2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 * D3D shader asm has swizzles on source parameters, and write masks for
25 * destination parameters. GLSL uses swizzles for both. The result of this is
26 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
27 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
28 * mask for the destination parameter into account.
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
41 #define GLINFO_LOCATION (*gl_info)
56 } glsl_sample_function_t
;
60 HEAP_NODE_TRAVERSE_LEFT
,
61 HEAP_NODE_TRAVERSE_RIGHT
,
73 struct constant_entry
*entries
;
74 unsigned int *positions
;
78 /* GLSL shader private data */
79 struct shader_glsl_priv
{
80 struct hash_table_t
*glsl_program_lookup
;
81 struct glsl_shader_prog_link
*glsl_program
;
82 struct constant_heap vconst_heap
;
83 struct constant_heap pconst_heap
;
85 GLhandleARB depth_blt_program
[tex_type_count
];
86 UINT next_constant_version
;
89 /* Struct to maintain data about a linked GLSL program */
90 struct glsl_shader_prog_link
{
91 struct list vshader_entry
;
92 struct list pshader_entry
;
93 GLhandleARB programId
;
94 GLhandleARB
*vuniformF_locations
;
95 GLhandleARB
*puniformF_locations
;
96 GLhandleARB vuniformI_locations
[MAX_CONST_I
];
97 GLhandleARB puniformI_locations
[MAX_CONST_I
];
98 GLhandleARB posFixup_location
;
99 GLhandleARB bumpenvmat_location
[MAX_TEXTURES
];
100 GLhandleARB luminancescale_location
[MAX_TEXTURES
];
101 GLhandleARB luminanceoffset_location
[MAX_TEXTURES
];
102 GLhandleARB ycorrection_location
;
103 GLenum vertex_color_clamp
;
104 IWineD3DVertexShader
*vshader
;
105 IWineD3DPixelShader
*pshader
;
106 struct vs_compile_args vs_args
;
107 struct ps_compile_args ps_args
;
108 UINT constant_version
;
112 IWineD3DVertexShader
*vshader
;
113 IWineD3DPixelShader
*pshader
;
114 struct ps_compile_args ps_args
;
115 struct vs_compile_args vs_args
;
116 } glsl_program_key_t
;
119 /** Prints the GLSL info log which will contain error messages if they exist */
120 static void print_glsl_info_log(const WineD3D_GL_Info
*gl_info
, GLhandleARB obj
)
122 int infologLength
= 0;
127 static const char * const spam
[] =
129 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
130 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
131 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
132 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
133 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
134 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
135 "Fragment shader was successfully compiled to run on hardware.\n"
136 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
137 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
138 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
139 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
142 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
144 GL_EXTCALL(glGetObjectParameterivARB(obj
,
145 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
148 /* A size of 1 is just a null-terminated string, so the log should be bigger than
149 * that if there are errors. */
150 if (infologLength
> 1)
152 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
153 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
155 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
156 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
159 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
160 if(strcmp(infoLog
, spam
[i
]) == 0) {
166 TRACE("Spam received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
168 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
170 HeapFree(GetProcessHeap(), 0, infoLog
);
175 * Loads (pixel shader) samplers
177 static void shader_glsl_load_psamplers(const WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
*iface
, GLhandleARB programId
)
179 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
180 GLhandleARB name_loc
;
182 char sampler_name
[20];
184 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
185 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
186 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
187 if (name_loc
!= -1) {
188 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[i
];
189 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(fragment_samplers
)) {
190 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
191 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
192 checkGLcall("glUniform1iARB");
194 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
200 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info
*gl_info
, IWineD3DStateBlock
*iface
, GLhandleARB programId
)
202 IWineD3DStateBlockImpl
* stateBlock
= (IWineD3DStateBlockImpl
*) iface
;
203 GLhandleARB name_loc
;
204 char sampler_name
[20];
207 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
208 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
209 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
210 if (name_loc
!= -1) {
211 int mapped_unit
= stateBlock
->wineD3DDevice
->texUnitMap
[MAX_FRAGMENT_SAMPLERS
+ i
];
212 if (mapped_unit
!= -1 && mapped_unit
< GL_LIMITS(combined_samplers
)) {
213 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
214 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
215 checkGLcall("glUniform1iARB");
217 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
223 static inline void walk_constant_heap(const WineD3D_GL_Info
*gl_info
, const float *constants
,
224 const GLhandleARB
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
227 unsigned int heap_idx
= 1;
230 if (heap
->entries
[heap_idx
].version
<= version
) return;
232 idx
= heap
->entries
[heap_idx
].idx
;
233 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
234 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
236 while (stack_idx
>= 0)
238 /* Note that we fall through to the next case statement. */
239 switch(stack
[stack_idx
])
241 case HEAP_NODE_TRAVERSE_LEFT
:
243 unsigned int left_idx
= heap_idx
<< 1;
244 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
247 idx
= heap
->entries
[heap_idx
].idx
;
248 if (constant_locations
[idx
] != -1)
249 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
251 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
252 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
257 case HEAP_NODE_TRAVERSE_RIGHT
:
259 unsigned int right_idx
= (heap_idx
<< 1) + 1;
260 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
262 heap_idx
= right_idx
;
263 idx
= heap
->entries
[heap_idx
].idx
;
264 if (constant_locations
[idx
] != -1)
265 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
267 stack
[stack_idx
++] = HEAP_NODE_POP
;
268 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
281 checkGLcall("walk_constant_heap()");
284 static inline void apply_clamped_constant(const WineD3D_GL_Info
*gl_info
, GLint location
, const GLfloat
*data
)
286 GLfloat clamped_constant
[4];
288 if (location
== -1) return;
290 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0 ? 1.0 : data
[0];
291 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0 ? 1.0 : data
[1];
292 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0 ? 1.0 : data
[2];
293 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0 ? 1.0 : data
[3];
295 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
298 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info
*gl_info
, const float *constants
,
299 const GLhandleARB
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
302 unsigned int heap_idx
= 1;
305 if (heap
->entries
[heap_idx
].version
<= version
) return;
307 idx
= heap
->entries
[heap_idx
].idx
;
308 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
309 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
311 while (stack_idx
>= 0)
313 /* Note that we fall through to the next case statement. */
314 switch(stack
[stack_idx
])
316 case HEAP_NODE_TRAVERSE_LEFT
:
318 unsigned int left_idx
= heap_idx
<< 1;
319 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
322 idx
= heap
->entries
[heap_idx
].idx
;
323 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
325 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
326 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
331 case HEAP_NODE_TRAVERSE_RIGHT
:
333 unsigned int right_idx
= (heap_idx
<< 1) + 1;
334 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
336 heap_idx
= right_idx
;
337 idx
= heap
->entries
[heap_idx
].idx
;
338 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
340 stack
[stack_idx
++] = HEAP_NODE_POP
;
341 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
354 checkGLcall("walk_constant_heap_clamped()");
357 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
358 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
359 const float *constants
, const GLhandleARB
*constant_locations
, const struct constant_heap
*heap
,
360 unsigned char *stack
, UINT version
)
362 const local_constant
*lconst
;
364 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
365 if (WINED3DSHADER_VERSION_MAJOR(This
->baseShader
.reg_maps
.shader_version
) == 1
366 && shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
))
367 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
369 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
371 if (!This
->baseShader
.load_local_constsF
)
373 TRACE("No need to load local float constants for this shader\n");
377 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
378 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
)
380 GLhandleARB location
= constant_locations
[lconst
->idx
];
381 /* We found this uniform name in the program - go ahead and send the data */
382 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
384 checkGLcall("glUniform4fvARB()");
387 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
388 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
389 const GLhandleARB locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
394 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
396 if (!(constants_set
& 1)) continue;
398 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
399 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
401 /* We found this uniform name in the program - go ahead and send the data */
402 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
403 checkGLcall("glUniform4ivARB");
406 /* Load immediate constants */
407 ptr
= list_head(&This
->baseShader
.constantsI
);
409 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
410 unsigned int idx
= lconst
->idx
;
411 const GLint
*values
= (const GLint
*)lconst
->value
;
413 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
414 values
[0], values
[1], values
[2], values
[3]);
416 /* We found this uniform name in the program - go ahead and send the data */
417 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
418 checkGLcall("glUniform4ivARB");
419 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
423 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
424 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
425 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
430 char is_pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
);
431 const char* prefix
= is_pshader
? "PB":"VB";
434 /* TODO: Benchmark and see if it would be beneficial to store the
435 * locations of the constants to avoid looking up each time */
436 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
438 if (!(constants_set
& 1)) continue;
440 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
442 /* TODO: Benchmark and see if it would be beneficial to store the
443 * locations of the constants to avoid looking up each time */
444 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
445 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
448 /* We found this uniform name in the program - go ahead and send the data */
449 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
450 checkGLcall("glUniform1ivARB");
454 /* Load immediate constants */
455 ptr
= list_head(&This
->baseShader
.constantsB
);
457 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
458 unsigned int idx
= lconst
->idx
;
459 const GLint
*values
= (const GLint
*)lconst
->value
;
461 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
463 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
464 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
466 /* We found this uniform name in the program - go ahead and send the data */
467 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
468 checkGLcall("glUniform1ivARB");
470 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
474 static void reset_program_constant_version(void *value
, void *context
)
476 struct glsl_shader_prog_link
*entry
= value
;
477 entry
->constant_version
= 0;
481 * Loads the app-supplied constants into the currently set GLSL program.
483 static void shader_glsl_load_constants(
484 IWineD3DDevice
* device
,
486 char useVertexShader
) {
488 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
489 struct shader_glsl_priv
*priv
= deviceImpl
->shader_priv
;
490 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
491 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
493 GLhandleARB programId
;
494 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
495 UINT constant_version
;
499 /* No GLSL program set - nothing to do. */
502 programId
= prog
->programId
;
503 constant_version
= prog
->constant_version
;
505 if (useVertexShader
) {
506 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
508 /* Load DirectX 9 float constants/uniforms for vertex shader */
509 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->vertexShaderConstantF
,
510 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
512 /* Load DirectX 9 integer constants/uniforms for vertex shader */
513 if(vshader
->baseShader
.uses_int_consts
) {
514 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
,
515 stateBlock
->vertexShaderConstantI
, stateBlock
->changed
.vertexShaderConstantsI
);
518 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
519 if(vshader
->baseShader
.uses_bool_consts
) {
520 shader_glsl_load_constantsB(vshader
, gl_info
, programId
,
521 stateBlock
->vertexShaderConstantB
, stateBlock
->changed
.vertexShaderConstantsB
);
524 /* Upload the position fixup params */
525 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
526 checkGLcall("glUniform4fvARB");
529 if (usePixelShader
) {
531 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
533 /* Load DirectX 9 float constants/uniforms for pixel shader */
534 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->pixelShaderConstantF
,
535 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
537 /* Load DirectX 9 integer constants/uniforms for pixel shader */
538 if(pshader
->baseShader
.uses_int_consts
) {
539 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
,
540 stateBlock
->pixelShaderConstantI
, stateBlock
->changed
.pixelShaderConstantsI
);
543 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
544 if(pshader
->baseShader
.uses_bool_consts
) {
545 shader_glsl_load_constantsB(pshader
, gl_info
, programId
,
546 stateBlock
->pixelShaderConstantB
, stateBlock
->changed
.pixelShaderConstantsB
);
549 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
550 * It can't be 0 for a valid texbem instruction.
552 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*) pshader
)->numbumpenvmatconsts
; i
++) {
553 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pshader
;
554 int stage
= ps
->luminanceconst
[i
].texunit
;
556 const float *data
= (const float *)&stateBlock
->textureState
[(int)ps
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
557 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
558 checkGLcall("glUniformMatrix2fvARB");
560 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
561 * is set too, so we can check that in the needsbumpmat check
563 if(ps
->baseShader
.reg_maps
.luminanceparams
[stage
]) {
564 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
565 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
567 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
568 checkGLcall("glUniform1fvARB");
569 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
570 checkGLcall("glUniform1fvARB");
574 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
575 float correction_params
[4];
576 if(deviceImpl
->render_offscreen
) {
577 correction_params
[0] = 0.0;
578 correction_params
[1] = 1.0;
580 /* position is window relative, not viewport relative */
581 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
582 correction_params
[1] = -1.0;
584 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
588 if (priv
->next_constant_version
== UINT_MAX
)
590 TRACE("Max constant version reached, resetting to 0.\n");
591 hash_table_for_each_entry(priv
->glsl_program_lookup
, reset_program_constant_version
, NULL
);
592 priv
->next_constant_version
= 1;
596 prog
->constant_version
= priv
->next_constant_version
++;
600 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
601 unsigned int heap_idx
, DWORD new_version
)
603 struct constant_entry
*entries
= heap
->entries
;
604 unsigned int *positions
= heap
->positions
;
605 unsigned int parent_idx
;
609 parent_idx
= heap_idx
>> 1;
611 if (new_version
<= entries
[parent_idx
].version
) break;
613 entries
[heap_idx
] = entries
[parent_idx
];
614 positions
[entries
[parent_idx
].idx
] = heap_idx
;
615 heap_idx
= parent_idx
;
618 entries
[heap_idx
].version
= new_version
;
619 entries
[heap_idx
].idx
= idx
;
620 positions
[idx
] = heap_idx
;
623 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
625 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
626 struct shader_glsl_priv
*priv
= This
->shader_priv
;
627 struct constant_heap
*heap
= &priv
->vconst_heap
;
630 for (i
= start
; i
< count
+ start
; ++i
)
632 if (!This
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
633 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
635 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
639 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
641 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
642 struct shader_glsl_priv
*priv
= This
->shader_priv
;
643 struct constant_heap
*heap
= &priv
->pconst_heap
;
646 for (i
= start
; i
< count
+ start
; ++i
)
648 if (!This
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
649 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
651 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
655 /** Generate the variable & register declarations for the GLSL output target */
656 static void shader_generate_glsl_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
657 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
,
658 const struct ps_compile_args
*ps_args
)
660 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
661 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
662 DWORD shader_version
= reg_maps
->shader_version
;
663 unsigned int i
, extra_constants_needed
= 0;
664 const local_constant
*lconst
;
666 /* There are some minor differences between pixel and vertex shaders */
667 char pshader
= shader_is_pshader_version(shader_version
);
668 char prefix
= pshader
? 'P' : 'V';
670 /* Prototype the subroutines */
671 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
672 if (reg_maps
->labels
[i
])
673 shader_addline(buffer
, "void subroutine%u();\n", i
);
676 /* Declare the constants (aka uniforms) */
677 if (This
->baseShader
.limits
.constant_float
> 0) {
678 unsigned max_constantsF
= min(This
->baseShader
.limits
.constant_float
,
679 (pshader
? GL_LIMITS(pshader_constantsF
) : GL_LIMITS(vshader_constantsF
)));
680 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
683 if (This
->baseShader
.limits
.constant_int
> 0)
684 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
686 if (This
->baseShader
.limits
.constant_bool
> 0)
687 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
690 shader_addline(buffer
, "uniform vec4 posFixup;\n");
691 /* Predeclaration; This function is added at link time based on the pixel shader.
692 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
693 * that. We know the input to the reorder function at vertex shader compile time, so
694 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
695 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
696 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
697 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
698 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
701 if (shader_version
>= WINED3DVS_VERSION(3, 0))
703 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
705 shader_addline(buffer
, "void order_ps_input();\n");
708 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
710 ps_impl
->numbumpenvmatconsts
= 0;
711 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
712 if(!reg_maps
->bumpmat
[i
]) {
716 ps_impl
->bumpenvmatconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
717 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
719 if(reg_maps
->luminanceparams
) {
720 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
721 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
722 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
723 extra_constants_needed
++;
725 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= -1;
728 extra_constants_needed
++;
729 ps_impl
->numbumpenvmatconsts
++;
732 if(ps_args
->srgb_correction
) {
733 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
734 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
735 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
736 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
738 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
739 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
740 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
741 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
742 extra_constants_needed
++;
744 /* This happens because we do not have proper tracking of the constant registers that are
745 * actually used, only the max limit of the shader version
747 FIXME("Cannot find a free uniform for vpos correction params\n");
748 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
749 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
750 device
->render_offscreen
? 1.0 : -1.0);
752 shader_addline(buffer
, "vec4 vpos;\n");
756 /* Declare texture samplers */
757 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
758 if (reg_maps
->samplers
[i
]) {
760 DWORD stype
= reg_maps
->samplers
[i
] & WINED3DSP_TEXTURETYPE_MASK
;
764 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
767 if(device
->stateBlock
->textures
[i
] &&
768 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
769 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
771 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
774 case WINED3DSTT_CUBE
:
775 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
777 case WINED3DSTT_VOLUME
:
778 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
781 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
782 FIXME("Unrecognized sampler type: %#x\n", stype
);
788 /* Declare address variables */
789 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
790 if (reg_maps
->address
[i
])
791 shader_addline(buffer
, "ivec4 A%d;\n", i
);
794 /* Declare texture coordinate temporaries and initialize them */
795 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
796 if (reg_maps
->texcoord
[i
])
797 shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
800 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
801 * helper function shader that is linked in at link time
803 if (pshader
&& shader_version
>= WINED3DPS_VERSION(3, 0))
805 if (use_vs(device
->stateBlock
))
807 shader_addline(buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
809 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
810 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
811 * pixel shader that reads the fixed function color into the packed input registers.
813 shader_addline(buffer
, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
817 /* Declare output register temporaries */
818 if(This
->baseShader
.limits
.packed_output
) {
819 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
822 /* Declare temporary variables */
823 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
824 if (reg_maps
->temporary
[i
])
825 shader_addline(buffer
, "vec4 R%u;\n", i
);
828 /* Declare attributes */
829 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
830 if (reg_maps
->attributes
[i
])
831 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
834 /* Declare loop registers aLx */
835 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
836 shader_addline(buffer
, "int aL%u;\n", i
);
837 shader_addline(buffer
, "int tmpInt%u;\n", i
);
840 /* Temporary variables for matrix operations */
841 shader_addline(buffer
, "vec4 tmp0;\n");
842 shader_addline(buffer
, "vec4 tmp1;\n");
844 /* Local constants use a different name so they can be loaded once at shader link time
845 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
846 * float -> string conversion can cause precision loss.
848 if(!This
->baseShader
.load_local_constsF
) {
849 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
850 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
854 /* Start the main program */
855 shader_addline(buffer
, "void main() {\n");
856 if(pshader
&& reg_maps
->vpos
) {
857 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
858 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
859 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
860 * precision troubles when we just substract 0.5.
862 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
864 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
866 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
867 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
868 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
869 * correctly on drivers that returns integer values.
871 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
875 /*****************************************************************************
876 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
878 * For more information, see http://wiki.winehq.org/DirectX-Shaders
879 ****************************************************************************/
882 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG
*arg
, const DWORD param
,
883 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
);
885 /** Used for opcode modifiers - They multiply the result by the specified amount */
886 static const char * const shift_glsl_tab
[] = {
888 "2.0 * ", /* 1 (x2) */
889 "4.0 * ", /* 2 (x4) */
890 "8.0 * ", /* 3 (x8) */
891 "16.0 * ", /* 4 (x16) */
892 "32.0 * ", /* 5 (x32) */
899 "0.0625 * ", /* 12 (d16) */
900 "0.125 * ", /* 13 (d8) */
901 "0.25 * ", /* 14 (d4) */
902 "0.5 * " /* 15 (d2) */
905 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
906 static void shader_glsl_gen_modifier (
909 const char *in_regswizzle
,
914 if (instr
== WINED3DSIO_TEXKILL
)
917 switch (instr
& WINED3DSP_SRCMOD_MASK
) {
918 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
920 case WINED3DSPSM_NONE
:
921 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
923 case WINED3DSPSM_NEG
:
924 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
926 case WINED3DSPSM_NOT
:
927 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
929 case WINED3DSPSM_BIAS
:
930 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
932 case WINED3DSPSM_BIASNEG
:
933 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
935 case WINED3DSPSM_SIGN
:
936 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
938 case WINED3DSPSM_SIGNNEG
:
939 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
941 case WINED3DSPSM_COMP
:
942 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
945 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
947 case WINED3DSPSM_X2NEG
:
948 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
950 case WINED3DSPSM_ABS
:
951 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
953 case WINED3DSPSM_ABSNEG
:
954 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
957 FIXME("Unhandled modifier %u\n", (instr
& WINED3DSP_SRCMOD_MASK
));
958 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
962 /** Writes the GLSL variable name that corresponds to the register that the
963 * DX opcode parameter is trying to access */
964 static void shader_glsl_get_register_name(const DWORD param
, const DWORD addr_token
,
965 char *regstr
, BOOL
*is_color
, const SHADER_OPCODE_ARG
*arg
)
967 /* oPos, oFog and oPts in D3D */
968 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
970 DWORD reg
= param
& WINED3DSP_REGNUM_MASK
;
971 DWORD regtype
= shader_get_regtype(param
);
972 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
973 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
974 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
975 DWORD shader_version
= This
->baseShader
.reg_maps
.shader_version
;
976 char pshader
= shader_is_pshader_version(shader_version
);
982 case WINED3DSPR_TEMP
:
983 sprintf(tmpStr
, "R%u", reg
);
985 case WINED3DSPR_INPUT
:
987 /* Pixel shaders >= 3.0 */
988 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 3)
990 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
992 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
993 glsl_src_param_t rel_param
;
994 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
996 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
999 if(((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
]) {
1000 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
1001 sprintf(tmpStr
, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1002 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
], in_count
- 1,
1003 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
], in_count
,
1004 rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
]);
1006 sprintf(tmpStr
, "IN[%s + %u]", rel_param
.param_str
, ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
]);
1009 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
) {
1010 sprintf(tmpStr
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1011 rel_param
.param_str
, in_count
- 1,
1012 rel_param
.param_str
, in_count
,
1013 rel_param
.param_str
);
1015 sprintf(tmpStr
, "IN[%s]", rel_param
.param_str
);
1019 DWORD idx
= ((IWineD3DPixelShaderImpl
*) This
)->input_reg_map
[reg
];
1020 if (idx
== in_count
) {
1021 sprintf(tmpStr
, "gl_Color");
1022 } else if (idx
== in_count
+ 1) {
1023 sprintf(tmpStr
, "gl_SecondaryColor");
1025 sprintf(tmpStr
, "IN[%u]", idx
);
1030 strcpy(tmpStr
, "gl_Color");
1032 strcpy(tmpStr
, "gl_SecondaryColor");
1035 if (((IWineD3DVertexShaderImpl
*)This
)->cur_args
->swizzle_map
& (1 << reg
)) *is_color
= TRUE
;
1036 sprintf(tmpStr
, "attrib%u", reg
);
1039 case WINED3DSPR_CONST
:
1041 const char prefix
= pshader
? 'P':'V';
1043 /* Relative addressing */
1044 if (param
& WINED3DSHADER_ADDRMODE_RELATIVE
) {
1046 /* Relative addressing on shaders 2.0+ have a relative address token,
1047 * prior to that, it was hard-coded as "A0.x" because there's only 1 register */
1048 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 2)
1050 glsl_src_param_t rel_param
;
1051 shader_glsl_add_src_param(arg
, addr_token
, 0, WINED3DSP_WRITEMASK_0
, &rel_param
);
1053 sprintf(tmpStr
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
);
1055 sprintf(tmpStr
, "%cC[%s]", prefix
, rel_param
.param_str
);
1059 sprintf(tmpStr
, "%cC[A0.x + %u]", prefix
, reg
);
1061 sprintf(tmpStr
, "%cC[A0.x]", prefix
);
1066 if(shader_constant_is_local(This
, reg
)) {
1067 sprintf(tmpStr
, "%cLC%u", prefix
, reg
);
1069 sprintf(tmpStr
, "%cC[%u]", prefix
, reg
);
1075 case WINED3DSPR_CONSTINT
:
1077 sprintf(tmpStr
, "PI[%u]", reg
);
1079 sprintf(tmpStr
, "VI[%u]", reg
);
1081 case WINED3DSPR_CONSTBOOL
:
1083 sprintf(tmpStr
, "PB[%u]", reg
);
1085 sprintf(tmpStr
, "VB[%u]", reg
);
1087 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1089 sprintf(tmpStr
, "T%u", reg
);
1091 sprintf(tmpStr
, "A%u", reg
);
1094 case WINED3DSPR_LOOP
:
1095 sprintf(tmpStr
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1097 case WINED3DSPR_SAMPLER
:
1099 sprintf(tmpStr
, "Psampler%u", reg
);
1101 sprintf(tmpStr
, "Vsampler%u", reg
);
1103 case WINED3DSPR_COLOROUT
:
1104 if (reg
>= GL_LIMITS(buffers
)) {
1105 WARN("Write to render target %u, only %d supported\n", reg
, 4);
1107 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
1108 sprintf(tmpStr
, "gl_FragData[%u]", reg
);
1109 } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1110 sprintf(tmpStr
, "gl_FragColor");
1113 case WINED3DSPR_RASTOUT
:
1114 sprintf(tmpStr
, "%s", hwrastout_reg_names
[reg
]);
1116 case WINED3DSPR_DEPTHOUT
:
1117 sprintf(tmpStr
, "gl_FragDepth");
1119 case WINED3DSPR_ATTROUT
:
1121 sprintf(tmpStr
, "gl_FrontColor");
1123 sprintf(tmpStr
, "gl_FrontSecondaryColor");
1126 case WINED3DSPR_TEXCRDOUT
:
1127 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1128 if (WINED3DSHADER_VERSION_MAJOR(shader_version
) >= 3) sprintf(tmpStr
, "OUT[%u]", reg
);
1129 else sprintf(tmpStr
, "gl_TexCoord[%u]", reg
);
1131 case WINED3DSPR_MISCTYPE
:
1134 sprintf(tmpStr
, "vpos");
1135 } else if (reg
== 1){
1136 /* Note that gl_FrontFacing is a bool, while vFace is
1137 * a float for which the sign determines front/back
1139 sprintf(tmpStr
, "(gl_FrontFacing ? 1.0 : -1.0)");
1141 FIXME("Unhandled misctype register %d\n", reg
);
1142 sprintf(tmpStr
, "unrecognized_register");
1146 FIXME("Unhandled register name Type(%d)\n", regtype
);
1147 sprintf(tmpStr
, "unrecognized_register");
1151 strcat(regstr
, tmpStr
);
1154 /* Get the GLSL write mask for the destination register */
1155 static DWORD
shader_glsl_get_write_mask(const DWORD param
, char *write_mask
) {
1156 char *ptr
= write_mask
;
1157 DWORD mask
= param
& WINED3DSP_WRITEMASK_ALL
;
1159 if (shader_is_scalar(param
)) {
1160 mask
= WINED3DSP_WRITEMASK_0
;
1163 if (param
& WINED3DSP_WRITEMASK_0
) *ptr
++ = 'x';
1164 if (param
& WINED3DSP_WRITEMASK_1
) *ptr
++ = 'y';
1165 if (param
& WINED3DSP_WRITEMASK_2
) *ptr
++ = 'z';
1166 if (param
& WINED3DSP_WRITEMASK_3
) *ptr
++ = 'w';
1174 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1175 unsigned int size
= 0;
1177 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1178 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1179 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1180 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1185 static void shader_glsl_get_swizzle(const DWORD param
, BOOL fixup
, DWORD mask
, char *swizzle_str
) {
1186 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1187 * but addressed as "rgba". To fix this we need to swap the register's x
1188 * and z components. */
1189 DWORD swizzle
= (param
& WINED3DSP_SWIZZLE_MASK
) >> WINED3DSP_SWIZZLE_SHIFT
;
1190 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1191 char *ptr
= swizzle_str
;
1193 if (!shader_is_scalar(param
)) {
1195 /* swizzle bits fields: wwzzyyxx */
1196 if (mask
& WINED3DSP_WRITEMASK_0
) *ptr
++ = swizzle_chars
[swizzle
& 0x03];
1197 if (mask
& WINED3DSP_WRITEMASK_1
) *ptr
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1198 if (mask
& WINED3DSP_WRITEMASK_2
) *ptr
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1199 if (mask
& WINED3DSP_WRITEMASK_3
) *ptr
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1205 /* From a given parameter token, generate the corresponding GLSL string.
1206 * Also, return the actual register name and swizzle in case the
1207 * caller needs this information as well. */
1208 static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG
*arg
, const DWORD param
,
1209 const DWORD addr_token
, DWORD mask
, glsl_src_param_t
*src_param
)
1211 BOOL is_color
= FALSE
;
1212 char swizzle_str
[6];
1214 src_param
->reg_name
[0] = '\0';
1215 src_param
->param_str
[0] = '\0';
1216 swizzle_str
[0] = '\0';
1218 shader_glsl_get_register_name(param
, addr_token
, src_param
->reg_name
, &is_color
, arg
);
1220 shader_glsl_get_swizzle(param
, is_color
, mask
, swizzle_str
);
1221 shader_glsl_gen_modifier(param
, src_param
->reg_name
, swizzle_str
, src_param
->param_str
);
1224 /* From a given parameter token, generate the corresponding GLSL string.
1225 * Also, return the actual register name and swizzle in case the
1226 * caller needs this information as well. */
1227 static DWORD
shader_glsl_add_dst_param(const SHADER_OPCODE_ARG
* arg
, const DWORD param
,
1228 const DWORD addr_token
, glsl_dst_param_t
*dst_param
)
1230 BOOL is_color
= FALSE
;
1232 dst_param
->mask_str
[0] = '\0';
1233 dst_param
->reg_name
[0] = '\0';
1235 shader_glsl_get_register_name(param
, addr_token
, dst_param
->reg_name
, &is_color
, arg
);
1236 return shader_glsl_get_write_mask(param
, dst_param
->mask_str
);
1239 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1240 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
, const SHADER_OPCODE_ARG
*arg
, const DWORD param
)
1242 glsl_dst_param_t dst_param
;
1246 mask
= shader_glsl_add_dst_param(arg
, param
, arg
->dst_addr
, &dst_param
);
1249 shift
= (param
& WINED3DSP_DSTSHIFT_MASK
) >> WINED3DSP_DSTSHIFT_SHIFT
;
1250 shader_addline(buffer
, "%s%s = %s(", dst_param
.reg_name
, dst_param
.mask_str
, shift_glsl_tab
[shift
]);
1256 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1257 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, const SHADER_OPCODE_ARG
*arg
)
1259 return shader_glsl_append_dst_ext(buffer
, arg
, arg
->dst
);
1262 /** Process GLSL instruction modifiers */
1263 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG
* arg
)
1265 DWORD mask
= arg
->dst
& WINED3DSP_DSTMOD_MASK
;
1267 if (arg
->opcode
->dst_token
&& mask
!= 0) {
1268 glsl_dst_param_t dst_param
;
1270 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
1272 if (mask
& WINED3DSPDM_SATURATE
) {
1273 /* _SAT means to clamp the value of the register to between 0 and 1 */
1274 shader_addline(arg
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1275 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1277 if (mask
& WINED3DSPDM_MSAMPCENTROID
) {
1278 FIXME("_centroid modifier not handled\n");
1280 if (mask
& WINED3DSPDM_PARTIALPRECISION
) {
1281 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1286 static inline const char* shader_get_comp_op(
1287 const DWORD opcode
) {
1289 DWORD op
= (opcode
& INST_CONTROLS_MASK
) >> INST_CONTROLS_SHIFT
;
1291 case COMPARISON_GT
: return ">";
1292 case COMPARISON_EQ
: return "==";
1293 case COMPARISON_GE
: return ">=";
1294 case COMPARISON_LT
: return "<";
1295 case COMPARISON_NE
: return "!=";
1296 case COMPARISON_LE
: return "<=";
1298 FIXME("Unrecognized comparison value: %u\n", op
);
1303 static void shader_glsl_get_sample_function(DWORD sampler_type
, BOOL projected
, BOOL texrect
, glsl_sample_function_t
*sample_function
) {
1304 /* Note that there's no such thing as a projected cube texture. */
1305 switch(sampler_type
) {
1307 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1308 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1312 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1314 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1316 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1318 case WINED3DSTT_CUBE
:
1319 sample_function
->name
= "textureCube";
1320 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1322 case WINED3DSTT_VOLUME
:
1323 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1324 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1327 sample_function
->name
= "";
1328 sample_function
->coord_mask
= 0;
1329 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1334 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1335 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1337 switch(channel_source
)
1339 case CHANNEL_SOURCE_ZERO
:
1340 strcat(arguments
, "0.0");
1343 case CHANNEL_SOURCE_ONE
:
1344 strcat(arguments
, "1.0");
1347 case CHANNEL_SOURCE_X
:
1348 strcat(arguments
, reg_name
);
1349 strcat(arguments
, ".x");
1352 case CHANNEL_SOURCE_Y
:
1353 strcat(arguments
, reg_name
);
1354 strcat(arguments
, ".y");
1357 case CHANNEL_SOURCE_Z
:
1358 strcat(arguments
, reg_name
);
1359 strcat(arguments
, ".z");
1362 case CHANNEL_SOURCE_W
:
1363 strcat(arguments
, reg_name
);
1364 strcat(arguments
, ".w");
1368 FIXME("Unhandled channel source %#x\n", channel_source
);
1369 strcat(arguments
, "undefined");
1373 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1376 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG
*arg
, struct color_fixup_desc fixup
)
1378 unsigned int mask_size
, remaining
;
1379 glsl_dst_param_t dst_param
;
1380 char arguments
[256];
1385 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1386 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1387 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1388 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1391 if (!mask
) return; /* Nothing to do */
1393 if (is_yuv_fixup(fixup
))
1395 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1396 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1400 mask_size
= shader_glsl_get_write_mask_size(mask
);
1402 dst_param
.mask_str
[0] = '\0';
1403 shader_glsl_get_write_mask(mask
, dst_param
.mask_str
);
1405 dst_param
.reg_name
[0] = '\0';
1406 shader_glsl_get_register_name(arg
->dst
, arg
->dst_addr
, dst_param
.reg_name
, &dummy
, arg
);
1408 arguments
[0] = '\0';
1409 remaining
= mask_size
;
1410 if (mask
& WINED3DSP_WRITEMASK_0
)
1412 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1413 if (--remaining
) strcat(arguments
, ", ");
1415 if (mask
& WINED3DSP_WRITEMASK_1
)
1417 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1418 if (--remaining
) strcat(arguments
, ", ");
1420 if (mask
& WINED3DSP_WRITEMASK_2
)
1422 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1423 if (--remaining
) strcat(arguments
, ", ");
1425 if (mask
& WINED3DSP_WRITEMASK_3
)
1427 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1428 if (--remaining
) strcat(arguments
, ", ");
1433 shader_addline(arg
->buffer
, "%s%s = vec%u(%s);\n",
1434 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
1438 shader_addline(arg
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
1442 /*****************************************************************************
1444 * Begin processing individual instruction opcodes
1446 ****************************************************************************/
1448 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1449 static void shader_glsl_arith(const SHADER_OPCODE_ARG
*arg
)
1451 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1452 SHADER_BUFFER
* buffer
= arg
->buffer
;
1453 glsl_src_param_t src0_param
;
1454 glsl_src_param_t src1_param
;
1458 /* Determine the GLSL operator to use based on the opcode */
1459 switch (curOpcode
->opcode
) {
1460 case WINED3DSIO_MUL
: op
= '*'; break;
1461 case WINED3DSIO_ADD
: op
= '+'; break;
1462 case WINED3DSIO_SUB
: op
= '-'; break;
1465 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1469 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1470 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1471 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1472 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1475 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1476 static void shader_glsl_mov(const SHADER_OPCODE_ARG
*arg
)
1478 SHADER_BUFFER
* buffer
= arg
->buffer
;
1479 glsl_src_param_t src0_param
;
1482 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1483 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1485 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1486 * shader versions WINED3DSIO_MOVA is used for this. */
1487 if ((WINED3DSHADER_VERSION_MAJOR(arg
->reg_maps
->shader_version
) == 1
1488 && !shader_is_pshader_version(arg
->reg_maps
->shader_version
)
1489 && shader_get_regtype(arg
->dst
) == WINED3DSPR_ADDR
))
1491 /* This is a simple floor() */
1492 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1493 if (mask_size
> 1) {
1494 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1496 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1498 } else if(arg
->opcode
->opcode
== WINED3DSIO_MOVA
) {
1499 /* We need to *round* to the nearest int here. */
1500 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1501 if (mask_size
> 1) {
1502 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
);
1504 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1507 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1511 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1512 static void shader_glsl_dot(const SHADER_OPCODE_ARG
*arg
)
1514 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1515 SHADER_BUFFER
* buffer
= arg
->buffer
;
1516 glsl_src_param_t src0_param
;
1517 glsl_src_param_t src1_param
;
1518 DWORD dst_write_mask
, src_write_mask
;
1519 unsigned int dst_size
= 0;
1521 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1522 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1524 /* dp3 works on vec3, dp4 on vec4 */
1525 if (curOpcode
->opcode
== WINED3DSIO_DP4
) {
1526 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1528 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1531 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_write_mask
, &src0_param
);
1532 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_write_mask
, &src1_param
);
1535 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1537 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1541 /* Note that this instruction has some restrictions. The destination write mask
1542 * can't contain the w component, and the source swizzles have to be .xyzw */
1543 static void shader_glsl_cross(const SHADER_OPCODE_ARG
*arg
)
1545 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1546 glsl_src_param_t src0_param
;
1547 glsl_src_param_t src1_param
;
1550 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1551 shader_glsl_append_dst(arg
->buffer
, arg
);
1552 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
1553 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
1554 shader_addline(arg
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1557 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1558 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1559 * GLSL uses the value as-is. */
1560 static void shader_glsl_pow(const SHADER_OPCODE_ARG
*arg
)
1562 SHADER_BUFFER
*buffer
= arg
->buffer
;
1563 glsl_src_param_t src0_param
;
1564 glsl_src_param_t src1_param
;
1565 DWORD dst_write_mask
;
1566 unsigned int dst_size
;
1568 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1569 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1571 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1572 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1575 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1577 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1581 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1582 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1583 * GLSL uses the value as-is. */
1584 static void shader_glsl_log(const SHADER_OPCODE_ARG
*arg
)
1586 SHADER_BUFFER
*buffer
= arg
->buffer
;
1587 glsl_src_param_t src0_param
;
1588 DWORD dst_write_mask
;
1589 unsigned int dst_size
;
1591 dst_write_mask
= shader_glsl_append_dst(buffer
, arg
);
1592 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1594 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1597 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1599 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1603 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1604 static void shader_glsl_map2gl(const SHADER_OPCODE_ARG
*arg
)
1606 CONST SHADER_OPCODE
* curOpcode
= arg
->opcode
;
1607 SHADER_BUFFER
* buffer
= arg
->buffer
;
1608 glsl_src_param_t src_param
;
1609 const char *instruction
;
1610 char arguments
[256];
1614 /* Determine the GLSL function to use based on the opcode */
1615 /* TODO: Possibly make this a table for faster lookups */
1616 switch (curOpcode
->opcode
) {
1617 case WINED3DSIO_MIN
: instruction
= "min"; break;
1618 case WINED3DSIO_MAX
: instruction
= "max"; break;
1619 case WINED3DSIO_ABS
: instruction
= "abs"; break;
1620 case WINED3DSIO_FRC
: instruction
= "fract"; break;
1621 case WINED3DSIO_NRM
: instruction
= "normalize"; break;
1622 case WINED3DSIO_EXP
: instruction
= "exp2"; break;
1623 case WINED3DSIO_SGN
: instruction
= "sign"; break;
1624 case WINED3DSIO_DSX
: instruction
= "dFdx"; break;
1625 case WINED3DSIO_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1626 default: instruction
= "";
1627 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode
->name
);
1631 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1633 arguments
[0] = '\0';
1634 if (curOpcode
->num_params
> 0) {
1635 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src_param
);
1636 strcat(arguments
, src_param
.param_str
);
1637 for (i
= 2; i
< curOpcode
->num_params
; ++i
) {
1638 strcat(arguments
, ", ");
1639 shader_glsl_add_src_param(arg
, arg
->src
[i
-1], arg
->src_addr
[i
-1], write_mask
, &src_param
);
1640 strcat(arguments
, src_param
.param_str
);
1644 shader_addline(buffer
, "%s(%s));\n", instruction
, arguments
);
1647 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1648 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1649 * dst.x = 2^(floor(src))
1650 * dst.y = src - floor(src)
1651 * dst.z = 2^src (partial precision is allowed, but optional)
1653 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1654 * dst = 2^src; (partial precision is allowed, but optional)
1656 static void shader_glsl_expp(const SHADER_OPCODE_ARG
*arg
)
1658 glsl_src_param_t src_param
;
1660 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1662 if (arg
->reg_maps
->shader_version
< WINED3DPS_VERSION(2,0))
1666 shader_addline(arg
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1667 shader_addline(arg
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1668 shader_addline(arg
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1669 shader_addline(arg
->buffer
, "tmp0.w = 1.0;\n");
1671 shader_glsl_append_dst(arg
->buffer
, arg
);
1672 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
1673 shader_addline(arg
->buffer
, "tmp0%s);\n", dst_mask
);
1676 unsigned int mask_size
;
1678 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1679 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1681 if (mask_size
> 1) {
1682 shader_addline(arg
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1684 shader_addline(arg
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1689 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1690 static void shader_glsl_rcp(const SHADER_OPCODE_ARG
*arg
)
1692 glsl_src_param_t src_param
;
1694 unsigned int mask_size
;
1696 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1697 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1698 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1700 if (mask_size
> 1) {
1701 shader_addline(arg
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1703 shader_addline(arg
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1707 static void shader_glsl_rsq(const SHADER_OPCODE_ARG
*arg
)
1709 SHADER_BUFFER
* buffer
= arg
->buffer
;
1710 glsl_src_param_t src_param
;
1712 unsigned int mask_size
;
1714 write_mask
= shader_glsl_append_dst(buffer
, arg
);
1715 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1717 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1719 if (mask_size
> 1) {
1720 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1722 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1726 /** Process signed comparison opcodes in GLSL. */
1727 static void shader_glsl_compare(const SHADER_OPCODE_ARG
*arg
)
1729 glsl_src_param_t src0_param
;
1730 glsl_src_param_t src1_param
;
1732 unsigned int mask_size
;
1734 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1735 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1736 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1737 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1739 if (mask_size
> 1) {
1740 const char *compare
;
1742 switch(arg
->opcode
->opcode
) {
1743 case WINED3DSIO_SLT
: compare
= "lessThan"; break;
1744 case WINED3DSIO_SGE
: compare
= "greaterThanEqual"; break;
1745 default: compare
= "";
1746 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1749 shader_addline(arg
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1750 src0_param
.param_str
, src1_param
.param_str
);
1752 switch(arg
->opcode
->opcode
) {
1753 case WINED3DSIO_SLT
:
1754 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1755 * to return 0.0 but step returns 1.0 because step is not < x
1756 * An alternative is a bvec compare padded with an unused second component.
1757 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1758 * issue. Playing with not() is not possible either because not() does not accept
1761 shader_addline(arg
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n", src0_param
.param_str
, src1_param
.param_str
);
1763 case WINED3DSIO_SGE
:
1764 /* Here we can use the step() function and safe a conditional */
1765 shader_addline(arg
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
1768 FIXME("Can't handle opcode %s\n", arg
->opcode
->name
);
1774 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1775 static void shader_glsl_cmp(const SHADER_OPCODE_ARG
*arg
)
1777 glsl_src_param_t src0_param
;
1778 glsl_src_param_t src1_param
;
1779 glsl_src_param_t src2_param
;
1780 DWORD write_mask
, cmp_channel
= 0;
1783 BOOL temp_destination
= FALSE
;
1785 if(shader_is_scalar(arg
->src
[0])) {
1786 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1788 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1789 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1790 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1792 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1793 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1795 DWORD src0reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
1796 DWORD src1reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
1797 DWORD src2reg
= arg
->src
[2] & WINED3DSP_REGNUM_MASK
;
1798 DWORD src0regtype
= shader_get_regtype(arg
->src
[0]);
1799 DWORD src1regtype
= shader_get_regtype(arg
->src
[1]);
1800 DWORD src2regtype
= shader_get_regtype(arg
->src
[2]);
1801 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
1802 DWORD dstregtype
= shader_get_regtype(arg
->dst
);
1804 /* Cycle through all source0 channels */
1805 for (i
=0; i
<4; i
++) {
1807 /* Find the destination channels which use the current source0 channel */
1808 for (j
=0; j
<4; j
++) {
1809 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1810 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1811 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1815 /* Splitting the cmp instruction up in multiple lines imposes a problem:
1816 * The first lines may overwrite source parameters of the following lines.
1817 * Deal with that by using a temporary destination register if needed
1819 if((src0reg
== dstreg
&& src0regtype
== dstregtype
) ||
1820 (src1reg
== dstreg
&& src1regtype
== dstregtype
) ||
1821 (src2reg
== dstreg
&& src2regtype
== dstregtype
)) {
1823 write_mask
= shader_glsl_get_write_mask(arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
), mask_char
);
1824 if (!write_mask
) continue;
1825 shader_addline(arg
->buffer
, "tmp0%s = (", mask_char
);
1826 temp_destination
= TRUE
;
1828 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1829 if (!write_mask
) continue;
1832 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1833 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1834 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1836 shader_addline(arg
->buffer
, "%s >= 0.0 ? %s : %s);\n",
1837 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1840 if(temp_destination
) {
1841 shader_glsl_get_write_mask(arg
->dst
, mask_char
);
1842 shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
);
1843 shader_addline(arg
->buffer
, "tmp0%s);\n", mask_char
);
1849 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
1850 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
1851 * the compare is done per component of src0. */
1852 static void shader_glsl_cnd(const SHADER_OPCODE_ARG
*arg
)
1854 glsl_src_param_t src0_param
;
1855 glsl_src_param_t src1_param
;
1856 glsl_src_param_t src2_param
;
1857 DWORD write_mask
, cmp_channel
= 0;
1860 if (arg
->reg_maps
->shader_version
< WINED3DPS_VERSION(1, 4))
1862 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1863 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1864 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1865 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1867 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
1868 if(arg
->opcode_token
& WINED3DSI_COISSUE
) {
1869 shader_addline(arg
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
1871 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1872 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1876 /* Cycle through all source0 channels */
1877 for (i
=0; i
<4; i
++) {
1879 /* Find the destination channels which use the current source0 channel */
1880 for (j
=0; j
<4; j
++) {
1881 if ( ((arg
->src
[0] >> (WINED3DSP_SWIZZLE_SHIFT
+ 2*j
)) & 0x3) == i
) {
1882 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
1883 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
1886 write_mask
= shader_glsl_append_dst_ext(arg
->buffer
, arg
, arg
->dst
& (~WINED3DSP_SWIZZLE_MASK
| write_mask
));
1887 if (!write_mask
) continue;
1889 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], cmp_channel
, &src0_param
);
1890 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1891 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1893 shader_addline(arg
->buffer
, "%s > 0.5 ? %s : %s);\n",
1894 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1898 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
1899 static void shader_glsl_mad(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
);
1907 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1908 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1909 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1910 shader_addline(arg
->buffer
, "(%s * %s) + %s);\n",
1911 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
1914 /** Handles transforming all WINED3DSIO_M?x? opcodes for
1915 Vertex shaders to GLSL codes */
1916 static void shader_glsl_mnxn(const SHADER_OPCODE_ARG
*arg
)
1918 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
1919 const SHADER_OPCODE
*opcode_table
= shader
->baseShader
.shader_ins
;
1920 DWORD shader_version
= arg
->reg_maps
->shader_version
;
1922 int nComponents
= 0;
1923 SHADER_OPCODE_ARG tmpArg
;
1925 memset(&tmpArg
, 0, sizeof(SHADER_OPCODE_ARG
));
1927 /* Set constants for the temporary argument */
1928 tmpArg
.shader
= arg
->shader
;
1929 tmpArg
.buffer
= arg
->buffer
;
1930 tmpArg
.src
[0] = arg
->src
[0];
1931 tmpArg
.src_addr
[0] = arg
->src_addr
[0];
1932 tmpArg
.src_addr
[1] = arg
->src_addr
[1];
1933 tmpArg
.reg_maps
= arg
->reg_maps
;
1935 switch(arg
->opcode
->opcode
) {
1936 case WINED3DSIO_M4x4
:
1938 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP4
);
1940 case WINED3DSIO_M4x3
:
1942 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP4
);
1944 case WINED3DSIO_M3x4
:
1946 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1948 case WINED3DSIO_M3x3
:
1950 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1952 case WINED3DSIO_M3x2
:
1954 tmpArg
.opcode
= shader_get_opcode(opcode_table
, shader_version
, WINED3DSIO_DP3
);
1960 for (i
= 0; i
< nComponents
; i
++) {
1961 tmpArg
.dst
= ((arg
->dst
) & ~WINED3DSP_WRITEMASK_ALL
)|(WINED3DSP_WRITEMASK_0
<<i
);
1962 tmpArg
.src
[1] = arg
->src
[1]+i
;
1963 shader_glsl_dot(&tmpArg
);
1968 The LRP instruction performs a component-wise linear interpolation
1969 between the second and third operands using the first operand as the
1970 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
1971 This is equivalent to mix(src2, src1, src0);
1973 static void shader_glsl_lrp(const SHADER_OPCODE_ARG
*arg
)
1975 glsl_src_param_t src0_param
;
1976 glsl_src_param_t src1_param
;
1977 glsl_src_param_t src2_param
;
1980 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
1982 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], write_mask
, &src0_param
);
1983 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], write_mask
, &src1_param
);
1984 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], write_mask
, &src2_param
);
1986 shader_addline(arg
->buffer
, "mix(%s, %s, %s));\n",
1987 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
1990 /** Process the WINED3DSIO_LIT instruction in GLSL:
1991 * dst.x = dst.w = 1.0
1992 * dst.y = (src0.x > 0) ? src0.x
1993 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
1994 * where src.w is clamped at +- 128
1996 static void shader_glsl_lit(const SHADER_OPCODE_ARG
*arg
)
1998 glsl_src_param_t src0_param
;
1999 glsl_src_param_t src1_param
;
2000 glsl_src_param_t src3_param
;
2003 shader_glsl_append_dst(arg
->buffer
, arg
);
2004 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2006 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2007 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2008 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2010 /* The sdk specifies the instruction like this
2012 * if(src.x > 0.0) dst.y = src.x
2014 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2018 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2019 * dst.x = 1.0 ... No further explanation needed
2020 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2021 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2022 * dst.w = 1.0. ... Nothing fancy.
2024 * So we still have one conditional in there. So do this:
2025 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2027 * 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),
2028 * 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.
2029 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2031 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",
2032 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2035 /** Process the WINED3DSIO_DST instruction in GLSL:
2037 * dst.y = src0.x * src0.y
2041 static void shader_glsl_dst(const SHADER_OPCODE_ARG
*arg
)
2043 glsl_src_param_t src0y_param
;
2044 glsl_src_param_t src0z_param
;
2045 glsl_src_param_t src1y_param
;
2046 glsl_src_param_t src1w_param
;
2049 shader_glsl_append_dst(arg
->buffer
, arg
);
2050 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2052 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2053 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2054 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2055 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2057 shader_addline(arg
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2058 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2061 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2062 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2063 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2065 * dst.x = cos(src0.?)
2066 * dst.y = sin(src0.?)
2070 static void shader_glsl_sincos(const SHADER_OPCODE_ARG
*arg
)
2072 glsl_src_param_t src0_param
;
2075 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2076 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2078 switch (write_mask
) {
2079 case WINED3DSP_WRITEMASK_0
:
2080 shader_addline(arg
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2083 case WINED3DSP_WRITEMASK_1
:
2084 shader_addline(arg
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2087 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2088 shader_addline(arg
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2092 ERR("Write mask should be .x, .y or .xy\n");
2097 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2098 * Start a for() loop where src1.y is the initial value of aL,
2099 * increment aL by src1.z for a total of src1.x iterations.
2100 * Need to use a temporary variable for this operation.
2102 /* FIXME: I don't think nested loops will work correctly this way. */
2103 static void shader_glsl_loop(const SHADER_OPCODE_ARG
*arg
)
2105 glsl_src_param_t src1_param
;
2106 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2107 DWORD regtype
= shader_get_regtype(arg
->src
[1]);
2108 DWORD reg
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2109 const DWORD
*control_values
= NULL
;
2110 const local_constant
*constant
;
2112 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2114 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2115 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2116 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2119 if(regtype
== WINED3DSPR_CONSTINT
) {
2120 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2121 if(constant
->idx
== reg
) {
2122 control_values
= constant
->value
;
2128 if(control_values
) {
2129 if(control_values
[2] > 0) {
2130 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2131 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2132 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2133 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2134 } else if(control_values
[2] == 0) {
2135 shader_addline(arg
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2136 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
2137 shader
->baseShader
.cur_loop_depth
, control_values
[0],
2138 shader
->baseShader
.cur_loop_depth
);
2140 shader_addline(arg
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2141 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2142 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2143 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2146 shader_addline(arg
->buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2147 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2148 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2149 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2152 shader
->baseShader
.cur_loop_depth
++;
2153 shader
->baseShader
.cur_loop_regno
++;
2156 static void shader_glsl_end(const SHADER_OPCODE_ARG
*arg
)
2158 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2160 shader_addline(arg
->buffer
, "}\n");
2162 if(arg
->opcode
->opcode
== WINED3DSIO_ENDLOOP
) {
2163 shader
->baseShader
.cur_loop_depth
--;
2164 shader
->baseShader
.cur_loop_regno
--;
2166 if(arg
->opcode
->opcode
== WINED3DSIO_ENDREP
) {
2167 shader
->baseShader
.cur_loop_depth
--;
2171 static void shader_glsl_rep(const SHADER_OPCODE_ARG
*arg
)
2173 IWineD3DBaseShaderImpl
* shader
= (IWineD3DBaseShaderImpl
*) arg
->shader
;
2174 glsl_src_param_t src0_param
;
2176 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2177 shader_addline(arg
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2178 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2179 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2180 shader
->baseShader
.cur_loop_depth
++;
2183 static void shader_glsl_if(const SHADER_OPCODE_ARG
*arg
)
2185 glsl_src_param_t src0_param
;
2187 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2188 shader_addline(arg
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2191 static void shader_glsl_ifc(const SHADER_OPCODE_ARG
*arg
)
2193 glsl_src_param_t src0_param
;
2194 glsl_src_param_t src1_param
;
2196 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2197 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2199 shader_addline(arg
->buffer
, "if (%s %s %s) {\n",
2200 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2203 static void shader_glsl_else(const SHADER_OPCODE_ARG
*arg
)
2205 shader_addline(arg
->buffer
, "} else {\n");
2208 static void shader_glsl_break(const SHADER_OPCODE_ARG
*arg
)
2210 shader_addline(arg
->buffer
, "break;\n");
2213 /* FIXME: According to MSDN the compare is done per component. */
2214 static void shader_glsl_breakc(const SHADER_OPCODE_ARG
*arg
)
2216 glsl_src_param_t src0_param
;
2217 glsl_src_param_t src1_param
;
2219 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2220 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2222 shader_addline(arg
->buffer
, "if (%s %s %s) break;\n",
2223 src0_param
.param_str
, shader_get_comp_op(arg
->opcode_token
), src1_param
.param_str
);
2226 static void shader_glsl_label(const SHADER_OPCODE_ARG
*arg
)
2229 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2230 shader_addline(arg
->buffer
, "}\n");
2231 shader_addline(arg
->buffer
, "void subroutine%u () {\n", snum
);
2234 static void shader_glsl_call(const SHADER_OPCODE_ARG
*arg
)
2236 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2237 shader_addline(arg
->buffer
, "subroutine%u();\n", snum
);
2240 static void shader_glsl_callnz(const SHADER_OPCODE_ARG
*arg
)
2242 glsl_src_param_t src1_param
;
2244 DWORD snum
= (arg
->src
[0]) & WINED3DSP_REGNUM_MASK
;
2245 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2246 shader_addline(arg
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, snum
);
2249 /*********************************************
2250 * Pixel Shader Specific Code begins here
2251 ********************************************/
2252 static void pshader_glsl_tex(const SHADER_OPCODE_ARG
*arg
)
2254 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2255 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2256 DWORD shader_version
= arg
->reg_maps
->shader_version
;
2257 char dst_swizzle
[6];
2258 glsl_sample_function_t sample_function
;
2261 BOOL projected
, texrect
= FALSE
;
2264 /* All versions have a destination register */
2265 shader_glsl_append_dst(arg
->buffer
, arg
);
2267 /* 1.0-1.4: Use destination register as sampler source.
2268 * 2.0+: Use provided sampler source. */
2269 if (shader_version
< WINED3DPS_VERSION(2,0)) sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2270 else sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2271 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2273 if (shader_version
< WINED3DPS_VERSION(1,4))
2275 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2277 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2278 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
2280 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2281 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2282 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2283 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2284 case WINED3DTTFF_COUNT4
:
2285 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2291 else if (shader_version
< WINED3DPS_VERSION(2,0))
2293 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2295 if (src_mod
== WINED3DSPSM_DZ
) {
2297 mask
= WINED3DSP_WRITEMASK_2
;
2298 } else if (src_mod
== WINED3DSPSM_DW
) {
2300 mask
= WINED3DSP_WRITEMASK_3
;
2305 if(arg
->opcode_token
& WINED3DSI_TEXLD_PROJECT
) {
2306 /* ps 2.0 texldp instruction always divides by the fourth component. */
2308 mask
= WINED3DSP_WRITEMASK_3
;
2314 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2315 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2319 shader_glsl_get_sample_function(sampler_type
, projected
, texrect
, &sample_function
);
2320 mask
|= sample_function
.coord_mask
;
2322 if (shader_version
< WINED3DPS_VERSION(2,0)) shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2323 else shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2325 /* 1.0-1.3: Use destination register as coordinate source.
2326 1.4+: Use provided coordinate source register. */
2327 if (shader_version
< WINED3DPS_VERSION(1,4))
2330 shader_glsl_get_write_mask(mask
, coord_mask
);
2331 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s)%s);\n",
2332 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, dst_swizzle
);
2334 glsl_src_param_t coord_param
;
2335 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], mask
, &coord_param
);
2336 if(arg
->opcode_token
& WINED3DSI_TEXLD_BIAS
) {
2337 glsl_src_param_t bias
;
2338 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2340 shader_addline(arg
->buffer
, "%s(Psampler%u, %s, %s)%s);\n",
2341 sample_function
.name
, sampler_idx
, coord_param
.param_str
,
2342 bias
.param_str
, dst_swizzle
);
2344 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n",
2345 sample_function
.name
, sampler_idx
, coord_param
.param_str
, dst_swizzle
);
2350 static void shader_glsl_texldl(const SHADER_OPCODE_ARG
*arg
)
2352 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*)arg
->shader
;
2353 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2354 glsl_sample_function_t sample_function
;
2355 glsl_src_param_t coord_param
, lod_param
;
2356 char dst_swizzle
[6];
2359 BOOL texrect
= FALSE
;
2361 shader_glsl_append_dst(arg
->buffer
, arg
);
2362 shader_glsl_get_swizzle(arg
->src
[1], FALSE
, arg
->dst
, dst_swizzle
);
2364 sampler_idx
= arg
->src
[1] & WINED3DSP_REGNUM_MASK
;
2365 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2366 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2367 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2370 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
);
2372 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2374 if (shader_is_pshader_version(arg
->reg_maps
->shader_version
))
2376 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2377 * However, they seem to work just fine in fragment shaders as well. */
2378 WARN("Using %sLod in fragment shader.\n", sample_function
.name
);
2379 shader_addline(arg
->buffer
, "%sLod(Psampler%u, %s, %s)%s);\n",
2380 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2382 shader_addline(arg
->buffer
, "%sLod(Vsampler%u, %s, %s)%s);\n",
2383 sample_function
.name
, sampler_idx
, coord_param
.param_str
, lod_param
.param_str
, dst_swizzle
);
2387 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG
*arg
)
2389 /* FIXME: Make this work for more than just 2D textures */
2390 SHADER_BUFFER
* buffer
= arg
->buffer
;
2394 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2395 shader_glsl_get_write_mask(write_mask
, dst_mask
);
2397 if (arg
->reg_maps
->shader_version
!= WINED3DPS_VERSION(1,4))
2399 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2400 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg
, dst_mask
);
2402 DWORD reg
= arg
->src
[0] & WINED3DSP_REGNUM_MASK
;
2403 DWORD src_mod
= arg
->src
[0] & WINED3DSP_SRCMOD_MASK
;
2404 char dst_swizzle
[6];
2406 shader_glsl_get_swizzle(arg
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2408 if (src_mod
== WINED3DSPSM_DZ
) {
2409 glsl_src_param_t div_param
;
2410 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2411 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2413 if (mask_size
> 1) {
2414 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2416 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2418 } else if (src_mod
== WINED3DSPSM_DW
) {
2419 glsl_src_param_t div_param
;
2420 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2421 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2423 if (mask_size
> 1) {
2424 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2426 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2429 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2434 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2435 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2436 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2437 static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG
*arg
)
2439 glsl_src_param_t src0_param
;
2441 glsl_sample_function_t sample_function
;
2442 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2443 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2444 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2446 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2448 shader_glsl_append_dst(arg
->buffer
, arg
);
2449 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2451 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2452 * scalar, and projected sampling would require 4.
2454 * It is a dependent read - not valid with conditional NP2 textures
2456 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2458 switch(count_bits(sample_function
.coord_mask
)) {
2460 shader_addline(arg
->buffer
, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
2461 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2465 shader_addline(arg
->buffer
, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n",
2466 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2470 shader_addline(arg
->buffer
, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n",
2471 sample_function
.name
, sampler_idx
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2474 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function
.coord_mask
));
2478 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2479 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2480 static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG
*arg
)
2482 glsl_src_param_t src0_param
;
2483 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2484 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2486 unsigned int mask_size
;
2488 dst_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2489 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2490 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2492 if (mask_size
> 1) {
2493 shader_addline(arg
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2495 shader_addline(arg
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2499 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2500 * Calculate the depth as dst.x / dst.y */
2501 static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG
*arg
)
2503 glsl_dst_param_t dst_param
;
2505 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2507 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2508 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2509 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2510 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2513 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
);
2516 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2517 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2518 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2519 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2521 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG
*arg
)
2523 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2524 DWORD dstreg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2525 glsl_src_param_t src0_param
;
2527 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2529 shader_addline(arg
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2530 shader_addline(arg
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2533 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2534 * Calculate the 1st of a 2-row matrix multiplication. */
2535 static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG
*arg
)
2537 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2538 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2539 SHADER_BUFFER
* buffer
= arg
->buffer
;
2540 glsl_src_param_t src0_param
;
2542 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2543 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2546 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2547 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2548 static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG
* arg
)
2550 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2551 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2552 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2553 SHADER_BUFFER
* buffer
= arg
->buffer
;
2554 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2555 glsl_src_param_t src0_param
;
2557 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2558 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2559 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2562 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG
*arg
)
2564 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2565 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2566 SHADER_BUFFER
* buffer
= arg
->buffer
;
2567 glsl_src_param_t src0_param
;
2570 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2571 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2573 shader_glsl_append_dst(buffer
, arg
);
2574 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2576 /* Sample the texture using the calculated coordinates */
2577 shader_addline(buffer
, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg
, dst_mask
);
2580 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2581 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2582 static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG
*arg
)
2584 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2585 glsl_src_param_t src0_param
;
2587 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2588 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2589 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2590 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2591 glsl_sample_function_t sample_function
;
2593 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2594 shader_addline(arg
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2596 shader_glsl_append_dst(arg
->buffer
, arg
);
2597 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2598 /* Dependent read, not valid with conditional NP2 */
2599 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2601 /* Sample the texture using the calculated coordinates */
2602 shader_addline(arg
->buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2604 current_state
->current_row
= 0;
2607 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2608 * Perform the 3rd row of a 3x3 matrix multiply */
2609 static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG
*arg
)
2611 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2612 glsl_src_param_t src0_param
;
2614 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2615 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2616 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2618 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2620 shader_glsl_append_dst(arg
->buffer
, arg
);
2621 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2622 shader_addline(arg
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2624 current_state
->current_row
= 0;
2627 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2628 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2629 static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG
*arg
)
2631 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2632 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2633 glsl_src_param_t src0_param
;
2634 glsl_src_param_t src1_param
;
2636 SHADER_BUFFER
* buffer
= arg
->buffer
;
2637 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2638 DWORD stype
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2639 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2640 glsl_sample_function_t sample_function
;
2642 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2643 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], src_mask
, &src1_param
);
2645 /* Perform the last matrix multiply operation */
2646 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2647 /* Reflection calculation */
2648 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2650 shader_glsl_append_dst(buffer
, arg
);
2651 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2652 /* Dependent read, not valid with conditional NP2 */
2653 shader_glsl_get_sample_function(stype
, FALSE
, FALSE
, &sample_function
);
2655 /* Sample the texture */
2656 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2658 current_state
->current_row
= 0;
2661 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2662 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2663 static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG
*arg
)
2665 IWineD3DPixelShaderImpl
* shader
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2666 DWORD reg
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2667 SHADER_BUFFER
* buffer
= arg
->buffer
;
2668 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2669 glsl_src_param_t src0_param
;
2671 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2672 DWORD sampler_type
= arg
->reg_maps
->samplers
[reg
] & WINED3DSP_TEXTURETYPE_MASK
;
2673 glsl_sample_function_t sample_function
;
2675 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], src_mask
, &src0_param
);
2677 /* Perform the last matrix multiply operation */
2678 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2680 /* Construct the eye-ray vector from w coordinates */
2681 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2682 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2683 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2685 shader_glsl_append_dst(buffer
, arg
);
2686 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2687 /* Dependent read, not valid with conditional NP2 */
2688 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2690 /* Sample the texture using the calculated coordinates */
2691 shader_addline(buffer
, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function
.name
, reg
, dst_mask
);
2693 current_state
->current_row
= 0;
2696 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2697 * Apply a fake bump map transform.
2698 * texbem is pshader <= 1.3 only, this saves a few version checks
2700 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG
*arg
)
2702 IWineD3DPixelShaderImpl
* This
= (IWineD3DPixelShaderImpl
*) arg
->shader
;
2703 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2704 char dst_swizzle
[6];
2705 glsl_sample_function_t sample_function
;
2706 glsl_src_param_t coord_param
;
2713 sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2714 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2716 sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2717 /* Dependent read, not valid with conditional NP2 */
2718 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2719 mask
= sample_function
.coord_mask
;
2721 shader_glsl_get_write_mask(arg
->dst
, dst_swizzle
);
2723 shader_glsl_get_write_mask(mask
, coord_mask
);
2725 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2726 * so we can't let the GL handle this.
2728 if (flags
& WINED3DTTFF_PROJECTED
) {
2730 char coord_div_mask
[3];
2731 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2732 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2733 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2734 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2735 case WINED3DTTFF_COUNT4
:
2736 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2738 shader_glsl_get_write_mask(div_mask
, coord_div_mask
);
2739 shader_addline(arg
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2742 shader_glsl_append_dst(arg
->buffer
, arg
);
2743 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &coord_param
);
2744 if(arg
->opcode
->opcode
== WINED3DSIO_TEXBEML
) {
2745 glsl_src_param_t luminance_param
;
2746 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
2747 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",
2748 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
,
2749 luminance_param
.param_str
, sampler_idx
, sampler_idx
, dst_swizzle
);
2751 shader_addline(arg
->buffer
, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n",
2752 sample_function
.name
, sampler_idx
, sampler_idx
, coord_mask
, sampler_idx
, coord_param
.param_str
, coord_mask
, dst_swizzle
);
2756 static void pshader_glsl_bem(const SHADER_OPCODE_ARG
*arg
)
2758 glsl_src_param_t src0_param
, src1_param
;
2759 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2761 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src0_param
);
2762 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
|WINED3DSP_WRITEMASK_1
, &src1_param
);
2764 shader_glsl_append_dst(arg
->buffer
, arg
);
2765 shader_addline(arg
->buffer
, "%s + bumpenvmat%d * %s);\n",
2766 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
2769 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
2770 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
2771 static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG
*arg
)
2773 glsl_src_param_t src0_param
;
2774 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2777 shader_glsl_append_dst(arg
->buffer
, arg
);
2778 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2779 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2781 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2784 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
2785 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
2786 static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG
*arg
)
2788 glsl_src_param_t src0_param
;
2789 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2792 shader_glsl_append_dst(arg
->buffer
, arg
);
2793 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2794 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2796 shader_addline(arg
->buffer
, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx
, src0_param
.reg_name
, dst_mask
);
2799 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
2800 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
2801 static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG
*arg
)
2803 glsl_src_param_t src0_param
;
2805 DWORD sampler_idx
= arg
->dst
& WINED3DSP_REGNUM_MASK
;
2806 DWORD sampler_type
= arg
->reg_maps
->samplers
[sampler_idx
] & WINED3DSP_TEXTURETYPE_MASK
;
2807 glsl_sample_function_t sample_function
;
2809 shader_glsl_append_dst(arg
->buffer
, arg
);
2810 shader_glsl_get_write_mask(arg
->dst
, dst_mask
);
2811 /* Dependent read, not valid with conditional NP2 */
2812 shader_glsl_get_sample_function(sampler_type
, FALSE
, FALSE
, &sample_function
);
2813 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], sample_function
.coord_mask
, &src0_param
);
2815 shader_addline(arg
->buffer
, "%s(Psampler%u, %s)%s);\n", sample_function
.name
, sampler_idx
, src0_param
.param_str
, dst_mask
);
2818 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
2819 * If any of the first 3 components are < 0, discard this pixel */
2820 static void pshader_glsl_texkill(const SHADER_OPCODE_ARG
*arg
)
2822 glsl_dst_param_t dst_param
;
2824 /* The argument is a destination parameter, and no writemasks are allowed */
2825 shader_glsl_add_dst_param(arg
, arg
->dst
, 0, &dst_param
);
2826 if ((arg
->reg_maps
->shader_version
>= WINED3DPS_VERSION(2,0)))
2828 /* 2.0 shaders compare all 4 components in texkill */
2829 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
2831 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
2832 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
2833 * 4 components are defined, only the first 3 are used
2835 shader_addline(arg
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
2839 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
2840 * dst = dot2(src0, src1) + src2 */
2841 static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG
*arg
)
2843 glsl_src_param_t src0_param
;
2844 glsl_src_param_t src1_param
;
2845 glsl_src_param_t src2_param
;
2847 unsigned int mask_size
;
2849 write_mask
= shader_glsl_append_dst(arg
->buffer
, arg
);
2850 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2852 shader_glsl_add_src_param(arg
, arg
->src
[0], arg
->src_addr
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
2853 shader_glsl_add_src_param(arg
, arg
->src
[1], arg
->src_addr
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
2854 shader_glsl_add_src_param(arg
, arg
->src
[2], arg
->src_addr
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
2856 if (mask_size
> 1) {
2857 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
);
2859 shader_addline(arg
->buffer
, "dot(%s, %s) + %s);\n", src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2863 static void pshader_glsl_input_pack(SHADER_BUFFER
* buffer
, const struct semantic
* semantics_in
,
2864 IWineD3DPixelShader
*iface
, enum vertexprocessing_mode vertexprocessing
)
2867 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*) iface
;
2869 for (i
= 0; i
< MAX_REG_INPUT
; i
++) {
2871 DWORD usage_token
= semantics_in
[i
].usage
;
2872 DWORD register_token
= semantics_in
[i
].reg
;
2873 DWORD usage
, usage_idx
;
2877 if (!usage_token
) continue;
2878 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
2879 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
2880 shader_glsl_get_write_mask(register_token
, reg_mask
);
2884 case WINED3DDECLUSAGE_TEXCOORD
:
2885 if(usage_idx
< 8 && vertexprocessing
== pretransformed
) {
2886 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
2887 This
->input_reg_map
[i
], reg_mask
, usage_idx
, reg_mask
);
2889 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2890 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2894 case WINED3DDECLUSAGE_COLOR
:
2896 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
2897 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2898 else if (usage_idx
== 1)
2899 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
2900 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2902 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2903 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2907 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
2908 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
2913 /*********************************************
2914 * Vertex Shader Specific Code begins here
2915 ********************************************/
2917 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
2918 glsl_program_key_t
*key
;
2920 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2921 key
->vshader
= entry
->vshader
;
2922 key
->pshader
= entry
->pshader
;
2923 key
->vs_args
= entry
->vs_args
;
2924 key
->ps_args
= entry
->ps_args
;
2926 hash_table_put(priv
->glsl_program_lookup
, key
, entry
);
2929 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
2930 IWineD3DVertexShader
*vshader
, IWineD3DPixelShader
*pshader
, struct vs_compile_args
*vs_args
,
2931 struct ps_compile_args
*ps_args
) {
2932 glsl_program_key_t key
;
2934 key
.vshader
= vshader
;
2935 key
.pshader
= pshader
;
2936 key
.vs_args
= *vs_args
;
2937 key
.ps_args
= *ps_args
;
2939 return hash_table_get(priv
->glsl_program_lookup
, &key
);
2942 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const WineD3D_GL_Info
*gl_info
,
2943 struct glsl_shader_prog_link
*entry
)
2945 glsl_program_key_t
*key
;
2947 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
2948 key
->vshader
= entry
->vshader
;
2949 key
->pshader
= entry
->pshader
;
2950 key
->vs_args
= entry
->vs_args
;
2951 key
->ps_args
= entry
->ps_args
;
2952 hash_table_remove(priv
->glsl_program_lookup
, key
);
2954 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
2955 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
2956 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
2957 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
2958 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
2959 HeapFree(GetProcessHeap(), 0, entry
);
2962 static void handle_ps3_input(SHADER_BUFFER
*buffer
, const struct semantic
*semantics_in
,
2963 const struct semantic
*semantics_out
, const WineD3D_GL_Info
*gl_info
, const DWORD
*map
)
2966 DWORD usage_token
, usage_token_out
;
2967 DWORD register_token
, register_token_out
;
2968 DWORD usage
, usage_idx
, usage_out
, usage_idx_out
;
2971 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
2972 char reg_mask
[6], reg_mask_out
[6];
2973 char destination
[50];
2975 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
2977 if (!semantics_out
) {
2978 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
2979 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
2980 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
2983 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
2984 usage_token
= semantics_in
[i
].usage
;
2985 if (!usage_token
) continue;
2988 if (in_idx
>= (in_count
+ 2)) {
2989 FIXME("More input varyings declared than supported, expect issues\n");
2991 } else if(map
[i
] == -1) {
2992 /* Declared, but not read register */
2996 if (in_idx
== in_count
) {
2997 sprintf(destination
, "gl_FrontColor");
2998 } else if (in_idx
== in_count
+ 1) {
2999 sprintf(destination
, "gl_FrontSecondaryColor");
3001 sprintf(destination
, "IN[%u]", in_idx
);
3004 register_token
= semantics_in
[i
].reg
;
3006 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3007 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3008 set
[map
[i
]] = shader_glsl_get_write_mask(register_token
, reg_mask
);
3010 if(!semantics_out
) {
3012 case WINED3DDECLUSAGE_COLOR
:
3014 shader_addline(buffer
, "%s%s = front_color%s;\n",
3015 destination
, reg_mask
, reg_mask
);
3016 else if (usage_idx
== 1)
3017 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
3018 destination
, reg_mask
, reg_mask
);
3020 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3021 destination
, reg_mask
, reg_mask
);
3024 case WINED3DDECLUSAGE_TEXCOORD
:
3025 if (usage_idx
< 8) {
3026 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
3027 destination
, reg_mask
, usage_idx
, reg_mask
);
3029 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3030 destination
, reg_mask
, reg_mask
);
3034 case WINED3DDECLUSAGE_FOG
:
3035 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3036 destination
, reg_mask
, reg_mask
);
3040 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3041 destination
, reg_mask
, reg_mask
);
3045 for(j
= 0; j
< MAX_REG_OUTPUT
; j
++) {
3046 usage_token_out
= semantics_out
[j
].usage
;
3047 if (!usage_token_out
) continue;
3048 register_token_out
= semantics_out
[j
].reg
;
3050 usage_out
= (usage_token_out
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3051 usage_idx_out
= (usage_token_out
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3052 shader_glsl_get_write_mask(register_token_out
, reg_mask_out
);
3054 if(usage
== usage_out
&&
3055 usage_idx
== usage_idx_out
) {
3056 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3057 destination
, reg_mask
, j
, reg_mask
);
3062 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3063 destination
, reg_mask
, reg_mask
);
3068 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3069 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3070 * input varyings are assigned above, if the optimizer works properly.
3072 for(i
= 0; i
< in_count
+ 2; i
++) {
3073 if(set
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3074 unsigned int size
= 0;
3075 memset(reg_mask
, 0, sizeof(reg_mask
));
3076 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
3077 reg_mask
[size
] = 'x';
3080 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3081 reg_mask
[size
] = 'y';
3084 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3085 reg_mask
[size
] = 'z';
3088 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3089 reg_mask
[size
] = 'w';
3093 if (i
== in_count
) {
3094 sprintf(destination
, "gl_FrontColor");
3095 } else if (i
== in_count
+ 1) {
3096 sprintf(destination
, "gl_FrontSecondaryColor");
3098 sprintf(destination
, "IN[%u]", i
);
3102 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3104 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3109 HeapFree(GetProcessHeap(), 0, set
);
3112 static GLhandleARB
generate_param_reorder_function(IWineD3DVertexShader
*vertexshader
,
3113 IWineD3DPixelShader
*pixelshader
, const WineD3D_GL_Info
*gl_info
)
3115 GLhandleARB ret
= 0;
3116 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3117 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3118 IWineD3DDeviceImpl
*device
;
3119 DWORD vs_major
= WINED3DSHADER_VERSION_MAJOR(vs
->baseShader
.reg_maps
.shader_version
);
3120 DWORD ps_major
= ps
? WINED3DSHADER_VERSION_MAJOR(ps
->baseShader
.reg_maps
.shader_version
) : 0;
3122 SHADER_BUFFER buffer
;
3124 DWORD register_token
;
3125 DWORD usage
, usage_idx
, writemask
;
3127 const struct semantic
*semantics_out
, *semantics_in
;
3129 shader_buffer_init(&buffer
);
3131 shader_addline(&buffer
, "#version 120\n");
3133 if(vs_major
< 3 && ps_major
< 3) {
3134 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3135 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3137 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
3138 if((GLINFO_LOCATION
).set_texcoord_w
&& ps_major
== 0 && vs_major
> 0 &&
3139 !device
->frag_pipe
->ffp_proj_control
) {
3140 shader_addline(&buffer
, "void order_ps_input() {\n");
3141 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3142 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3143 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3144 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3147 shader_addline(&buffer
, "}\n");
3149 shader_addline(&buffer
, "void order_ps_input() { /* do nothing */ }\n");
3151 } else if(ps_major
< 3 && vs_major
>= 3) {
3152 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3153 semantics_out
= vs
->semantics_out
;
3155 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3156 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3157 usage_token
= semantics_out
[i
].usage
;
3158 if (!usage_token
) continue;
3159 register_token
= semantics_out
[i
].reg
;
3161 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3162 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3163 writemask
= shader_glsl_get_write_mask(register_token
, reg_mask
);
3166 case WINED3DDECLUSAGE_COLOR
:
3168 shader_addline(&buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3169 else if (usage_idx
== 1)
3170 shader_addline(&buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3173 case WINED3DDECLUSAGE_POSITION
:
3174 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3177 case WINED3DDECLUSAGE_TEXCOORD
:
3178 if (usage_idx
< 8) {
3179 if(!(GLINFO_LOCATION
).set_texcoord_w
|| ps_major
> 0) writemask
|= WINED3DSP_WRITEMASK_3
;
3181 shader_addline(&buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3182 usage_idx
, reg_mask
, i
, reg_mask
);
3183 if(!(writemask
& WINED3DSP_WRITEMASK_3
)) {
3184 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", usage_idx
);
3189 case WINED3DDECLUSAGE_PSIZE
:
3190 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3193 case WINED3DDECLUSAGE_FOG
:
3194 shader_addline(&buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3201 shader_addline(&buffer
, "}\n");
3203 } else if(ps_major
>= 3 && vs_major
>= 3) {
3204 semantics_out
= vs
->semantics_out
;
3205 semantics_in
= ps
->semantics_in
;
3207 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3208 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3209 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3211 /* First, sort out position and point size. Those are not passed to the pixel shader */
3212 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3213 usage_token
= semantics_out
[i
].usage
;
3214 if (!usage_token
) continue;
3215 register_token
= semantics_out
[i
].reg
;
3217 usage
= (usage_token
& WINED3DSP_DCL_USAGE_MASK
) >> WINED3DSP_DCL_USAGE_SHIFT
;
3218 usage_idx
= (usage_token
& WINED3DSP_DCL_USAGEINDEX_MASK
) >> WINED3DSP_DCL_USAGEINDEX_SHIFT
;
3219 shader_glsl_get_write_mask(register_token
, reg_mask
);
3222 case WINED3DDECLUSAGE_POSITION
:
3223 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3226 case WINED3DDECLUSAGE_PSIZE
:
3227 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3235 /* Then, fix the pixel shader input */
3236 handle_ps3_input(&buffer
, semantics_in
, semantics_out
, gl_info
, ps
->input_reg_map
);
3238 shader_addline(&buffer
, "}\n");
3239 } else if(ps_major
>= 3 && vs_major
< 3) {
3240 semantics_in
= ps
->semantics_in
;
3242 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3243 shader_addline(&buffer
, "void order_ps_input() {\n");
3244 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3245 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3246 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3248 handle_ps3_input(&buffer
, semantics_in
, NULL
, gl_info
, ps
->input_reg_map
);
3249 shader_addline(&buffer
, "}\n");
3251 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3254 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3255 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3256 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
.buffer
, NULL
));
3257 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3258 GL_EXTCALL(glCompileShaderARB(ret
));
3259 checkGLcall("glCompileShaderARB(ret)");
3261 shader_buffer_free(&buffer
);
3265 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const WineD3D_GL_Info
*gl_info
,
3266 GLhandleARB programId
, char prefix
)
3268 const local_constant
*lconst
;
3273 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3274 value
= (const float *)lconst
->value
;
3275 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3276 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3277 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3279 checkGLcall("Hardcoding local constants\n");
3282 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3283 * It sets the programId on the current StateBlock (because it should be called
3284 * inside of the DrawPrimitive() part of the render loop).
3286 * If a program for the given combination does not exist, create one, and store
3287 * the program in the hash table. If it creates a program, it will link the
3288 * given objects, too.
3290 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
3291 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3292 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3293 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3294 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
3295 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
3296 struct glsl_shader_prog_link
*entry
= NULL
;
3297 GLhandleARB programId
= 0;
3298 GLhandleARB reorder_shader_id
= 0;
3301 GLhandleARB vshader_id
, pshader_id
;
3302 struct ps_compile_args ps_compile_args
;
3303 struct vs_compile_args vs_compile_args
;
3306 find_vs_compile_args((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
, This
->stateBlock
, &vs_compile_args
);
3308 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3309 memset(&vs_compile_args
, 0, sizeof(vs_compile_args
));
3312 find_ps_compile_args((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
, This
->stateBlock
, &ps_compile_args
);
3314 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3315 memset(&ps_compile_args
, 0, sizeof(ps_compile_args
));
3317 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
3319 priv
->glsl_program
= entry
;
3323 /* If we get to this point, then no matching program exists, so we create one */
3324 programId
= GL_EXTCALL(glCreateProgramObjectARB());
3325 TRACE("Created new GLSL shader program %u\n", programId
);
3327 /* Create the entry */
3328 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
3329 entry
->programId
= programId
;
3330 entry
->vshader
= vshader
;
3331 entry
->pshader
= pshader
;
3332 entry
->vs_args
= vs_compile_args
;
3333 entry
->ps_args
= ps_compile_args
;
3334 entry
->constant_version
= 0;
3335 /* Add the hash table entry */
3336 add_glsl_program_entry(priv
, entry
);
3338 /* Set the current program */
3339 priv
->glsl_program
= entry
;
3342 vshader_id
= find_gl_vshader((IWineD3DVertexShaderImpl
*) vshader
, &vs_compile_args
);
3347 /* Attach GLSL vshader */
3349 int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
3352 reorder_shader_id
= generate_param_reorder_function(vshader
, pshader
, gl_info
);
3353 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
3354 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
3355 checkGLcall("glAttachObjectARB");
3356 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3359 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
3361 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
3362 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
3363 checkGLcall("glAttachObjectARB");
3365 /* Bind vertex attributes to a corresponding index number to match
3366 * the same index numbers as ARB_vertex_programs (makes loading
3367 * vertex attributes simpler). With this method, we can use the
3368 * exact same code to load the attributes later for both ARB and
3371 * We have to do this here because we need to know the Program ID
3372 * in order to make the bindings work, and it has to be done prior
3373 * to linking the GLSL program. */
3374 for (i
= 0; i
< max_attribs
; ++i
) {
3375 if (((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.attributes
[i
]) {
3376 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
3377 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
3380 checkGLcall("glBindAttribLocationARB");
3382 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
3386 pshader_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) pshader
, &ps_compile_args
);
3391 /* Attach GLSL pshader */
3393 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
3394 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
3395 checkGLcall("glAttachObjectARB");
3397 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
3400 /* Link the program */
3401 TRACE("Linking GLSL shader program %u\n", programId
);
3402 GL_EXTCALL(glLinkProgramARB(programId
));
3403 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
3405 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
3406 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
3407 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
3408 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3410 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3411 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
3412 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3414 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
3415 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
3416 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
3417 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3419 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3420 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
3421 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3425 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*)pshader
)->numbumpenvmatconsts
; i
++) {
3427 sprintf(name
, "bumpenvmat%d", ((IWineD3DPixelShaderImpl
*)pshader
)->bumpenvmatconst
[i
].texunit
);
3428 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3429 sprintf(name
, "luminancescale%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3430 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3431 sprintf(name
, "luminanceoffset%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3432 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3437 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
3438 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
3439 checkGLcall("Find glsl program uniform locations");
3442 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.reg_maps
.shader_version
) >= 3
3443 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> GL_LIMITS(glsl_varyings
) / 4)
3445 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
3446 entry
->vertex_color_clamp
= GL_FALSE
;
3448 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
3451 /* Set the shader to allow uniform loading on it */
3452 GL_EXTCALL(glUseProgramObjectARB(programId
));
3453 checkGLcall("glUseProgramObjectARB(programId)");
3455 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3456 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3457 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3458 * vertex shader with fixed function pixel processing is used we make sure that the card
3459 * supports enough samplers to allow the max number of vertex samplers with all possible
3460 * fixed function fragment processing setups. So once the program is linked these samplers
3464 /* Load vertex shader samplers */
3465 shader_glsl_load_vsamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3468 /* Load pixel shader samplers */
3469 shader_glsl_load_psamplers(gl_info
, (IWineD3DStateBlock
*)This
->stateBlock
, programId
);
3472 /* If the local constants do not have to be loaded with the environment constants,
3473 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3476 if(pshader
&& !((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.load_local_constsF
) {
3477 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
3479 if(vshader
&& !((IWineD3DVertexShaderImpl
*)vshader
)->baseShader
.load_local_constsF
) {
3480 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
3484 static GLhandleARB
create_glsl_blt_shader(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
3486 GLhandleARB program_id
;
3487 GLhandleARB vshader_id
, pshader_id
;
3488 static const char *blt_vshader
[] =
3493 " gl_Position = gl_Vertex;\n"
3494 " gl_FrontColor = vec4(1.0);\n"
3495 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3499 static const char *blt_pshaders
[tex_type_count
] =
3505 "uniform sampler2D sampler;\n"
3508 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3514 "uniform samplerCube sampler;\n"
3517 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3521 "#extension GL_ARB_texture_rectangle : enable\n"
3522 "uniform sampler2DRect sampler;\n"
3525 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3529 if (!blt_pshaders
[tex_type
])
3531 FIXME("tex_type %#x not supported\n", tex_type
);
3535 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3536 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
3537 GL_EXTCALL(glCompileShaderARB(vshader_id
));
3539 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3540 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshaders
[tex_type
], NULL
));
3541 GL_EXTCALL(glCompileShaderARB(pshader_id
));
3543 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
3544 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
3545 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
3546 GL_EXTCALL(glLinkProgramARB(program_id
));
3548 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
3550 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3553 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
3554 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
3558 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
3559 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3560 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3561 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3562 GLhandleARB program_id
= 0;
3563 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
3565 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3567 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
3568 else priv
->glsl_program
= NULL
;
3570 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3572 if (old_vertex_color_clamp
!= current_vertex_color_clamp
) {
3573 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
3574 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
3575 checkGLcall("glClampColorARB");
3577 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3581 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3582 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3583 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3584 checkGLcall("glUseProgramObjectARB");
3587 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
3588 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3589 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3590 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3591 GLhandleARB
*blt_program
= &priv
->depth_blt_program
[tex_type
];
3593 if (!*blt_program
) {
3595 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
);
3596 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
3597 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
3598 GL_EXTCALL(glUniform1iARB(loc
, 0));
3600 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
3604 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
3605 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3606 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3607 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3608 GLhandleARB program_id
;
3610 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3611 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3613 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3614 checkGLcall("glUseProgramObjectARB");
3617 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
3618 const struct list
*linked_programs
;
3619 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
3620 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3621 struct shader_glsl_priv
*priv
= device
->shader_priv
;
3622 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
3623 IWineD3DPixelShaderImpl
*ps
= NULL
;
3624 IWineD3DVertexShaderImpl
*vs
= NULL
;
3626 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3627 * can be called from IWineD3DBaseShader::Release
3629 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
);
3632 ps
= (IWineD3DPixelShaderImpl
*) This
;
3633 if(ps
->num_gl_shaders
== 0) return;
3635 vs
= (IWineD3DVertexShaderImpl
*) This
;
3636 if(vs
->num_gl_shaders
== 0) return;
3639 linked_programs
= &This
->baseShader
.linked_programs
;
3641 TRACE("Deleting linked programs\n");
3642 if (linked_programs
->next
) {
3643 struct glsl_shader_prog_link
*entry
, *entry2
;
3646 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
3647 delete_glsl_program_entry(priv
, gl_info
, entry
);
3650 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
3651 delete_glsl_program_entry(priv
, gl_info
, entry
);
3660 for(i
= 0; i
< ps
->num_gl_shaders
; i
++) {
3661 TRACE("deleting pshader %u\n", ps
->gl_shaders
[i
].prgId
);
3662 GL_EXTCALL(glDeleteObjectARB(ps
->gl_shaders
[i
].prgId
));
3663 checkGLcall("glDeleteObjectARB");
3666 HeapFree(GetProcessHeap(), 0, ps
->gl_shaders
);
3667 ps
->gl_shaders
= NULL
;
3668 ps
->num_gl_shaders
= 0;
3669 ps
->shader_array_size
= 0;
3674 for(i
= 0; i
< vs
->num_gl_shaders
; i
++) {
3675 TRACE("deleting vshader %u\n", vs
->gl_shaders
[i
].prgId
);
3676 GL_EXTCALL(glDeleteObjectARB(vs
->gl_shaders
[i
].prgId
));
3677 checkGLcall("glDeleteObjectARB");
3680 HeapFree(GetProcessHeap(), 0, vs
->gl_shaders
);
3681 vs
->gl_shaders
= NULL
;
3682 vs
->num_gl_shaders
= 0;
3683 vs
->shader_array_size
= 0;
3687 static unsigned int glsl_program_key_hash(const void *key
)
3689 const glsl_program_key_t
*k
= key
;
3691 unsigned int hash
= ((DWORD_PTR
) k
->vshader
) | ((DWORD_PTR
) k
->pshader
) << 16;
3692 hash
+= ~(hash
<< 15);
3693 hash
^= (hash
>> 10);
3694 hash
+= (hash
<< 3);
3695 hash
^= (hash
>> 6);
3696 hash
+= ~(hash
<< 11);
3697 hash
^= (hash
>> 16);
3702 static BOOL
glsl_program_key_compare(const void *keya
, const void *keyb
)
3704 const glsl_program_key_t
*ka
= keya
;
3705 const glsl_program_key_t
*kb
= keyb
;
3707 return ka
->vshader
== kb
->vshader
&& ka
->pshader
== kb
->pshader
&&
3708 (memcmp(&ka
->ps_args
, &kb
->ps_args
, sizeof(kb
->ps_args
)) == 0) &&
3709 (memcmp(&ka
->vs_args
, &kb
->vs_args
, sizeof(kb
->vs_args
)) == 0);
3712 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
3714 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
3715 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
3719 ERR("Failed to allocate memory\n");
3723 heap
->entries
= mem
;
3724 heap
->entries
[1].version
= 0;
3725 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
3731 static void constant_heap_free(struct constant_heap
*heap
)
3733 HeapFree(GetProcessHeap(), 0, heap
->entries
);
3736 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
3737 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3738 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3739 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
3740 SIZE_T stack_size
= wined3d_log2i(max(GL_LIMITS(vshader_constantsF
), GL_LIMITS(pshader_constantsF
))) + 1;
3742 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
3745 ERR("Failed to allocate memory.\n");
3746 HeapFree(GetProcessHeap(), 0, priv
);
3747 return E_OUTOFMEMORY
;
3750 if (!constant_heap_init(&priv
->vconst_heap
, GL_LIMITS(vshader_constantsF
)))
3752 ERR("Failed to initialize vertex shader constant heap\n");
3753 HeapFree(GetProcessHeap(), 0, priv
->stack
);
3754 HeapFree(GetProcessHeap(), 0, priv
);
3755 return E_OUTOFMEMORY
;
3758 if (!constant_heap_init(&priv
->pconst_heap
, GL_LIMITS(pshader_constantsF
)))
3760 ERR("Failed to initialize pixel shader constant heap\n");
3761 constant_heap_free(&priv
->vconst_heap
);
3762 HeapFree(GetProcessHeap(), 0, priv
->stack
);
3763 HeapFree(GetProcessHeap(), 0, priv
);
3764 return E_OUTOFMEMORY
;
3767 priv
->glsl_program_lookup
= hash_table_create(glsl_program_key_hash
, glsl_program_key_compare
);
3768 priv
->next_constant_version
= 1;
3770 This
->shader_priv
= priv
;
3774 static void shader_glsl_free(IWineD3DDevice
*iface
) {
3775 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3776 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3777 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3780 for (i
= 0; i
< tex_type_count
; ++i
)
3782 if (priv
->depth_blt_program
[i
])
3784 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program
[i
]));
3788 hash_table_destroy(priv
->glsl_program_lookup
, NULL
, NULL
);
3789 constant_heap_free(&priv
->pconst_heap
);
3790 constant_heap_free(&priv
->vconst_heap
);
3792 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
3793 This
->shader_priv
= NULL
;
3796 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
3797 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3801 static GLuint
shader_glsl_generate_pshader(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
) {
3802 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3803 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3804 CONST DWORD
*function
= This
->baseShader
.function
;
3805 const char *fragcolor
;
3806 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3808 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3809 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3811 shader_addline(buffer
, "#version 120\n");
3813 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3814 shader_addline(buffer
, "#extension GL_ARB_draw_buffers : enable\n");
3816 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3817 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3818 * drivers write a warning if we don't do so
3820 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3823 /* Base Declarations */
3824 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, args
);
3826 /* Pack 3.0 inputs */
3827 if (reg_maps
->shader_version
>= WINED3DPS_VERSION(3,0) && args
->vp_mode
!= vertexshader
) {
3828 pshader_glsl_input_pack(buffer
, This
->semantics_in
, iface
, args
->vp_mode
);
3831 /* Base Shader Body */
3832 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3834 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3835 if (reg_maps
->shader_version
< WINED3DPS_VERSION(2,0))
3837 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3838 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
3839 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
3841 shader_addline(buffer
, "gl_FragColor = R0;\n");
3844 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
3845 fragcolor
= "gl_FragData[0]";
3847 fragcolor
= "gl_FragColor";
3849 if(args
->srgb_correction
) {
3850 shader_addline(buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3851 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
3852 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
3853 shader_addline(buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
3854 shader_addline(buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
3855 shader_addline(buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
3856 shader_addline(buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
3857 shader_addline(buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
3859 /* Pixel shader < 3.0 do not replace the fog stage.
3860 * This implements linear fog computation and blending.
3861 * TODO: non linear fog
3862 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3863 * -1/(e-s) and e/(e-s) respectively.
3865 if(reg_maps
->shader_version
< WINED3DPS_VERSION(3,0)) {
3867 case FOG_OFF
: break;
3869 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3870 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
3871 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3872 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3875 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3876 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3877 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
3878 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3881 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3882 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3883 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
3884 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3889 shader_addline(buffer
, "}\n");
3891 TRACE("Compiling shader object %u\n", shader_obj
);
3892 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3893 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3894 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3896 /* Store the shader object */
3900 static GLuint
shader_glsl_generate_vshader(IWineD3DVertexShader
*iface
, SHADER_BUFFER
*buffer
, const struct vs_compile_args
*args
) {
3901 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
3902 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3903 CONST DWORD
*function
= This
->baseShader
.function
;
3904 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3906 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3907 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3909 shader_addline(buffer
, "#version 120\n");
3911 /* Base Declarations */
3912 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, NULL
);
3914 /* Base Shader Body */
3915 shader_generate_main( (IWineD3DBaseShader
*) This
, buffer
, reg_maps
, function
);
3917 /* Unpack 3.0 outputs */
3918 if (reg_maps
->shader_version
>= WINED3DVS_VERSION(3,0)) shader_addline(buffer
, "order_ps_input(OUT);\n");
3919 else shader_addline(buffer
, "order_ps_input();\n");
3921 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3922 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3923 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3924 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3926 if(args
->fog_src
== VS_FOG_Z
) {
3927 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
3928 } else if (!reg_maps
->fog
) {
3929 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
3932 /* Write the final position.
3934 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3935 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3936 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3937 * contains 1.0 to allow a mad.
3939 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3940 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3942 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3944 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3945 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3946 * which is the same as z = z * 2 - w.
3948 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3950 shader_addline(buffer
, "}\n");
3952 TRACE("Compiling shader object %u\n", shader_obj
);
3953 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3954 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3955 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3960 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
3962 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
3963 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
3964 * vs_nv_version which is based on NV_vertex_program.
3965 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
3966 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
3967 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
3968 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
3970 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3971 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
3973 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
3974 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
3975 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
3977 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
3978 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
3979 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
3980 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
3981 * in max native instructions. Intel and others also offer the info in this extension but they
3982 * don't support GLSL (at least on Windows).
3984 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
3985 * of instructions is 512 or less we have to do with ps2.0 hardware.
3986 * 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.
3988 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
3989 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
3991 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
3993 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3994 * Direct3D minimum requirement.
3996 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
3997 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
3999 * The problem is that the refrast clamps temporary results in the shader to
4000 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4001 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4002 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4003 * offer a way to query this.
4005 pCaps
->PixelShader1xMaxValue
= 8.0;
4006 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
4009 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4011 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4013 TRACE("Checking support for fixup:\n");
4014 dump_color_fixup_desc(fixup
);
4017 /* We support everything except YUV conversions. */
4018 if (!is_yuv_fixup(fixup
))
4024 TRACE("[FAILED]\n");
4028 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4030 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4031 /* WINED3DSIH_ADD */ shader_glsl_arith
,
4032 /* WINED3DSIH_BEM */ pshader_glsl_bem
,
4033 /* WINED3DSIH_BREAK */ shader_glsl_break
,
4034 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
4035 /* WINED3DSIH_BREAKP */ NULL
,
4036 /* WINED3DSIH_CALL */ shader_glsl_call
,
4037 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
4038 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
4039 /* WINED3DSIH_CND */ shader_glsl_cnd
,
4040 /* WINED3DSIH_CRS */ shader_glsl_cross
,
4041 /* WINED3DSIH_DCL */ NULL
,
4042 /* WINED3DSIH_DEF */ NULL
,
4043 /* WINED3DSIH_DEFB */ NULL
,
4044 /* WINED3DSIH_DEFI */ NULL
,
4045 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add
,
4046 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
4047 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
4048 /* WINED3DSIH_DST */ shader_glsl_dst
,
4049 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
4050 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
4051 /* WINED3DSIH_ELSE */ shader_glsl_else
,
4052 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
4053 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
4054 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
4055 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
4056 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
4057 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
4058 /* WINED3DSIH_IF */ shader_glsl_if
,
4059 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
4060 /* WINED3DSIH_LABEL */ shader_glsl_label
,
4061 /* WINED3DSIH_LIT */ shader_glsl_lit
,
4062 /* WINED3DSIH_LOG */ shader_glsl_log
,
4063 /* WINED3DSIH_LOGP */ shader_glsl_log
,
4064 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
4065 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
4066 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
4067 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
4068 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
4069 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
4070 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
4071 /* WINED3DSIH_MAD */ shader_glsl_mad
,
4072 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
4073 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
4074 /* WINED3DSIH_MOV */ shader_glsl_mov
,
4075 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
4076 /* WINED3DSIH_MUL */ shader_glsl_arith
,
4077 /* WINED3DSIH_NOP */ NULL
,
4078 /* WINED3DSIH_NRM */ shader_glsl_map2gl
,
4079 /* WINED3DSIH_PHASE */ NULL
,
4080 /* WINED3DSIH_POW */ shader_glsl_pow
,
4081 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
4082 /* WINED3DSIH_REP */ shader_glsl_rep
,
4083 /* WINED3DSIH_RET */ NULL
,
4084 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
4085 /* WINED3DSIH_SETP */ NULL
,
4086 /* WINED3DSIH_SGE */ shader_glsl_compare
,
4087 /* WINED3DSIH_SGN */ shader_glsl_map2gl
,
4088 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
4089 /* WINED3DSIH_SLT */ shader_glsl_compare
,
4090 /* WINED3DSIH_SUB */ shader_glsl_arith
,
4091 /* WINED3DSIH_TEX */ pshader_glsl_tex
,
4092 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem
,
4093 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem
,
4094 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord
,
4095 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth
,
4096 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3
,
4097 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex
,
4098 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill
,
4099 /* WINED3DSIH_TEXLDD */ NULL
,
4100 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
4101 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth
,
4102 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad
,
4103 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex
,
4104 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3
,
4105 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4106 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad
,
4107 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec
,
4108 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex
,
4109 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec
,
4110 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar
,
4111 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb
,
4112 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb
,
4115 const shader_backend_t glsl_shader_backend
= {
4116 shader_glsl_instruction_handler_table
,
4118 shader_glsl_select_depth_blt
,
4119 shader_glsl_deselect_depth_blt
,
4120 shader_glsl_update_float_vertex_constants
,
4121 shader_glsl_update_float_pixel_constants
,
4122 shader_glsl_load_constants
,
4123 shader_glsl_color_correction
,
4124 shader_glsl_destroy
,
4127 shader_glsl_dirty_const
,
4128 shader_glsl_generate_pshader
,
4129 shader_glsl_generate_vshader
,
4130 shader_glsl_get_caps
,
4131 shader_glsl_color_fixup_supported
,