param->mask_str);
797 /* Append the destination part of the instruction to the buffer, return the effective write mask */
798 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
799 glsl_dst_param_t dst_param;
803 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
806 shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
807 shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
813 /* Append the destination part of the instruction to the buffer, return the effective write mask */
814 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
815 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
818 /** Process GLSL instruction modifiers */
819 void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
821 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
823 if (arg->opcode->dst_token && mask != 0) {
824 glsl_dst_param_t dst_param;
826 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
828 if (mask & WINED3DSPDM_SATURATE) {
829 /* _SAT means to clamp the value of the register to between 0 and 1 */
830 shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
831 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
833 if (mask & WINED3DSPDM_MSAMPCENTROID) {
834 FIXME("_centroid modifier not handled\n");
836 if (mask & WINED3DSPDM_PARTIALPRECISION) {
837 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
842 static inline const char* shader_get_comp_op(
843 const DWORD opcode) {
845 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
847 case COMPARISON_GT: return ">";
848 case COMPARISON_EQ: return "==";
849 case COMPARISON_GE: return ">=";
850 case COMPARISON_LT: return "<";
851 case COMPARISON_NE: return "!=";
852 case COMPARISON_LE: return "<=";
854 FIXME("Unrecognized comparison value: %u\n", op);
859 static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, glsl_sample_function_t *sample_function) {
860 /* Note that there's no such thing as a projected cube texture. */
861 switch(sampler_type) {
863 sample_function->name = projected ? "texture1DProj" : "texture1D";
864 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
867 sample_function->name = projected ? "texture2DProj" : "texture2D";
868 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
870 case WINED3DSTT_CUBE:
871 sample_function->name = "textureCube";
872 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
874 case WINED3DSTT_VOLUME:
875 sample_function->name = projected ? "texture3DProj" : "texture3D";
876 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
879 sample_function->name = "";
880 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
886 /*****************************************************************************
888 * Begin processing individual instruction opcodes
890 ****************************************************************************/
892 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
893 void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
894 CONST SHADER_OPCODE* curOpcode = arg->opcode;
895 SHADER_BUFFER* buffer = arg->buffer;
896 glsl_src_param_t src0_param;
897 glsl_src_param_t src1_param;
901 /* Determine the GLSL operator to use based on the opcode */
902 switch (curOpcode->opcode) {
903 case WINED3DSIO_MUL: op = '*'; break;
904 case WINED3DSIO_ADD: op = '+'; break;
905 case WINED3DSIO_SUB: op = '-'; break;
908 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
912 write_mask = shader_glsl_append_dst(buffer, arg);
913 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
914 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
915 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
918 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
919 void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
920 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
921 SHADER_BUFFER* buffer = arg->buffer;
922 glsl_src_param_t src0_param;
925 write_mask = shader_glsl_append_dst(buffer, arg);
926 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
928 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
929 * shader versions WINED3DSIO_MOVA is used for this. */
930 if ((WINED3DSHADER_VERSION_MAJOR(shader->baseShader.hex_version) == 1 &&
931 !shader_is_pshader_version(shader->baseShader.hex_version) &&
932 shader_get_regtype(arg->dst) == WINED3DSPR_ADDR) ||
933 arg->opcode->opcode == WINED3DSIO_MOVA) {
934 /* We need to *round* to the nearest int here. */
935 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
937 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);
939 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
942 shader_addline(buffer, "%s);\n", src0_param.param_str);
946 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
947 void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
948 CONST SHADER_OPCODE* curOpcode = arg->opcode;
949 SHADER_BUFFER* buffer = arg->buffer;
950 glsl_src_param_t src0_param;
951 glsl_src_param_t src1_param;
952 DWORD dst_write_mask, src_write_mask;
955 dst_write_mask = shader_glsl_append_dst(buffer, arg);
956 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
958 /* dp3 works on vec3, dp4 on vec4 */
959 if (curOpcode->opcode == WINED3DSIO_DP4) {
960 src_write_mask = WINED3DSP_WRITEMASK_ALL;
962 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
965 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param);
966 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_write_mask, &src1_param);
969 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
971 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
975 /* Note that this instruction has some restrictions. The destination write mask
976 * can't contain the w component, and the source swizzles have to be .xyzw */
977 void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
978 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
979 glsl_src_param_t src0_param;
980 glsl_src_param_t src1_param;
983 shader_glsl_get_write_mask(arg->dst, dst_mask);
984 shader_glsl_append_dst(arg->buffer, arg);
985 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
986 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
987 shader_addline(arg->buffer, "cross(%s, %s).%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
990 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
991 void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
992 CONST SHADER_OPCODE* curOpcode = arg->opcode;
993 SHADER_BUFFER* buffer = arg->buffer;
994 glsl_src_param_t src_param;
995 const char *instruction;
1000 /* Determine the GLSL function to use based on the opcode */
1001 /* TODO: Possibly make this a table for faster lookups */
1002 switch (curOpcode->opcode) {
1003 case WINED3DSIO_MIN: instruction = "min"; break;
1004 case WINED3DSIO_MAX: instruction = "max"; break;
1005 case WINED3DSIO_RSQ: instruction = "inversesqrt"; break;
1006 case WINED3DSIO_ABS: instruction = "abs"; break;
1007 case WINED3DSIO_FRC: instruction = "fract"; break;
1008 case WINED3DSIO_POW: instruction = "pow"; break;
1009 case WINED3DSIO_NRM: instruction = "normalize"; break;
1010 case WINED3DSIO_LOGP:
1011 case WINED3DSIO_LOG: instruction = "log2"; break;
1012 case WINED3DSIO_EXP: instruction = "exp2"; break;
1013 case WINED3DSIO_SGN: instruction = "sign"; break;
1014 default: instruction = "";
1015 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1019 write_mask = shader_glsl_append_dst(buffer, arg);
1021 arguments[0] = '\0';
1022 if (curOpcode->num_params > 0) {
1023 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param);
1024 strcat(arguments, src_param.param_str);
1025 for (i = 2; i < curOpcode->num_params; ++i) {
1026 strcat(arguments, ", ");
1027 shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param);
1028 strcat(arguments, src_param.param_str);
1032 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1035 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1036 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1037 * dst.x = 2^(floor(src))
1038 * dst.y = src - floor(src)
1039 * dst.z = 2^src (partial precision is allowed, but optional)
1041 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1042 * dst = 2^src; (partial precision is allowed, but optional)
1044 void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
1045 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
1046 glsl_src_param_t src_param;
1048 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1050 if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) {
1053 shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1054 shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1055 shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1056 shader_addline(arg->buffer, "tmp0.w = 1.0;\n");
1058 shader_glsl_append_dst(arg->buffer, arg);
1059 shader_glsl_get_write_mask(arg->dst, dst_mask);
1060 shader_addline(arg->buffer, "tmp0%s);\n", dst_mask);
1065 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1066 mask_size = shader_glsl_get_write_mask_size(write_mask);
1068 if (mask_size > 1) {
1069 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1071 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1076 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1077 void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
1078 glsl_src_param_t src_param;
1082 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1083 mask_size = shader_glsl_get_write_mask_size(write_mask);
1084 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1086 if (mask_size > 1) {
1087 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1089 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1093 /** Process signed comparison opcodes in GLSL. */
1094 void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
1095 glsl_src_param_t src0_param;
1096 glsl_src_param_t src1_param;
1100 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1101 mask_size = shader_glsl_get_write_mask_size(write_mask);
1102 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1103 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1105 if (mask_size > 1) {
1106 const char *compare;
1108 switch(arg->opcode->opcode) {
1109 case WINED3DSIO_SLT: compare = "lessThan"; break;
1110 case WINED3DSIO_SGE: compare = "greaterThanEqual"; break;
1111 default: compare = "";
1112 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1115 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1116 src0_param.param_str, src1_param.param_str);
1118 const char *compare;
1120 switch(arg->opcode->opcode) {
1121 case WINED3DSIO_SLT: compare = "<"; break;
1122 case WINED3DSIO_SGE: compare = ">="; break;
1123 default: compare = "";
1124 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1127 shader_addline(arg->buffer, "(%s %s %s) ? 1.0 : 0.0);\n",
1128 src0_param.param_str, compare, src1_param.param_str);
1132 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1133 void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
1134 glsl_src_param_t src0_param;
1135 glsl_src_param_t src1_param;
1136 glsl_src_param_t src2_param;
1137 DWORD write_mask, cmp_channel = 0;
1140 /* Cycle through all source0 channels */
1141 for (i=0; i<4; i++) {
1143 /* Find the destination channels which use the current source0 channel */
1144 for (j=0; j<4; j++) {
1145 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1146 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1147 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1150 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1151 if (!write_mask) continue;
1153 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1154 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1155 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1157 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1158 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1162 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1163 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1164 * the compare is done per component of src0. */
1165 void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
1166 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
1167 glsl_src_param_t src0_param;
1168 glsl_src_param_t src1_param;
1169 glsl_src_param_t src2_param;
1170 DWORD write_mask, cmp_channel = 0;
1173 if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
1174 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1175 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1176 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1177 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1178 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1179 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1182 /* Cycle through all source0 channels */
1183 for (i=0; i<4; i++) {
1185 /* Find the destination channels which use the current source0 channel */
1186 for (j=0; j<4; j++) {
1187 if ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) {
1188 write_mask |= WINED3DSP_WRITEMASK_0 << j;
1189 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
1192 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1193 if (!write_mask) continue;
1195 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param);
1196 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1197 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1199 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1200 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1204 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1205 void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
1206 glsl_src_param_t src0_param;
1207 glsl_src_param_t src1_param;
1208 glsl_src_param_t src2_param;
1211 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1212 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1213 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1214 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1215 shader_addline(arg->buffer, "(%s * %s) + %s);\n",
1216 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1219 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1220 Vertex shaders to GLSL codes */
1221 void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
1223 int nComponents = 0;
1224 SHADER_OPCODE_ARG tmpArg;
1226 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1228 /* Set constants for the temporary argument */
1229 tmpArg.shader = arg->shader;
1230 tmpArg.buffer = arg->buffer;
1231 tmpArg.src[0] = arg->src[0];
1232 tmpArg.src_addr[0] = arg->src_addr[0];
1233 tmpArg.src_addr[1] = arg->src_addr[1];
1234 tmpArg.reg_maps = arg->reg_maps;
1236 switch(arg->opcode->opcode) {
1237 case WINED3DSIO_M4x4:
1239 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1241 case WINED3DSIO_M4x3:
1243 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
1245 case WINED3DSIO_M3x4:
1247 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1249 case WINED3DSIO_M3x3:
1251 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1253 case WINED3DSIO_M3x2:
1255 tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
1261 for (i = 0; i < nComponents; i++) {
1262 tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_WRITEMASK_0<<i);
1263 tmpArg.src[1] = arg->src[1]+i;
1264 shader_glsl_dot(&tmpArg);
1269 The LRP instruction performs a component-wise linear interpolation
1270 between the second and third operands using the first operand as the
1271 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1272 This is equivalent to mix(src2, src1, src0);
1274 void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
1275 glsl_src_param_t src0_param;
1276 glsl_src_param_t src1_param;
1277 glsl_src_param_t src2_param;
1280 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1282 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param);
1283 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param);
1284 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
1286 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1287 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1290 /** Process the WINED3DSIO_LIT instruction in GLSL:
1291 * dst.x = dst.w = 1.0
1292 * dst.y = (src0.x > 0) ? src0.x
1293 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1294 * where src.w is clamped at +- 128
1296 void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
1297 glsl_src_param_t src0_param;
1298 glsl_src_param_t src1_param;
1299 glsl_src_param_t src3_param;
1302 shader_glsl_append_dst(arg->buffer, arg);
1303 shader_glsl_get_write_mask(arg->dst, dst_mask);
1305 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1306 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param);
1307 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src3_param);
1309 shader_addline(arg->buffer, "vec4(1.0, (%s > 0.0 ? %s : 0.0), (%s > 0.0 ? ((%s > 0.0) ? pow(%s, clamp(%s, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s);\n",
1310 src0_param.param_str, src0_param.param_str, src0_param.param_str, src1_param.param_str, src1_param.param_str, src3_param.param_str, dst_mask);
1313 /** Process the WINED3DSIO_DST instruction in GLSL:
1315 * dst.y = src0.x * src0.y
1319 void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
1320 glsl_src_param_t src0y_param;
1321 glsl_src_param_t src0z_param;
1322 glsl_src_param_t src1y_param;
1323 glsl_src_param_t src1w_param;
1326 shader_glsl_append_dst(arg->buffer, arg);
1327 shader_glsl_get_write_mask(arg->dst, dst_mask);
1329 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param);
1330 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param);
1331 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param);
1332 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param);
1334 shader_addline(arg->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
1335 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
1338 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
1339 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
1340 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
1342 * dst.x = cos(src0.?)
1343 * dst.y = sin(src0.?)
1347 void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
1348 glsl_src_param_t src0_param;
1351 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1352 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1354 switch (write_mask) {
1355 case WINED3DSP_WRITEMASK_0:
1356 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
1359 case WINED3DSP_WRITEMASK_1:
1360 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
1363 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
1364 shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
1368 ERR("Write mask should be .x, .y or .xy\n");
1373 /** Process the WINED3DSIO_LOOP instruction in GLSL:
1374 * Start a for() loop where src1.y is the initial value of aL,
1375 * increment aL by src1.z for a total of src1.x iterations.
1376 * Need to use a temporary variable for this operation.
1378 /* FIXME: I don't think nested loops will work correctly this way. */
1379 void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
1380 glsl_src_param_t src1_param;
1382 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
1384 shader_addline(arg->buffer, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
1385 src1_param.reg_name, src1_param.reg_name, src1_param.reg_name);
1388 void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
1389 shader_addline(arg->buffer, "}\n");
1392 void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
1393 glsl_src_param_t src0_param;
1395 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1396 shader_addline(arg->buffer, "for (tmpInt = 0; tmpInt < %s; tmpInt++) {\n", src0_param.param_str);
1399 void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
1400 glsl_src_param_t src0_param;
1402 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1403 shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
1406 void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
1407 glsl_src_param_t src0_param;
1408 glsl_src_param_t src1_param;
1410 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1411 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1413 shader_addline(arg->buffer, "if (%s %s %s) {\n",
1414 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
1417 void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
1418 shader_addline(arg->buffer, "} else {\n");
1421 void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
1422 shader_addline(arg->buffer, "break;\n");
1425 /* FIXME: According to MSDN the compare is done per component. */
1426 void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
1427 glsl_src_param_t src0_param;
1428 glsl_src_param_t src1_param;
1430 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1431 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1433 shader_addline(arg->buffer, "if (%s %s %s) break;\n",
1434 src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
1437 void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
1439 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
1440 shader_addline(arg->buffer, "}\n");
1441 shader_addline(arg->buffer, "void subroutine%lu () {\n", snum);
1444 void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
1445 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
1446 shader_addline(arg->buffer, "subroutine%lu();\n", snum);
1449 void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
1450 glsl_src_param_t src1_param;
1452 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
1453 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param);
1454 shader_addline(arg->buffer, "if (%s) subroutine%lu();\n", src1_param.param_str, snum);
1457 /*********************************************
1458 * Pixel Shader Specific Code begins here
1459 ********************************************/
1460 void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
1461 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1462 DWORD hex_version = This->baseShader.hex_version;
1463 char dst_swizzle[6];
1464 glsl_sample_function_t sample_function;
1470 /* All versions have a destination register */
1471 shader_glsl_append_dst(arg->buffer, arg);
1473 /* 1.0-1.4: Use destination register as sampler source.
1474 * 2.0+: Use provided sampler source. */
1475 if (hex_version < WINED3DPS_VERSION(1,4)) {
1476 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1479 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1480 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1482 if (flags & WINED3DTTFF_PROJECTED) {
1484 switch (flags & ~WINED3DTTFF_PROJECTED) {
1485 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
1486 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
1487 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
1488 case WINED3DTTFF_COUNT4:
1489 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
1494 } else if (hex_version < WINED3DPS_VERSION(2,0)) {
1495 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1496 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1498 if (src_mod == WINED3DSPSM_DZ) {
1500 mask = WINED3DSP_WRITEMASK_2;
1501 } else if (src_mod == WINED3DSPSM_DW) {
1503 mask = WINED3DSP_WRITEMASK_3;
1508 sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
1509 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
1510 /* ps 2.0 texldp instruction always divides by the fourth component. */
1512 mask = WINED3DSP_WRITEMASK_3;
1518 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
1519 shader_glsl_get_sample_function(sampler_type, projected, &sample_function);
1520 mask |= sample_function.coord_mask;
1522 if (hex_version < WINED3DPS_VERSION(2,0)) {
1523 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
1525 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
1528 /* 1.0-1.3: Use destination register as coordinate source.
1529 1.4+: Use provided coordinate source register. */
1530 if (hex_version < WINED3DPS_VERSION(1,4)) {
1532 shader_glsl_get_write_mask(mask, coord_mask);
1533 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
1534 sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
1536 glsl_src_param_t coord_param;
1537 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
1538 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
1539 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
1543 void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
1545 /* FIXME: Make this work for more than just 2D textures */
1547 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1548 SHADER_BUFFER* buffer = arg->buffer;
1549 DWORD hex_version = This->baseShader.hex_version;
1553 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1554 shader_glsl_get_write_mask(write_mask, dst_mask);
1556 if (hex_version != WINED3DPS_VERSION(1,4)) {
1557 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1558 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask);
1560 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
1561 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
1562 char dst_swizzle[6];
1564 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
1566 if (src_mod == WINED3DSPSM_DZ) {
1567 glsl_src_param_t div_param;
1568 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
1569 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &div_param);
1571 if (mask_size > 1) {
1572 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
1574 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
1576 } else if (src_mod == WINED3DSPSM_DW) {
1577 glsl_src_param_t div_param;
1578 size_t mask_size = shader_glsl_get_write_mask_size(write_mask);
1579 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &div_param);
1581 if (mask_size > 1) {
1582 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
1584 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
1587 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
1592 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
1593 * Take a 3-component dot product of the TexCoord[dstreg] and src,
1594 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
1595 void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
1596 glsl_src_param_t src0_param;
1598 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1599 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1601 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1603 shader_glsl_append_dst(arg->buffer, arg);
1604 shader_glsl_get_write_mask(arg->dst, dst_mask);
1605 shader_addline(arg->buffer, "texture1D(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
1606 sampler_idx, sampler_idx, src0_param.param_str, dst_mask);
1609 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
1610 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
1611 void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
1612 glsl_src_param_t src0_param;
1613 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1614 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1618 dst_mask = shader_glsl_append_dst(arg->buffer, arg);
1619 mask_size = shader_glsl_get_write_mask_size(dst_mask);
1620 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1622 if (mask_size > 1) {
1623 shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
1625 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
1629 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
1630 * Calculate the depth as dst.x / dst.y */
1631 void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
1632 glsl_dst_param_t dst_param;
1634 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1636 shader_addline(arg->buffer, "gl_FragDepth = %s.x / %s.y;\n", dst_param.reg_name, dst_param.reg_name);
1639 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
1640 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
1641 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
1642 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
1644 void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
1645 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1646 DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
1647 glsl_src_param_t src0_param;
1649 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1651 shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
1652 shader_addline(arg->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
1655 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
1656 * Calculate the 1st of a 2-row matrix multiplication. */
1657 void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
1658 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1659 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1660 SHADER_BUFFER* buffer = arg->buffer;
1661 glsl_src_param_t src0_param;
1663 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1664 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
1667 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
1668 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
1669 void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
1671 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
1672 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1673 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1674 SHADER_BUFFER* buffer = arg->buffer;
1675 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
1676 glsl_src_param_t src0_param;
1678 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1679 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
1680 current_state->texcoord_w[current_state->current_row++] = reg;
1683 void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
1684 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1685 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1686 SHADER_BUFFER* buffer = arg->buffer;
1687 glsl_src_param_t src0_param;
1690 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1691 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
1693 shader_glsl_append_dst(buffer, arg);
1694 shader_glsl_get_write_mask(arg->dst, dst_mask);
1696 /* Sample the texture using the calculated coordinates */
1697 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
1700 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
1701 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
1702 void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
1703 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1704 glsl_src_param_t src0_param;
1706 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1707 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1708 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1709 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
1710 glsl_sample_function_t sample_function;
1712 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1713 shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
1715 shader_glsl_append_dst(arg->buffer, arg);
1716 shader_glsl_get_write_mask(arg->dst, dst_mask);
1717 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
1719 /* Sample the texture using the calculated coordinates */
1720 shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
1722 current_state->current_row = 0;
1725 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
1726 * Perform the 3rd row of a 3x3 matrix multiply */
1727 void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
1728 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1729 glsl_src_param_t src0_param;
1731 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1732 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1733 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
1735 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1737 shader_glsl_append_dst(arg->buffer, arg);
1738 shader_glsl_get_write_mask(arg->dst, dst_mask);
1739 shader_addline(arg->buffer, "vec4(tmp.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
1741 current_state->current_row = 0;
1744 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
1745 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1746 void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
1748 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
1749 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1750 glsl_src_param_t src0_param;
1751 glsl_src_param_t src1_param;
1753 SHADER_BUFFER* buffer = arg->buffer;
1754 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
1755 DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
1756 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1757 glsl_sample_function_t sample_function;
1759 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1760 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param);
1762 /* Perform the last matrix multiply operation */
1763 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
1765 /* Calculate reflection vector, 2*(tmp0.src1)*tmp0-src1
1766 * This is equivalent to reflect(-src1, tmp0); */
1767 shader_addline(buffer, "tmp0.xyz = reflect(-(%s), tmp0.xyz);\n", src1_param.param_str);
1769 shader_glsl_append_dst(buffer, arg);
1770 shader_glsl_get_write_mask(arg->dst, dst_mask);
1771 shader_glsl_get_sample_function(stype, FALSE, &sample_function);
1773 /* Sample the texture */
1774 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
1776 current_state->current_row = 0;
1779 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
1780 * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
1781 void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
1783 IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
1784 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
1785 SHADER_BUFFER* buffer = arg->buffer;
1786 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
1787 glsl_src_param_t src0_param;
1789 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1790 DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK;
1791 glsl_sample_function_t sample_function;
1793 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
1795 /* Perform the last matrix multiply operation */
1796 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
1798 /* Construct the eye-ray vector from w coordinates */
1799 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
1800 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
1802 /* Calculate reflection vector (Assume normal is normalized): RF = 2*(tmp0.tmp1)*tmp0-tmp1
1803 * This is equivalent to reflect(-tmp1, tmp0); */
1804 shader_addline(buffer, "tmp0.xyz = reflect(-tmp1.xyz, tmp0.xyz);\n");
1806 shader_glsl_append_dst(buffer, arg);
1807 shader_glsl_get_write_mask(arg->dst, dst_mask);
1808 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
1810 /* Sample the texture using the calculated coordinates */
1811 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
1813 current_state->current_row = 0;
1816 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
1817 * Apply a fake bump map transform.
1818 * texbem is pshader <= 1.3 only, this saves a few version checks
1820 void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
1821 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
1822 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1823 char dst_swizzle[6];
1824 glsl_sample_function_t sample_function;
1825 glsl_src_param_t coord_param;
1832 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1833 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
1835 sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
1836 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
1837 mask = sample_function.coord_mask;
1839 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
1841 shader_glsl_get_write_mask(mask, coord_mask);
1843 /* with projective textures, texbem only divides the static texture coord, not the displacement,
1844 * so we can't let the GL handle this.
1846 if (flags & WINED3DTTFF_PROJECTED) {
1848 char coord_div_mask[3];
1849 switch (flags & ~WINED3DTTFF_PROJECTED) {
1850 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
1851 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
1852 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
1853 case WINED3DTTFF_COUNT4:
1854 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
1856 shader_glsl_get_write_mask(div_mask, coord_div_mask);
1857 shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
1860 shader_glsl_append_dst(arg->buffer, arg);
1861 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param);
1862 shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat * %s, 0.0, 0.0)%s )%s);\n",
1863 sample_function.name, sampler_idx, sampler_idx, coord_mask, coord_param.param_str, coord_mask, dst_swizzle);
1866 void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
1867 glsl_src_param_t src0_param, src1_param;
1869 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param);
1870 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param);
1872 shader_glsl_append_dst(arg->buffer, arg);
1873 shader_addline(arg->buffer, "%s + bumpenvmat * %s);\n",
1874 src0_param.param_str, src1_param.param_str);
1877 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
1878 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
1879 void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
1880 glsl_src_param_t src0_param;
1881 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1884 shader_glsl_append_dst(arg->buffer, arg);
1885 shader_glsl_get_write_mask(arg->dst, dst_mask);
1886 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1888 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
1891 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
1892 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
1893 void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
1894 glsl_src_param_t src0_param;
1895 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1898 shader_glsl_append_dst(arg->buffer, arg);
1899 shader_glsl_get_write_mask(arg->dst, dst_mask);
1900 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
1902 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
1905 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
1906 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
1907 void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
1908 glsl_src_param_t src0_param;
1910 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
1911 DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
1912 glsl_sample_function_t sample_function;
1914 shader_glsl_append_dst(arg->buffer, arg);
1915 shader_glsl_get_write_mask(arg->dst, dst_mask);
1916 shader_glsl_get_sample_function(sampler_type, FALSE, &sample_function);
1917 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param);
1919 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
1922 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
1923 * If any of the first 3 components are < 0, discard this pixel */
1924 void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
1925 glsl_dst_param_t dst_param;
1927 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1928 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
1931 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
1932 * dst = dot2(src0, src1) + src2 */
1933 void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
1934 glsl_src_param_t src0_param;
1935 glsl_src_param_t src1_param;
1936 glsl_src_param_t src2_param;
1940 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1941 mask_size = shader_glsl_get_write_mask_size(write_mask);
1943 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
1944 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
1945 shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param);
1947 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
1950 void pshader_glsl_input_pack(
1951 SHADER_BUFFER* buffer,
1952 semantic* semantics_in) {
1956 for (i = 0; i < MAX_REG_INPUT; i++) {
1958 DWORD usage_token = semantics_in[i].usage;
1959 DWORD register_token = semantics_in[i].reg;
1960 DWORD usage, usage_idx;
1964 if (!usage_token) continue;
1965 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
1966 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
1967 shader_glsl_get_write_mask(register_token, reg_mask);
1971 case WINED3DDECLUSAGE_COLOR:
1973 shader_addline(buffer, "IN%u%s = vec4(gl_Color)%s;\n",
1974 i, reg_mask, reg_mask);
1975 else if (usage_idx == 1)
1976 shader_addline(buffer, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
1977 i, reg_mask, reg_mask);
1979 shader_addline(buffer, "IN%u%s = vec4(unsupported_color_input)%s;\n",
1980 i, reg_mask, reg_mask);
1983 case WINED3DDECLUSAGE_TEXCOORD:
1984 shader_addline(buffer, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
1985 i, reg_mask, usage_idx, reg_mask );
1988 case WINED3DDECLUSAGE_FOG:
1989 shader_addline(buffer, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
1990 i, reg_mask, reg_mask);
1994 shader_addline(buffer, "IN%u%s = vec4(unsupported_input)%s;\n",
1995 i, reg_mask, reg_mask);
2000 /*********************************************
2001 * Vertex Shader Specific Code begins here
2002 ********************************************/
2004 void vshader_glsl_output_unpack(
2005 SHADER_BUFFER* buffer,
2006 semantic* semantics_out) {
2010 for (i = 0; i < MAX_REG_OUTPUT; i++) {
2012 DWORD usage_token = semantics_out[i].usage;
2013 DWORD register_token = semantics_out[i].reg;
2014 DWORD usage, usage_idx;
2018 if (!usage_token) continue;
2020 usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
2021 usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
2022 shader_glsl_get_write_mask(register_token, reg_mask);
2026 case WINED3DDECLUSAGE_COLOR:
2028 shader_addline(buffer, "gl_FrontColor%s = OUT%u%s;\n", reg_mask, i, reg_mask);
2029 else if (usage_idx == 1)
2030 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT%u%s;\n", reg_mask, i, reg_mask);
2032 shader_addline(buffer, "unsupported_color_output%s = OUT%u%s;\n", reg_mask, i, reg_mask);
2035 case WINED3DDECLUSAGE_POSITION:
2036 shader_addline(buffer, "gl_Position%s = OUT%u%s;\n", reg_mask, i, reg_mask);
2039 case WINED3DDECLUSAGE_TEXCOORD:
2040 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT%u%s;\n",
2041 usage_idx, reg_mask, i, reg_mask);
2044 case WINED3DDECLUSAGE_PSIZE:
2045 shader_addline(buffer, "gl_PointSize = OUT%u.x;\n", i);
2048 case WINED3DDECLUSAGE_FOG:
2049 shader_addline(buffer, "gl_FogFragCoord = OUT%u%s;\n", i, reg_mask);
2053 shader_addline(buffer, "unsupported_output%s = OUT%u%s;\n", reg_mask, i, reg_mask);
2058 static void add_glsl_program_entry(IWineD3DDeviceImpl *device, struct glsl_shader_prog_link *entry) {
2059 glsl_program_key_t *key;
2061 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2062 key->vshader = entry->vshader;
2063 key->pshader = entry->pshader;
2065 hash_table_put(device->glsl_program_lookup, key, entry);
2068 static struct glsl_shader_prog_link *get_glsl_program_entry(IWineD3DDeviceImpl *device,
2069 GLhandleARB vshader, GLhandleARB pshader) {
2070 glsl_program_key_t key;
2072 key.vshader = vshader;
2073 key.pshader = pshader;
2075 return (struct glsl_shader_prog_link *)hash_table_get(device->glsl_program_lookup, &key);
2078 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry) {
2079 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2080 WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
2081 glsl_program_key_t *key;
2083 key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
2084 key->vshader = entry->vshader;
2085 key->pshader = entry->pshader;
2086 hash_table_remove(This->glsl_program_lookup, key);
2088 GL_EXTCALL(glDeleteObjectARB(entry->programId));
2089 if (entry->vshader) list_remove(&entry->vshader_entry);
2090 if (entry->pshader) list_remove(&entry->pshader_entry);
2091 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
2092 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
2093 HeapFree(GetProcessHeap(), 0, entry);
2096 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
2097 * It sets the programId on the current StateBlock (because it should be called
2098 * inside of the DrawPrimitive() part of the render loop).
2100 * If a program for the given combination does not exist, create one, and store
2101 * the program in the hash table. If it creates a program, it will link the
2102 * given objects, too.
2104 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
2105 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2106 WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
2107 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
2108 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
2109 struct glsl_shader_prog_link *entry = NULL;
2110 GLhandleARB programId = 0;
2114 GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0;
2115 GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0;
2116 entry = get_glsl_program_entry(This, vshader_id, pshader_id);
2118 This->stateBlock->glsl_program = entry;
2122 /* If we get to this point, then no matching program exists, so we create one */
2123 programId = GL_EXTCALL(glCreateProgramObjectARB());
2124 TRACE("Created new GLSL shader program %u\n", programId);
2126 /* Create the entry */
2127 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
2128 entry->programId = programId;
2129 entry->vshader = vshader_id;
2130 entry->pshader = pshader_id;
2131 /* Add the hash table entry */
2132 add_glsl_program_entry(This, entry);
2134 /* Set the current program */
2135 This->stateBlock->glsl_program = entry;
2137 /* Attach GLSL vshader */
2139 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
2142 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
2143 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
2144 checkGLcall("glAttachObjectARB");
2146 /* Bind vertex attributes to a corresponding index number to match
2147 * the same index numbers as ARB_vertex_programs (makes loading
2148 * vertex attributes simpler). With this method, we can use the
2149 * exact same code to load the attributes later for both ARB and
2152 * We have to do this here because we need to know the Program ID
2153 * in order to make the bindings work, and it has to be done prior
2154 * to linking the GLSL program. */
2155 for (i = 0; i < max_attribs; ++i) {
2156 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
2157 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
2159 checkGLcall("glBindAttribLocationARB");
2161 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
2164 /* Attach GLSL pshader */
2166 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
2167 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
2168 checkGLcall("glAttachObjectARB");
2170 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
2173 /* Link the program */
2174 TRACE("Linking GLSL shader program %u\n", programId);
2175 GL_EXTCALL(glLinkProgramARB(programId));
2176 print_glsl_info_log(&GLINFO_LOCATION, programId);
2178 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
2179 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
2180 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
2181 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
2183 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
2184 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
2185 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
2186 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
2190 static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
2191 GLhandleARB program_id;
2192 GLhandleARB vshader_id, pshader_id;
2193 const char *blt_vshader[] = {
2196 " gl_Position = gl_Vertex;\n"
2197 " gl_FrontColor = vec4(1.0);\n"
2198 " gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
2199 " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
2203 const char *blt_pshader[] = {
2204 "uniform sampler2D sampler;\n"
2207 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
2211 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
2212 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
2213 GL_EXTCALL(glCompileShaderARB(vshader_id));
2215 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
2216 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, blt_pshader, NULL));
2217 GL_EXTCALL(glCompileShaderARB(pshader_id));
2219 program_id = GL_EXTCALL(glCreateProgramObjectARB());
2220 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
2221 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
2222 GL_EXTCALL(glLinkProgramARB(program_id));
2224 print_glsl_info_log(&GLINFO_LOCATION, program_id);
2229 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
2230 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2231 WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
2232 GLhandleARB program_id = 0;
2234 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
2235 else This->stateBlock->glsl_program = NULL;
2237 program_id = This->stateBlock->glsl_program ? This->stateBlock->glsl_program->programId : 0;
2238 if (program_id) TRACE("Using GLSL program %u\n", program_id);
2239 GL_EXTCALL(glUseProgramObjectARB(program_id));
2240 checkGLcall("glUseProgramObjectARB");
2243 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface) {
2244 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2245 WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
2246 static GLhandleARB program_id = 0;
2247 static GLhandleARB loc = -1;
2250 program_id = create_glsl_blt_shader(gl_info);
2251 loc = GL_EXTCALL(glGetUniformLocationARB(program_id, "sampler"));
2254 GL_EXTCALL(glUseProgramObjectARB(program_id));
2255 GL_EXTCALL(glUniform1iARB(loc, 0));
2258 static void shader_glsl_cleanup(IWineD3DDevice *iface) {
2259 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2260 WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
2261 GL_EXTCALL(glUseProgramObjectARB(0));
2264 const shader_backend_t glsl_shader_backend = {
2265 &shader_glsl_select,
2266 &shader_glsl_select_depth_blt,
2267 &shader_glsl_load_constants,
2268 &shader_glsl_cleanup