- update wined3d/d3d8/d3d9 to Wine 1.1.15
[reactos.git] / reactos / dll / directx / wine / wined3d / glsl_shader.c
1 /*
2 * GLSL pixel and vertex shader implementation
3 *
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 *
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.
12 *
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.
17 *
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
21 */
22
23 /*
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.
29 */
30
31 #include "config.h"
32 #include <limits.h>
33 #include <stdio.h>
34 #include "wined3d_private.h"
35
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);
40
41 #define GLINFO_LOCATION (*gl_info)
42
43 typedef struct {
44 char reg_name[150];
45 char mask_str[6];
46 } glsl_dst_param_t;
47
48 typedef struct {
49 char reg_name[150];
50 char param_str[100];
51 } glsl_src_param_t;
52
53 typedef struct {
54 const char *name;
55 DWORD coord_mask;
56 } glsl_sample_function_t;
57
58 enum heap_node_op
59 {
60 HEAP_NODE_TRAVERSE_LEFT,
61 HEAP_NODE_TRAVERSE_RIGHT,
62 HEAP_NODE_POP,
63 };
64
65 struct constant_entry
66 {
67 unsigned int idx;
68 unsigned int version;
69 };
70
71 struct constant_heap
72 {
73 struct constant_entry *entries;
74 unsigned int *positions;
75 unsigned int size;
76 };
77
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;
84 unsigned char *stack;
85 GLhandleARB depth_blt_program[tex_type_count];
86 UINT next_constant_version;
87 };
88
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;
109 };
110
111 typedef struct {
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;
117
118
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)
121 {
122 int infologLength = 0;
123 char *infoLog;
124 unsigned int i;
125 BOOL is_spam;
126
127 static const char * const spam[] =
128 {
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 */
140 };
141
142 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
143
144 GL_EXTCALL(glGetObjectParameterivARB(obj,
145 GL_OBJECT_INFO_LOG_LENGTH_ARB,
146 &infologLength));
147
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)
151 {
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
154 */
155 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
156 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
157 is_spam = FALSE;
158
159 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
160 if(strcmp(infoLog, spam[i]) == 0) {
161 is_spam = TRUE;
162 break;
163 }
164 }
165 if(is_spam) {
166 TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
167 } else {
168 FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
169 }
170 HeapFree(GetProcessHeap(), 0, infoLog);
171 }
172 }
173
174 /**
175 * Loads (pixel shader) samplers
176 */
177 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
178 {
179 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
180 GLhandleARB name_loc;
181 int i;
182 char sampler_name[20];
183
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");
193 } else {
194 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
195 }
196 }
197 }
198 }
199
200 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
201 {
202 IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
203 GLhandleARB name_loc;
204 char sampler_name[20];
205 int i;
206
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");
216 } else {
217 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
218 }
219 }
220 }
221 }
222
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)
225 {
226 int stack_idx = 0;
227 unsigned int heap_idx = 1;
228 unsigned int idx;
229
230 if (heap->entries[heap_idx].version <= version) return;
231
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;
235
236 while (stack_idx >= 0)
237 {
238 /* Note that we fall through to the next case statement. */
239 switch(stack[stack_idx])
240 {
241 case HEAP_NODE_TRAVERSE_LEFT:
242 {
243 unsigned int left_idx = heap_idx << 1;
244 if (left_idx < heap->size && heap->entries[left_idx].version > version)
245 {
246 heap_idx = left_idx;
247 idx = heap->entries[heap_idx].idx;
248 if (constant_locations[idx] != -1)
249 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
250
251 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
252 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
253 break;
254 }
255 }
256
257 case HEAP_NODE_TRAVERSE_RIGHT:
258 {
259 unsigned int right_idx = (heap_idx << 1) + 1;
260 if (right_idx < heap->size && heap->entries[right_idx].version > version)
261 {
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]));
266
267 stack[stack_idx++] = HEAP_NODE_POP;
268 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
269 break;
270 }
271 }
272
273 case HEAP_NODE_POP:
274 {
275 heap_idx >>= 1;
276 --stack_idx;
277 break;
278 }
279 }
280 }
281 checkGLcall("walk_constant_heap()");
282 }
283
284 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
285 {
286 GLfloat clamped_constant[4];
287
288 if (location == -1) return;
289
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];
294
295 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
296 }
297
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)
300 {
301 int stack_idx = 0;
302 unsigned int heap_idx = 1;
303 unsigned int idx;
304
305 if (heap->entries[heap_idx].version <= version) return;
306
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;
310
311 while (stack_idx >= 0)
312 {
313 /* Note that we fall through to the next case statement. */
314 switch(stack[stack_idx])
315 {
316 case HEAP_NODE_TRAVERSE_LEFT:
317 {
318 unsigned int left_idx = heap_idx << 1;
319 if (left_idx < heap->size && heap->entries[left_idx].version > version)
320 {
321 heap_idx = left_idx;
322 idx = heap->entries[heap_idx].idx;
323 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
324
325 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
326 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
327 break;
328 }
329 }
330
331 case HEAP_NODE_TRAVERSE_RIGHT:
332 {
333 unsigned int right_idx = (heap_idx << 1) + 1;
334 if (right_idx < heap->size && heap->entries[right_idx].version > version)
335 {
336 heap_idx = right_idx;
337 idx = heap->entries[heap_idx].idx;
338 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
339
340 stack[stack_idx++] = HEAP_NODE_POP;
341 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
342 break;
343 }
344 }
345
346 case HEAP_NODE_POP:
347 {
348 heap_idx >>= 1;
349 --stack_idx;
350 break;
351 }
352 }
353 }
354 checkGLcall("walk_constant_heap_clamped()");
355 }
356
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)
361 {
362 const local_constant *lconst;
363
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);
368 else
369 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
370
371 if (!This->baseShader.load_local_constsF)
372 {
373 TRACE("No need to load local float constants for this shader\n");
374 return;
375 }
376
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)
379 {
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));
383 }
384 checkGLcall("glUniform4fvARB()");
385 }
386
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)
390 {
391 unsigned int i;
392 struct list* ptr;
393
394 for (i = 0; constants_set; constants_set >>= 1, ++i)
395 {
396 if (!(constants_set & 1)) continue;
397
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]);
400
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");
404 }
405
406 /* Load immediate constants */
407 ptr = list_head(&This->baseShader.constantsI);
408 while (ptr) {
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;
412
413 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
414 values[0], values[1], values[2], values[3]);
415
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);
420 }
421 }
422
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)
426 {
427 GLhandleARB tmp_loc;
428 unsigned int i;
429 char tmp_name[8];
430 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
431 const char* prefix = is_pshader? "PB":"VB";
432 struct list* ptr;
433
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)
437 {
438 if (!(constants_set & 1)) continue;
439
440 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
441
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));
446 if (tmp_loc != -1)
447 {
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");
451 }
452 }
453
454 /* Load immediate constants */
455 ptr = list_head(&This->baseShader.constantsB);
456 while (ptr) {
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;
460
461 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
462
463 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
464 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
465 if (tmp_loc != -1) {
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");
469 }
470 ptr = list_next(&This->baseShader.constantsB, ptr);
471 }
472 }
473
474 static void reset_program_constant_version(void *value, void *context)
475 {
476 struct glsl_shader_prog_link *entry = value;
477 entry->constant_version = 0;
478 }
479
480 /**
481 * Loads the app-supplied constants into the currently set GLSL program.
482 */
483 static void shader_glsl_load_constants(
484 IWineD3DDevice* device,
485 char usePixelShader,
486 char useVertexShader) {
487
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;
492
493 GLhandleARB programId;
494 struct glsl_shader_prog_link *prog = priv->glsl_program;
495 UINT constant_version;
496 int i;
497
498 if (!prog) {
499 /* No GLSL program set - nothing to do. */
500 return;
501 }
502 programId = prog->programId;
503 constant_version = prog->constant_version;
504
505 if (useVertexShader) {
506 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
507
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);
511
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);
516 }
517
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);
522 }
523
524 /* Upload the position fixup params */
525 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
526 checkGLcall("glUniform4fvARB");
527 }
528
529 if (usePixelShader) {
530
531 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
532
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);
536
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);
541 }
542
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);
547 }
548
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.
551 */
552 for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) {
553 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
554 int stage = ps->luminanceconst[i].texunit;
555
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");
559
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
562 */
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];
566
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");
571 }
572 }
573
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;
579 } else {
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;
583 }
584 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
585 }
586 }
587
588 if (priv->next_constant_version == UINT_MAX)
589 {
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;
593 }
594 else
595 {
596 prog->constant_version = priv->next_constant_version++;
597 }
598 }
599
600 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
601 unsigned int heap_idx, DWORD new_version)
602 {
603 struct constant_entry *entries = heap->entries;
604 unsigned int *positions = heap->positions;
605 unsigned int parent_idx;
606
607 while (heap_idx > 1)
608 {
609 parent_idx = heap_idx >> 1;
610
611 if (new_version <= entries[parent_idx].version) break;
612
613 entries[heap_idx] = entries[parent_idx];
614 positions[entries[parent_idx].idx] = heap_idx;
615 heap_idx = parent_idx;
616 }
617
618 entries[heap_idx].version = new_version;
619 entries[heap_idx].idx = idx;
620 positions[idx] = heap_idx;
621 }
622
623 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
624 {
625 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
626 struct shader_glsl_priv *priv = This->shader_priv;
627 struct constant_heap *heap = &priv->vconst_heap;
628 UINT i;
629
630 for (i = start; i < count + start; ++i)
631 {
632 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
633 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
634 else
635 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
636 }
637 }
638
639 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
640 {
641 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
642 struct shader_glsl_priv *priv = This->shader_priv;
643 struct constant_heap *heap = &priv->pconst_heap;
644 UINT i;
645
646 for (i = start; i < count + start; ++i)
647 {
648 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
649 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
650 else
651 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
652 }
653 }
654
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)
659 {
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;
665
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';
669
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);
674 }
675
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);
681 }
682
683 if (This->baseShader.limits.constant_int > 0)
684 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
685
686 if (This->baseShader.limits.constant_bool > 0)
687 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
688
689 if(!pshader) {
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
699 * inout.
700 */
701 if (shader_version >= WINED3DVS_VERSION(3, 0))
702 {
703 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
704 } else {
705 shader_addline(buffer, "void order_ps_input();\n");
706 }
707 } else {
708 IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
709
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]) {
713 continue;
714 }
715
716 ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i;
717 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
718
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++;
724 } else {
725 ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1;
726 }
727
728 extra_constants_needed++;
729 ps_impl->numbumpenvmatconsts++;
730 }
731
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);
737 }
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++;
743 } else {
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
746 */
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);
751 }
752 shader_addline(buffer, "vec4 vpos;\n");
753 }
754 }
755
756 /* Declare texture samplers */
757 for (i = 0; i < This->baseShader.limits.sampler; i++) {
758 if (reg_maps->samplers[i]) {
759
760 DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK;
761 switch (stype) {
762
763 case WINED3DSTT_1D:
764 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
765 break;
766 case WINED3DSTT_2D:
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);
770 } else {
771 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
772 }
773 break;
774 case WINED3DSTT_CUBE:
775 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
776 break;
777 case WINED3DSTT_VOLUME:
778 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
779 break;
780 default:
781 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
782 FIXME("Unrecognized sampler type: %#x\n", stype);
783 break;
784 }
785 }
786 }
787
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);
792 }
793
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);
798 }
799
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
802 */
803 if (pshader && shader_version >= WINED3DPS_VERSION(3, 0))
804 {
805 if (use_vs(device->stateBlock))
806 {
807 shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
808 } else {
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.
812 */
813 shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4);
814 }
815 }
816
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);
820 }
821
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);
826 }
827
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);
832 }
833
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);
838 }
839
840 /* Temporary variables for matrix operations */
841 shader_addline(buffer, "vec4 tmp0;\n");
842 shader_addline(buffer, "vec4 tmp1;\n");
843
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.
847 */
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);
851 }
852 }
853
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.
861 *
862 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
863 *
864 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
865 *
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.
870 */
871 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
872 }
873 }
874
875 /*****************************************************************************
876 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
877 *
878 * For more information, see http://wiki.winehq.org/DirectX-Shaders
879 ****************************************************************************/
880
881 /* Prototypes */
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);
884
885 /** Used for opcode modifiers - They multiply the result by the specified amount */
886 static const char * const shift_glsl_tab[] = {
887 "", /* 0 (none) */
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) */
893 "", /* 6 (x64) */
894 "", /* 7 (x128) */
895 "", /* 8 (d256) */
896 "", /* 9 (d128) */
897 "", /* 10 (d64) */
898 "", /* 11 (d32) */
899 "0.0625 * ", /* 12 (d16) */
900 "0.125 * ", /* 13 (d8) */
901 "0.25 * ", /* 14 (d4) */
902 "0.5 * " /* 15 (d2) */
903 };
904
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 (
907 const DWORD instr,
908 const char *in_reg,
909 const char *in_regswizzle,
910 char *out_str) {
911
912 out_str[0] = 0;
913
914 if (instr == WINED3DSIO_TEXKILL)
915 return;
916
917 switch (instr & WINED3DSP_SRCMOD_MASK) {
918 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
919 case WINED3DSPSM_DW:
920 case WINED3DSPSM_NONE:
921 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
922 break;
923 case WINED3DSPSM_NEG:
924 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
925 break;
926 case WINED3DSPSM_NOT:
927 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
928 break;
929 case WINED3DSPSM_BIAS:
930 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
931 break;
932 case WINED3DSPSM_BIASNEG:
933 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
934 break;
935 case WINED3DSPSM_SIGN:
936 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
937 break;
938 case WINED3DSPSM_SIGNNEG:
939 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
940 break;
941 case WINED3DSPSM_COMP:
942 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
943 break;
944 case WINED3DSPSM_X2:
945 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
946 break;
947 case WINED3DSPSM_X2NEG:
948 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
949 break;
950 case WINED3DSPSM_ABS:
951 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
952 break;
953 case WINED3DSPSM_ABSNEG:
954 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
955 break;
956 default:
957 FIXME("Unhandled modifier %u\n", (instr & WINED3DSP_SRCMOD_MASK));
958 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
959 }
960 }
961
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)
966 {
967 /* oPos, oFog and oPts in D3D */
968 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
969
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);
977 char tmpStr[150];
978
979 *is_color = FALSE;
980
981 switch (regtype) {
982 case WINED3DSPR_TEMP:
983 sprintf(tmpStr, "R%u", reg);
984 break;
985 case WINED3DSPR_INPUT:
986 if (pshader) {
987 /* Pixel shaders >= 3.0 */
988 if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3)
989 {
990 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
991
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);
995
996 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
997 * operation there
998 */
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]);
1005 } else {
1006 sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]);
1007 }
1008 } else {
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);
1014 } else {
1015 sprintf(tmpStr, "IN[%s]", rel_param.param_str);
1016 }
1017 }
1018 } else {
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");
1024 } else {
1025 sprintf(tmpStr, "IN[%u]", idx);
1026 }
1027 }
1028 } else {
1029 if (reg==0)
1030 strcpy(tmpStr, "gl_Color");
1031 else
1032 strcpy(tmpStr, "gl_SecondaryColor");
1033 }
1034 } else {
1035 if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << reg)) *is_color = TRUE;
1036 sprintf(tmpStr, "attrib%u", reg);
1037 }
1038 break;
1039 case WINED3DSPR_CONST:
1040 {
1041 const char prefix = pshader? 'P':'V';
1042
1043 /* Relative addressing */
1044 if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
1045
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)
1049 {
1050 glsl_src_param_t rel_param;
1051 shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
1052 if(reg) {
1053 sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg);
1054 } else {
1055 sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str);
1056 }
1057 } else {
1058 if(reg) {
1059 sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg);
1060 } else {
1061 sprintf(tmpStr, "%cC[A0.x]", prefix);
1062 }
1063 }
1064
1065 } else {
1066 if(shader_constant_is_local(This, reg)) {
1067 sprintf(tmpStr, "%cLC%u", prefix, reg);
1068 } else {
1069 sprintf(tmpStr, "%cC[%u]", prefix, reg);
1070 }
1071 }
1072
1073 break;
1074 }
1075 case WINED3DSPR_CONSTINT:
1076 if (pshader)
1077 sprintf(tmpStr, "PI[%u]", reg);
1078 else
1079 sprintf(tmpStr, "VI[%u]", reg);
1080 break;
1081 case WINED3DSPR_CONSTBOOL:
1082 if (pshader)
1083 sprintf(tmpStr, "PB[%u]", reg);
1084 else
1085 sprintf(tmpStr, "VB[%u]", reg);
1086 break;
1087 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1088 if (pshader) {
1089 sprintf(tmpStr, "T%u", reg);
1090 } else {
1091 sprintf(tmpStr, "A%u", reg);
1092 }
1093 break;
1094 case WINED3DSPR_LOOP:
1095 sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1);
1096 break;
1097 case WINED3DSPR_SAMPLER:
1098 if (pshader)
1099 sprintf(tmpStr, "Psampler%u", reg);
1100 else
1101 sprintf(tmpStr, "Vsampler%u", reg);
1102 break;
1103 case WINED3DSPR_COLOROUT:
1104 if (reg >= GL_LIMITS(buffers)) {
1105 WARN("Write to render target %u, only %d supported\n", reg, 4);
1106 }
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");
1111 }
1112 break;
1113 case WINED3DSPR_RASTOUT:
1114 sprintf(tmpStr, "%s", hwrastout_reg_names[reg]);
1115 break;
1116 case WINED3DSPR_DEPTHOUT:
1117 sprintf(tmpStr, "gl_FragDepth");
1118 break;
1119 case WINED3DSPR_ATTROUT:
1120 if (reg == 0) {
1121 sprintf(tmpStr, "gl_FrontColor");
1122 } else {
1123 sprintf(tmpStr, "gl_FrontSecondaryColor");
1124 }
1125 break;
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);
1130 break;
1131 case WINED3DSPR_MISCTYPE:
1132 if (reg == 0) {
1133 /* vPos */
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
1138 */
1139 sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)");
1140 } else {
1141 FIXME("Unhandled misctype register %d\n", reg);
1142 sprintf(tmpStr, "unrecognized_register");
1143 }
1144 break;
1145 default:
1146 FIXME("Unhandled register name Type(%d)\n", regtype);
1147 sprintf(tmpStr, "unrecognized_register");
1148 break;
1149 }
1150
1151 strcat(regstr, tmpStr);
1152 }
1153
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;
1158
1159 if (shader_is_scalar(param)) {
1160 mask = WINED3DSP_WRITEMASK_0;
1161 } else {
1162 *ptr++ = '.';
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';
1167 }
1168
1169 *ptr = '\0';
1170
1171 return mask;
1172 }
1173
1174 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1175 unsigned int size = 0;
1176
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;
1181
1182 return size;
1183 }
1184
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;
1192
1193 if (!shader_is_scalar(param)) {
1194 *ptr++ = '.';
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];
1200 }
1201
1202 *ptr = '\0';
1203 }
1204
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)
1210 {
1211 BOOL is_color = FALSE;
1212 char swizzle_str[6];
1213
1214 src_param->reg_name[0] = '\0';
1215 src_param->param_str[0] = '\0';
1216 swizzle_str[0] = '\0';
1217
1218 shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg);
1219
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);
1222 }
1223
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)
1229 {
1230 BOOL is_color = FALSE;
1231
1232 dst_param->mask_str[0] = '\0';
1233 dst_param->reg_name[0] = '\0';
1234
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);
1237 }
1238
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)
1241 {
1242 glsl_dst_param_t dst_param;
1243 DWORD mask;
1244 int shift;
1245
1246 mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param);
1247
1248 if(mask) {
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]);
1251 }
1252
1253 return mask;
1254 }
1255
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)
1258 {
1259 return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
1260 }
1261
1262 /** Process GLSL instruction modifiers */
1263 void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
1264 {
1265 DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
1266
1267 if (arg->opcode->dst_token && mask != 0) {
1268 glsl_dst_param_t dst_param;
1269
1270 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
1271
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);
1276 }
1277 if (mask & WINED3DSPDM_MSAMPCENTROID) {
1278 FIXME("_centroid modifier not handled\n");
1279 }
1280 if (mask & WINED3DSPDM_PARTIALPRECISION) {
1281 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1282 }
1283 }
1284 }
1285
1286 static inline const char* shader_get_comp_op(
1287 const DWORD opcode) {
1288
1289 DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
1290 switch (op) {
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 "<=";
1297 default:
1298 FIXME("Unrecognized comparison value: %u\n", op);
1299 return "(\?\?)";
1300 }
1301 }
1302
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) {
1306 case WINED3DSTT_1D:
1307 sample_function->name = projected ? "texture1DProj" : "texture1D";
1308 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1309 break;
1310 case WINED3DSTT_2D:
1311 if(texrect) {
1312 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1313 } else {
1314 sample_function->name = projected ? "texture2DProj" : "texture2D";
1315 }
1316 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1317 break;
1318 case WINED3DSTT_CUBE:
1319 sample_function->name = "textureCube";
1320 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1321 break;
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;
1325 break;
1326 default:
1327 sample_function->name = "";
1328 sample_function->coord_mask = 0;
1329 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1330 break;
1331 }
1332 }
1333
1334 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1335 BOOL sign_fixup, enum fixup_channel_source channel_source)
1336 {
1337 switch(channel_source)
1338 {
1339 case CHANNEL_SOURCE_ZERO:
1340 strcat(arguments, "0.0");
1341 break;
1342
1343 case CHANNEL_SOURCE_ONE:
1344 strcat(arguments, "1.0");
1345 break;
1346
1347 case CHANNEL_SOURCE_X:
1348 strcat(arguments, reg_name);
1349 strcat(arguments, ".x");
1350 break;
1351
1352 case CHANNEL_SOURCE_Y:
1353 strcat(arguments, reg_name);
1354 strcat(arguments, ".y");
1355 break;
1356
1357 case CHANNEL_SOURCE_Z:
1358 strcat(arguments, reg_name);
1359 strcat(arguments, ".z");
1360 break;
1361
1362 case CHANNEL_SOURCE_W:
1363 strcat(arguments, reg_name);
1364 strcat(arguments, ".w");
1365 break;
1366
1367 default:
1368 FIXME("Unhandled channel source %#x\n", channel_source);
1369 strcat(arguments, "undefined");
1370 break;
1371 }
1372
1373 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1374 }
1375
1376 static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
1377 {
1378 unsigned int mask_size, remaining;
1379 glsl_dst_param_t dst_param;
1380 char arguments[256];
1381 DWORD mask;
1382 BOOL dummy;
1383
1384 mask = 0;
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;
1389 mask &= arg->dst;
1390
1391 if (!mask) return; /* Nothing to do */
1392
1393 if (is_yuv_fixup(fixup))
1394 {
1395 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1396 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1397 return;
1398 }
1399
1400 mask_size = shader_glsl_get_write_mask_size(mask);
1401
1402 dst_param.mask_str[0] = '\0';
1403 shader_glsl_get_write_mask(mask, dst_param.mask_str);
1404
1405 dst_param.reg_name[0] = '\0';
1406 shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
1407
1408 arguments[0] = '\0';
1409 remaining = mask_size;
1410 if (mask & WINED3DSP_WRITEMASK_0)
1411 {
1412 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1413 if (--remaining) strcat(arguments, ", ");
1414 }
1415 if (mask & WINED3DSP_WRITEMASK_1)
1416 {
1417 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1418 if (--remaining) strcat(arguments, ", ");
1419 }
1420 if (mask & WINED3DSP_WRITEMASK_2)
1421 {
1422 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1423 if (--remaining) strcat(arguments, ", ");
1424 }
1425 if (mask & WINED3DSP_WRITEMASK_3)
1426 {
1427 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1428 if (--remaining) strcat(arguments, ", ");
1429 }
1430
1431 if (mask_size > 1)
1432 {
1433 shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
1434 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1435 }
1436 else
1437 {
1438 shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1439 }
1440 }
1441
1442 /*****************************************************************************
1443 *
1444 * Begin processing individual instruction opcodes
1445 *
1446 ****************************************************************************/
1447
1448 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1449 static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
1450 {
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;
1455 DWORD write_mask;
1456 char op;
1457
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;
1463 default:
1464 op = ' ';
1465 FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name);
1466 break;
1467 }
1468
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);
1473 }
1474
1475 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1476 static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
1477 {
1478 SHADER_BUFFER* buffer = arg->buffer;
1479 glsl_src_param_t src0_param;
1480 DWORD write_mask;
1481
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);
1484
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))
1490 {
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);
1495 } else {
1496 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1497 }
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);
1503 } else {
1504 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1505 }
1506 } else {
1507 shader_addline(buffer, "%s);\n", src0_param.param_str);
1508 }
1509 }
1510
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)
1513 {
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;
1520
1521 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1522 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1523
1524 /* dp3 works on vec3, dp4 on vec4 */
1525 if (curOpcode->opcode == WINED3DSIO_DP4) {
1526 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1527 } else {
1528 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1529 }
1530
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);
1533
1534 if (dst_size > 1) {
1535 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1536 } else {
1537 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1538 }
1539 }
1540
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)
1544 {
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;
1548 char dst_mask[6];
1549
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);
1555 }
1556
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)
1561 {
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;
1567
1568 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1569 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1570
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);
1573
1574 if (dst_size > 1) {
1575 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1576 } else {
1577 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1578 }
1579 }
1580
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)
1585 {
1586 SHADER_BUFFER *buffer = arg->buffer;
1587 glsl_src_param_t src0_param;
1588 DWORD dst_write_mask;
1589 unsigned int dst_size;
1590
1591 dst_write_mask = shader_glsl_append_dst(buffer, arg);
1592 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1593
1594 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
1595
1596 if (dst_size > 1) {
1597 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1598 } else {
1599 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1600 }
1601 }
1602
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)
1605 {
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];
1611 DWORD write_mask;
1612 unsigned i;
1613
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);
1628 break;
1629 }
1630
1631 write_mask = shader_glsl_append_dst(buffer, arg);
1632
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);
1641 }
1642 }
1643
1644 shader_addline(buffer, "%s(%s));\n", instruction, arguments);
1645 }
1646
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)
1652 * dst.w = 1.0;
1653 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1654 * dst = 2^src; (partial precision is allowed, but optional)
1655 */
1656 static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
1657 {
1658 glsl_src_param_t src_param;
1659
1660 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param);
1661
1662 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(2,0))
1663 {
1664 char dst_mask[6];
1665
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");
1670
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);
1674 } else {
1675 DWORD write_mask;
1676 unsigned int mask_size;
1677
1678 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1679 mask_size = shader_glsl_get_write_mask_size(write_mask);
1680
1681 if (mask_size > 1) {
1682 shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1683 } else {
1684 shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str);
1685 }
1686 }
1687 }
1688
1689 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1690 static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
1691 {
1692 glsl_src_param_t src_param;
1693 DWORD write_mask;
1694 unsigned int mask_size;
1695
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);
1699
1700 if (mask_size > 1) {
1701 shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1702 } else {
1703 shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str);
1704 }
1705 }
1706
1707 static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
1708 {
1709 SHADER_BUFFER* buffer = arg->buffer;
1710 glsl_src_param_t src_param;
1711 DWORD write_mask;
1712 unsigned int mask_size;
1713
1714 write_mask = shader_glsl_append_dst(buffer, arg);
1715 mask_size = shader_glsl_get_write_mask_size(write_mask);
1716
1717 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param);
1718
1719 if (mask_size > 1) {
1720 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
1721 } else {
1722 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
1723 }
1724 }
1725
1726 /** Process signed comparison opcodes in GLSL. */
1727 static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
1728 {
1729 glsl_src_param_t src0_param;
1730 glsl_src_param_t src1_param;
1731 DWORD write_mask;
1732 unsigned int mask_size;
1733
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);
1738
1739 if (mask_size > 1) {
1740 const char *compare;
1741
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);
1747 }
1748
1749 shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
1750 src0_param.param_str, src1_param.param_str);
1751 } else {
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
1759 * a scalar.
1760 */
1761 shader_addline(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str);
1762 break;
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);
1766 break;
1767 default:
1768 FIXME("Can't handle opcode %s\n", arg->opcode->name);
1769 }
1770
1771 }
1772 }
1773
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)
1776 {
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;
1781 unsigned int i, j;
1782 char mask_char[6];
1783 BOOL temp_destination = FALSE;
1784
1785 if(shader_is_scalar(arg->src[0])) {
1786 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1787
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);
1791
1792 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1793 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1794 } else {
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);
1803
1804 /* Cycle through all source0 channels */
1805 for (i=0; i<4; i++) {
1806 write_mask = 0;
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;
1812 }
1813 }
1814
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
1818 */
1819 if((src0reg == dstreg && src0regtype == dstregtype) ||
1820 (src1reg == dstreg && src1regtype == dstregtype) ||
1821 (src2reg == dstreg && src2regtype == dstregtype)) {
1822
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;
1827 } else {
1828 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1829 if (!write_mask) continue;
1830 }
1831
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);
1835
1836 shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
1837 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1838 }
1839
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);
1844 }
1845 }
1846
1847 }
1848
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)
1853 {
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;
1858 unsigned int i, j;
1859
1860 if (arg->reg_maps->shader_version < WINED3DPS_VERSION(1, 4))
1861 {
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);
1866
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);
1870 } else {
1871 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1872 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1873 }
1874 return;
1875 }
1876 /* Cycle through all source0 channels */
1877 for (i=0; i<4; i++) {
1878 write_mask = 0;
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;
1884 }
1885 }
1886 write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask));
1887 if (!write_mask) continue;
1888
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);
1892
1893 shader_addline(arg->buffer, "%s > 0.5 ? %s : %s);\n",
1894 src0_param.param_str, src1_param.param_str, src2_param.param_str);
1895 }
1896 }
1897
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)
1900 {
1901 glsl_src_param_t src0_param;
1902 glsl_src_param_t src1_param;
1903 glsl_src_param_t src2_param;
1904 DWORD write_mask;
1905
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);
1912 }
1913
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)
1917 {
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;
1921 int i;
1922 int nComponents = 0;
1923 SHADER_OPCODE_ARG tmpArg;
1924
1925 memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
1926
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;
1934
1935 switch(arg->opcode->opcode) {
1936 case WINED3DSIO_M4x4:
1937 nComponents = 4;
1938 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1939 break;
1940 case WINED3DSIO_M4x3:
1941 nComponents = 3;
1942 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
1943 break;
1944 case WINED3DSIO_M3x4:
1945 nComponents = 4;
1946 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1947 break;
1948 case WINED3DSIO_M3x3:
1949 nComponents = 3;
1950 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1951 break;
1952 case WINED3DSIO_M3x2:
1953 nComponents = 2;
1954 tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
1955 break;
1956 default:
1957 break;
1958 }
1959
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);
1964 }
1965 }
1966
1967 /**
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);
1972 */
1973 static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
1974 {
1975 glsl_src_param_t src0_param;
1976 glsl_src_param_t src1_param;
1977 glsl_src_param_t src2_param;
1978 DWORD write_mask;
1979
1980 write_mask = shader_glsl_append_dst(arg->buffer, arg);
1981
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);
1985
1986 shader_addline(arg->buffer, "mix(%s, %s, %s));\n",
1987 src2_param.param_str, src1_param.param_str, src0_param.param_str);
1988 }
1989
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
1995 */
1996 static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
1997 {
1998 glsl_src_param_t src0_param;
1999 glsl_src_param_t src1_param;
2000 glsl_src_param_t src3_param;
2001 char dst_mask[6];
2002
2003 shader_glsl_append_dst(arg->buffer, arg);
2004 shader_glsl_get_write_mask(arg->dst, dst_mask);
2005
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);
2009
2010 /* The sdk specifies the instruction like this
2011 * dst.x = 1.0;
2012 * if(src.x > 0.0) dst.y = src.x
2013 * else dst.y = 0.0.
2014 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2015 * else dst.z = 0.0;
2016 * dst.w = 1.0;
2017 *
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.
2023 *
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);
2026 *
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
2030 */
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);
2033 }
2034
2035 /** Process the WINED3DSIO_DST instruction in GLSL:
2036 * dst.x = 1.0
2037 * dst.y = src0.x * src0.y
2038 * dst.z = src0.z
2039 * dst.w = src1.w
2040 */
2041 static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
2042 {
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;
2047 char dst_mask[6];
2048
2049 shader_glsl_append_dst(arg->buffer, arg);
2050 shader_glsl_get_write_mask(arg->dst, dst_mask);
2051
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);
2056
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);
2059 }
2060
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.
2064 *
2065 * dst.x = cos(src0.?)
2066 * dst.y = sin(src0.?)
2067 * dst.z = dst.z
2068 * dst.w = dst.w
2069 */
2070 static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
2071 {
2072 glsl_src_param_t src0_param;
2073 DWORD write_mask;
2074
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);
2077
2078 switch (write_mask) {
2079 case WINED3DSP_WRITEMASK_0:
2080 shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str);
2081 break;
2082
2083 case WINED3DSP_WRITEMASK_1:
2084 shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str);
2085 break;
2086
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);
2089 break;
2090
2091 default:
2092 ERR("Write mask should be .x, .y or .xy\n");
2093 break;
2094 }
2095 }
2096
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.
2101 */
2102 /* FIXME: I don't think nested loops will work correctly this way. */
2103 static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
2104 {
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;
2111
2112 shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2113
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
2117 * addressing.
2118 */
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;
2123 break;
2124 }
2125 }
2126 }
2127
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);
2139 } else {
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]);
2144 }
2145 } else {
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);
2150 }
2151
2152 shader->baseShader.cur_loop_depth++;
2153 shader->baseShader.cur_loop_regno++;
2154 }
2155
2156 static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
2157 {
2158 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2159
2160 shader_addline(arg->buffer, "}\n");
2161
2162 if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) {
2163 shader->baseShader.cur_loop_depth--;
2164 shader->baseShader.cur_loop_regno--;
2165 }
2166 if(arg->opcode->opcode == WINED3DSIO_ENDREP) {
2167 shader->baseShader.cur_loop_depth--;
2168 }
2169 }
2170
2171 static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
2172 {
2173 IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
2174 glsl_src_param_t src0_param;
2175
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++;
2181 }
2182
2183 static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
2184 {
2185 glsl_src_param_t src0_param;
2186
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);
2189 }
2190
2191 static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
2192 {
2193 glsl_src_param_t src0_param;
2194 glsl_src_param_t src1_param;
2195
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);
2198
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);
2201 }
2202
2203 static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
2204 {
2205 shader_addline(arg->buffer, "} else {\n");
2206 }
2207
2208 static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
2209 {
2210 shader_addline(arg->buffer, "break;\n");
2211 }
2212
2213 /* FIXME: According to MSDN the compare is done per component. */
2214 static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
2215 {
2216 glsl_src_param_t src0_param;
2217 glsl_src_param_t src1_param;
2218
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);
2221
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);
2224 }
2225
2226 static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
2227 {
2228
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);
2232 }
2233
2234 static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
2235 {
2236 DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
2237 shader_addline(arg->buffer, "subroutine%u();\n", snum);
2238 }
2239
2240 static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
2241 {
2242 glsl_src_param_t src1_param;
2243
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);
2247 }
2248
2249 /*********************************************
2250 * Pixel Shader Specific Code begins here
2251 ********************************************/
2252 static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
2253 {
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;
2259 DWORD sampler_type;
2260 DWORD sampler_idx;
2261 BOOL projected, texrect = FALSE;
2262 DWORD mask = 0;
2263
2264 /* All versions have a destination register */
2265 shader_glsl_append_dst(arg->buffer, arg);
2266
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;
2272
2273 if (shader_version < WINED3DPS_VERSION(1,4))
2274 {
2275 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2276
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) {
2279 projected = TRUE;
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;
2286 }
2287 } else {
2288 projected = FALSE;
2289 }
2290 }
2291 else if (shader_version < WINED3DPS_VERSION(2,0))
2292 {
2293 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2294
2295 if (src_mod == WINED3DSPSM_DZ) {
2296 projected = TRUE;
2297 mask = WINED3DSP_WRITEMASK_2;
2298 } else if (src_mod == WINED3DSPSM_DW) {
2299 projected = TRUE;
2300 mask = WINED3DSP_WRITEMASK_3;
2301 } else {
2302 projected = FALSE;
2303 }
2304 } else {
2305 if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
2306 /* ps 2.0 texldp instruction always divides by the fourth component. */
2307 projected = TRUE;
2308 mask = WINED3DSP_WRITEMASK_3;
2309 } else {
2310 projected = FALSE;
2311 }
2312 }
2313
2314 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2315 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2316 texrect = TRUE;
2317 }
2318
2319 shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
2320 mask |= sample_function.coord_mask;
2321
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);
2324
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))
2328 {
2329 char coord_mask[6];
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);
2333 } else {
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);
2339
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);
2343 } else {
2344 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
2345 sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
2346 }
2347 }
2348 }
2349
2350 static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
2351 {
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];
2357 DWORD sampler_type;
2358 DWORD sampler_idx;
2359 BOOL texrect = FALSE;
2360
2361 shader_glsl_append_dst(arg->buffer, arg);
2362 shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle);
2363
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) {
2368 texrect = TRUE;
2369 }
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);
2371
2372 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param);
2373
2374 if (shader_is_pshader_version(arg->reg_maps->shader_version))
2375 {
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);
2381 } else {
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);
2384 }
2385 }
2386
2387 static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
2388 {
2389 /* FIXME: Make this work for more than just 2D textures */
2390 SHADER_BUFFER* buffer = arg->buffer;
2391 DWORD write_mask;
2392 char dst_mask[6];
2393
2394 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2395 shader_glsl_get_write_mask(write_mask, dst_mask);
2396
2397 if (arg->reg_maps->shader_version != WINED3DPS_VERSION(1,4))
2398 {
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);
2401 } else {
2402 DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK;
2403 DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
2404 char dst_swizzle[6];
2405
2406 shader_glsl_get_swizzle(arg->src[0], FALSE, write_mask, dst_swizzle);
2407
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);
2412
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);
2415 } else {
2416 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2417 }
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);
2422
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);
2425 } else {
2426 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2427 }
2428 } else {
2429 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2430 }
2431 }
2432 }
2433
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)
2438 {
2439 glsl_src_param_t src0_param;
2440 char dst_mask[6];
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;
2445
2446 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2447
2448 shader_glsl_append_dst(arg->buffer, arg);
2449 shader_glsl_get_write_mask(arg->dst, dst_mask);
2450
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.
2453 *
2454 * It is a dependent read - not valid with conditional NP2 textures
2455 */
2456 shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function);
2457
2458 switch(count_bits(sample_function.coord_mask)) {
2459 case 1:
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);
2462 break;
2463
2464 case 2:
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);
2467 break;
2468
2469 case 3:
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);
2472 break;
2473 default:
2474 FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask));
2475 }
2476 }
2477
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)
2481 {
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;
2485 DWORD dst_mask;
2486 unsigned int mask_size;
2487
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);
2491
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);
2494 } else {
2495 shader_addline(arg->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2496 }
2497 }
2498
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)
2502 {
2503 glsl_dst_param_t dst_param;
2504
2505 shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
2506
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
2511 * >= 1.0 or < 0.0
2512 */
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);
2514 }
2515
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
2520 */
2521 static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
2522 {
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;
2526
2527 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2528
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");
2531 }
2532
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)
2536 {
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;
2541
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);
2544 }
2545
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)
2549 {
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;
2556
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;
2560 }
2561
2562 static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
2563 {
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;
2568 char dst_mask[6];
2569
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);
2572
2573 shader_glsl_append_dst(buffer, arg);
2574 shader_glsl_get_write_mask(arg->dst, dst_mask);
2575
2576 /* Sample the texture using the calculated coordinates */
2577 shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask);
2578 }
2579
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)
2583 {
2584 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2585 glsl_src_param_t src0_param;
2586 char dst_mask[6];
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;
2592
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);
2595
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);
2600
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);
2603
2604 current_state->current_row = 0;
2605 }
2606
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)
2610 {
2611 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2612 glsl_src_param_t src0_param;
2613 char dst_mask[6];
2614 DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
2615 IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
2616 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2617
2618 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2619
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);
2623
2624 current_state->current_row = 0;
2625 }
2626
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)
2630 {
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;
2635 char dst_mask[6];
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;
2641
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);
2644
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);
2649
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);
2654
2655 /* Sample the texture */
2656 shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask);
2657
2658 current_state->current_row = 0;
2659 }
2660
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)
2664 {
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;
2670 char dst_mask[6];
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;
2674
2675 shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param);
2676
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);
2679
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");
2684
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);
2689
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);
2692
2693 current_state->current_row = 0;
2694 }
2695
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
2699 */
2700 static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
2701 {
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;
2707 DWORD sampler_type;
2708 DWORD sampler_idx;
2709 DWORD mask;
2710 DWORD flags;
2711 char coord_mask[6];
2712
2713 sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2714 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2715
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;
2720
2721 shader_glsl_get_write_mask(arg->dst, dst_swizzle);
2722
2723 shader_glsl_get_write_mask(mask, coord_mask);
2724
2725 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2726 * so we can't let the GL handle this.
2727 */
2728 if (flags & WINED3DTTFF_PROJECTED) {
2729 DWORD div_mask=0;
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;
2737 }
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);
2740 }
2741
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);
2750 } else {
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);
2753 }
2754 }
2755
2756 static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
2757 {
2758 glsl_src_param_t src0_param, src1_param;
2759 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2760
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);
2763
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);
2767 }
2768
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)
2772 {
2773 glsl_src_param_t src0_param;
2774 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2775 char dst_mask[6];
2776
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);
2780
2781 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2782 }
2783
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)
2787 {
2788 glsl_src_param_t src0_param;
2789 DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
2790 char dst_mask[6];
2791
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);
2795
2796 shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask);
2797 }
2798
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)
2802 {
2803 glsl_src_param_t src0_param;
2804 char dst_mask[6];
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;
2808
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);
2814
2815 shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask);
2816 }
2817
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)
2821 {
2822 glsl_dst_param_t dst_param;
2823
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)))
2827 {
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);
2830 } else {
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
2834 */
2835 shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
2836 }
2837 }
2838
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)
2842 {
2843 glsl_src_param_t src0_param;
2844 glsl_src_param_t src1_param;
2845 glsl_src_param_t src2_param;
2846 DWORD write_mask;
2847 unsigned int mask_size;
2848
2849 write_mask = shader_glsl_append_dst(arg->buffer, arg);
2850 mask_size = shader_glsl_get_write_mask_size(write_mask);
2851
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);
2855
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);
2858 } else {
2859 shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str);
2860 }
2861 }
2862
2863 static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
2864 IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
2865 {
2866 unsigned int i;
2867 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
2868
2869 for (i = 0; i < MAX_REG_INPUT; i++) {
2870
2871 DWORD usage_token = semantics_in[i].usage;
2872 DWORD register_token = semantics_in[i].reg;
2873 DWORD usage, usage_idx;
2874 char reg_mask[6];
2875
2876 /* Uninitialized */
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);
2881
2882 switch(usage) {
2883
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);
2888 } else {
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);
2891 }
2892 break;
2893
2894 case WINED3DDECLUSAGE_COLOR:
2895 if (usage_idx == 0)
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);
2901 else
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);
2904 break;
2905
2906 default:
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);
2909 }
2910 }
2911 }
2912
2913 /*********************************************
2914 * Vertex Shader Specific Code begins here
2915 ********************************************/
2916
2917 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
2918 glsl_program_key_t *key;
2919
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;
2925
2926 hash_table_put(priv->glsl_program_lookup, key, entry);
2927 }
2928
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;
2933
2934 key.vshader = vshader;
2935 key.pshader = pshader;
2936 key.vs_args = *vs_args;
2937 key.ps_args = *ps_args;
2938
2939 return hash_table_get(priv->glsl_program_lookup, &key);
2940 }
2941
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)
2944 {
2945 glsl_program_key_t *key;
2946
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);
2953
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);
2960 }
2961
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)
2964 {
2965 unsigned int i, j;
2966 DWORD usage_token, usage_token_out;
2967 DWORD register_token, register_token_out;
2968 DWORD usage, usage_idx, usage_out, usage_idx_out;
2969 DWORD *set;
2970 DWORD in_idx;
2971 DWORD in_count = GL_LIMITS(glsl_varyings) / 4;
2972 char reg_mask[6], reg_mask_out[6];
2973 char destination[50];
2974
2975 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
2976
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");
2981 }
2982
2983 for(i = 0; i < MAX_REG_INPUT; i++) {
2984 usage_token = semantics_in[i].usage;
2985 if (!usage_token) continue;
2986
2987 in_idx = map[i];
2988 if (in_idx >= (in_count + 2)) {
2989 FIXME("More input varyings declared than supported, expect issues\n");
2990 continue;
2991 } else if(map[i] == -1) {
2992 /* Declared, but not read register */
2993 continue;
2994 }
2995
2996 if (in_idx == in_count) {
2997 sprintf(destination, "gl_FrontColor");
2998 } else if (in_idx == in_count + 1) {
2999 sprintf(destination, "gl_FrontSecondaryColor");
3000 } else {
3001 sprintf(destination, "IN[%u]", in_idx);
3002 }
3003
3004 register_token = semantics_in[i].reg;
3005
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);
3009
3010 if(!semantics_out) {
3011 switch(usage) {
3012 case WINED3DDECLUSAGE_COLOR:
3013 if (usage_idx == 0)
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);
3019 else
3020 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3021 destination, reg_mask, reg_mask);
3022 break;
3023
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);
3028 } else {
3029 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3030 destination, reg_mask, reg_mask);
3031 }
3032 break;
3033
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);
3037 break;
3038
3039 default:
3040 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3041 destination, reg_mask, reg_mask);
3042 }
3043 } else {
3044 BOOL found = FALSE;
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;
3049
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);
3053
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);
3058 found = TRUE;
3059 }
3060 }
3061 if(!found) {
3062 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3063 destination, reg_mask, reg_mask);
3064 }
3065 }
3066 }
3067
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.
3071 */
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';
3078 size++;
3079 }
3080 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3081 reg_mask[size] = 'y';
3082 size++;
3083 }
3084 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3085 reg_mask[size] = 'z';
3086 size++;
3087 }
3088 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3089 reg_mask[size] = 'w';
3090 size++;
3091 }
3092
3093 if (i == in_count) {
3094 sprintf(destination, "gl_FrontColor");
3095 } else if (i == in_count + 1) {
3096 sprintf(destination, "gl_FrontSecondaryColor");
3097 } else {
3098 sprintf(destination, "IN[%u]", i);
3099 }
3100
3101 if (size == 1) {
3102 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3103 } else {
3104 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3105 }
3106 }
3107 }
3108
3109 HeapFree(GetProcessHeap(), 0, set);
3110 }
3111
3112 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3113 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3114 {
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;
3121 unsigned int i;
3122 SHADER_BUFFER buffer;
3123 DWORD usage_token;
3124 DWORD register_token;
3125 DWORD usage, usage_idx, writemask;
3126 char reg_mask[6];
3127 const struct semantic *semantics_out, *semantics_in;
3128
3129 shader_buffer_init(&buffer);
3130
3131 shader_addline(&buffer, "#version 120\n");
3132
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
3136 */
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);
3145 }
3146 }
3147 shader_addline(&buffer, "}\n");
3148 } else {
3149 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3150 }
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;
3154
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;
3160
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);
3164
3165 switch(usage) {
3166 case WINED3DDECLUSAGE_COLOR:
3167 if (usage_idx == 0)
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);
3171 break;
3172
3173 case WINED3DDECLUSAGE_POSITION:
3174 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3175 break;
3176
3177 case WINED3DDECLUSAGE_TEXCOORD:
3178 if (usage_idx < 8) {
3179 if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3;
3180
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);
3185 }
3186 }
3187 break;
3188
3189 case WINED3DDECLUSAGE_PSIZE:
3190 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3191 break;
3192
3193 case WINED3DDECLUSAGE_FOG:
3194 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3195 break;
3196
3197 default:
3198 break;
3199 }
3200 }
3201 shader_addline(&buffer, "}\n");
3202
3203 } else if(ps_major >= 3 && vs_major >= 3) {
3204 semantics_out = vs->semantics_out;
3205 semantics_in = ps->semantics_in;
3206
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);
3210
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;
3216
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);
3220
3221 switch(usage) {
3222 case WINED3DDECLUSAGE_POSITION:
3223 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3224 break;
3225
3226 case WINED3DDECLUSAGE_PSIZE:
3227 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3228 break;
3229
3230 default:
3231 break;
3232 }
3233 }
3234
3235 /* Then, fix the pixel shader input */
3236 handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
3237
3238 shader_addline(&buffer, "}\n");
3239 } else if(ps_major >= 3 && vs_major < 3) {
3240 semantics_in = ps->semantics_in;
3241
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
3247 */
3248 handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
3249 shader_addline(&buffer, "}\n");
3250 } else {
3251 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3252 }
3253
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)");
3260
3261 shader_buffer_free(&buffer);
3262 return ret;
3263 }
3264
3265 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3266 GLhandleARB programId, char prefix)
3267 {
3268 const local_constant *lconst;
3269 GLuint tmp_loc;
3270 const float *value;
3271 char glsl_name[8];
3272
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));
3278 }
3279 checkGLcall("Hardcoding local constants\n");
3280 }
3281
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).
3285 *
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.
3289 */
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;
3299 int i;
3300 char glsl_name[8];
3301 GLhandleARB vshader_id, pshader_id;
3302 struct ps_compile_args ps_compile_args;
3303 struct vs_compile_args vs_compile_args;
3304
3305 if(use_vs) {
3306 find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args);
3307 } else {
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));
3310 }
3311 if(use_ps) {
3312 find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args);
3313 } else {
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));
3316 }
3317 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3318 if (entry) {
3319 priv->glsl_program = entry;
3320 return;
3321 }
3322
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);
3326
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);
3337
3338 /* Set the current program */
3339 priv->glsl_program = entry;
3340
3341 if(use_vs) {
3342 vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args);
3343 } else {
3344 vshader_id = 0;
3345 }
3346
3347 /* Attach GLSL vshader */
3348 if (vshader_id) {
3349 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
3350 char tmp_name[10];
3351
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
3357 * is destroyed
3358 */
3359 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3360
3361 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3362 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3363 checkGLcall("glAttachObjectARB");
3364
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
3369 * GLSL shaders.
3370 *
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));
3378 }
3379 }
3380 checkGLcall("glBindAttribLocationARB");
3381
3382 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
3383 }
3384
3385 if(use_ps) {
3386 pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args);
3387 } else {
3388 pshader_id = 0;
3389 }
3390
3391 /* Attach GLSL pshader */
3392 if (pshader_id) {
3393 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
3394 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
3395 checkGLcall("glAttachObjectARB");
3396
3397 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
3398 }
3399
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);
3404
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));
3409 }
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));
3413 }
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));
3418 }
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));
3422 }
3423
3424 if(pshader) {
3425 for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) {
3426 char name[32];
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));
3433 }
3434 }
3435
3436
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");
3440
3441 if (pshader
3442 && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3
3443 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4)
3444 {
3445 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
3446 entry->vertex_color_clamp = GL_FALSE;
3447 } else {
3448 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
3449 }
3450
3451 /* Set the shader to allow uniform loading on it */
3452 GL_EXTCALL(glUseProgramObjectARB(programId));
3453 checkGLcall("glUseProgramObjectARB(programId)");
3454
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
3461 * won't change.
3462 */
3463 if(vshader_id) {
3464 /* Load vertex shader samplers */
3465 shader_glsl_load_vsamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3466 }
3467 if(pshader_id) {
3468 /* Load pixel shader samplers */
3469 shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, programId);
3470 }
3471
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
3474 * later
3475 */
3476 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
3477 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
3478 }
3479 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
3480 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
3481 }
3482 }
3483
3484 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
3485 {
3486 GLhandleARB program_id;
3487 GLhandleARB vshader_id, pshader_id;
3488 static const char *blt_vshader[] =
3489 {
3490 "#version 120\n"
3491 "void main(void)\n"
3492 "{\n"
3493 " gl_Position = gl_Vertex;\n"
3494 " gl_FrontColor = vec4(1.0);\n"
3495 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3496 "}\n"
3497 };
3498
3499 static const char *blt_pshaders[tex_type_count] =
3500 {
3501 /* tex_1d */
3502 NULL,
3503 /* tex_2d */
3504 "#version 120\n"
3505 "uniform sampler2D sampler;\n"
3506 "void main(void)\n"
3507 "{\n"
3508 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3509 "}\n",
3510 /* tex_3d */
3511 NULL,
3512 /* tex_cube */
3513 "#version 120\n"
3514 "uniform samplerCube sampler;\n"
3515 "void main(void)\n"
3516 "{\n"
3517 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3518 "}\n",
3519 /* tex_rect */
3520 "#version 120\n"
3521 "#extension GL_ARB_texture_rectangle : enable\n"
3522 "uniform sampler2DRect sampler;\n"
3523 "void main(void)\n"
3524 "{\n"
3525 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3526 "}\n",
3527 };
3528
3529 if (!blt_pshaders[tex_type])
3530 {
3531 FIXME("tex_type %#x not supported\n", tex_type);
3532 tex_type = tex_2d;
3533 }
3534
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));
3538
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));
3542
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));
3547
3548 print_glsl_info_log(&GLINFO_LOCATION, program_id);
3549
3550 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3551 * is destroyed
3552 */
3553 GL_EXTCALL(glDeleteObjectARB(vshader_id));
3554 GL_EXTCALL(glDeleteObjectARB(pshader_id));
3555 return program_id;
3556 }
3557
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;
3564
3565 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3566
3567 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
3568 else priv->glsl_program = NULL;
3569
3570 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
3571
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");
3576 } else {
3577 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3578 }
3579 }
3580
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");
3585 }
3586
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];
3592
3593 if (!*blt_program) {
3594 GLhandleARB loc;
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));
3599 } else {
3600 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
3601 }
3602 }
3603
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;
3609
3610 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
3611 if (program_id) TRACE("Using GLSL program %u\n", program_id);
3612
3613 GL_EXTCALL(glUseProgramObjectARB(program_id));
3614 checkGLcall("glUseProgramObjectARB");
3615 }
3616
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;
3625
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
3628 */
3629 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
3630
3631 if(pshader) {
3632 ps = (IWineD3DPixelShaderImpl *) This;
3633 if(ps->num_gl_shaders == 0) return;
3634 } else {
3635 vs = (IWineD3DVertexShaderImpl *) This;
3636 if(vs->num_gl_shaders == 0) return;
3637 }
3638
3639 linked_programs = &This->baseShader.linked_programs;
3640
3641 TRACE("Deleting linked programs\n");
3642 if (linked_programs->next) {
3643 struct glsl_shader_prog_link *entry, *entry2;
3644
3645 if(pshader) {
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);
3648 }
3649 } else {
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);
3652 }
3653 }
3654 }
3655
3656 if(pshader) {
3657 UINT i;
3658
3659 ENTER_GL();
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");
3664 }
3665 LEAVE_GL();
3666 HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
3667 ps->gl_shaders = NULL;
3668 ps->num_gl_shaders = 0;
3669 ps->shader_array_size = 0;
3670 } else {
3671 UINT i;
3672
3673 ENTER_GL();
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");
3678 }
3679 LEAVE_GL();
3680 HeapFree(GetProcessHeap(), 0, vs->gl_shaders);
3681 vs->gl_shaders = NULL;
3682 vs->num_gl_shaders = 0;
3683 vs->shader_array_size = 0;
3684 }
3685 }
3686
3687 static unsigned int glsl_program_key_hash(const void *key)
3688 {
3689 const glsl_program_key_t *k = key;
3690
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);
3698
3699 return hash;
3700 }
3701
3702 static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
3703 {
3704 const glsl_program_key_t *ka = keya;
3705 const glsl_program_key_t *kb = keyb;
3706
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);
3710 }
3711
3712 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
3713 {
3714 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
3715 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
3716
3717 if (!mem)
3718 {
3719 ERR("Failed to allocate memory\n");
3720 return FALSE;
3721 }
3722
3723 heap->entries = mem;
3724 heap->entries[1].version = 0;
3725 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
3726 heap->size = 1;
3727
3728 return TRUE;
3729 }
3730
3731 static void constant_heap_free(struct constant_heap *heap)
3732 {
3733 HeapFree(GetProcessHeap(), 0, heap->entries);
3734 }
3735
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;
3741
3742 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
3743 if (!priv->stack)
3744 {
3745 ERR("Failed to allocate memory.\n");
3746 HeapFree(GetProcessHeap(), 0, priv);
3747 return E_OUTOFMEMORY;
3748 }
3749
3750 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
3751 {
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;
3756 }
3757
3758 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
3759 {
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;
3765 }
3766
3767 priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
3768 priv->next_constant_version = 1;
3769
3770 This->shader_priv = priv;
3771 return WINED3D_OK;
3772 }
3773
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;
3778 int i;
3779
3780 for (i = 0; i < tex_type_count; ++i)
3781 {
3782 if (priv->depth_blt_program[i])
3783 {
3784 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
3785 }
3786 }
3787
3788 hash_table_destroy(priv->glsl_program_lookup, NULL, NULL);
3789 constant_heap_free(&priv->pconst_heap);
3790 constant_heap_free(&priv->vconst_heap);
3791
3792 HeapFree(GetProcessHeap(), 0, This->shader_priv);
3793 This->shader_priv = NULL;
3794 }
3795
3796 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
3797 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
3798 return FALSE;
3799 }
3800
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;
3807
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));
3810
3811 shader_addline(buffer, "#version 120\n");
3812
3813 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3814 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3815 }
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
3819 */
3820 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3821 }
3822
3823 /* Base Declarations */
3824 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3825
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);
3829 }
3830
3831 /* Base Shader Body */
3832 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3833
3834 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3835 if (reg_maps->shader_version < WINED3DPS_VERSION(2,0))
3836 {
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");
3840 else
3841 shader_addline(buffer, "gl_FragColor = R0;\n");
3842 }
3843
3844 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3845 fragcolor = "gl_FragData[0]";
3846 } else {
3847 fragcolor = "gl_FragColor";
3848 }
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);
3858 }
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.
3864 */
3865 if(reg_maps->shader_version < WINED3DPS_VERSION(3,0)) {
3866 switch(args->fog) {
3867 case FOG_OFF: break;
3868 case FOG_LINEAR:
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);
3873 break;
3874 case FOG_EXP:
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);
3879 break;
3880 case FOG_EXP2:
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);
3885 break;
3886 }
3887 }
3888
3889 shader_addline(buffer, "}\n");
3890
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);
3895
3896 /* Store the shader object */
3897 return shader_obj;
3898 }
3899
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;
3905
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));
3908
3909 shader_addline(buffer, "#version 120\n");
3910
3911 /* Base Declarations */
3912 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
3913
3914 /* Base Shader Body */
3915 shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function);
3916
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");
3920
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)
3925 */
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");
3930 }
3931
3932 /* Write the final position.
3933 *
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.
3938 */
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");
3941
3942 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3943 *
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.
3947 */
3948 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3949
3950 shader_addline(buffer, "}\n");
3951
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);
3956
3957 return shader_obj;
3958 }
3959
3960 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
3961 {
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.
3969 */
3970 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3971 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
3972 else
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);
3976
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).
3983 *
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.
3987 */
3988 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
3989 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
3990 else
3991 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
3992
3993 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
3994 * Direct3D minimum requirement.
3995 *
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?
3998 *
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.
4004 */
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);
4007 }
4008
4009 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4010 {
4011 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4012 {
4013 TRACE("Checking support for fixup:\n");
4014 dump_color_fixup_desc(fixup);
4015 }
4016
4017 /* We support everything except YUV conversions. */
4018 if (!is_yuv_fixup(fixup))
4019 {
4020 TRACE("[OK]\n");
4021 return TRUE;
4022 }
4023
4024 TRACE("[FAILED]\n");
4025 return FALSE;
4026 }
4027
4028 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4029 {
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,
4113 };
4114
4115 const shader_backend_t glsl_shader_backend = {
4116 shader_glsl_instruction_handler_table,
4117 shader_glsl_select,
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,
4125 shader_glsl_alloc,
4126 shader_glsl_free,
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,
4132 };