2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
62 } glsl_sample_function_t
;
66 HEAP_NODE_TRAVERSE_LEFT
,
67 HEAP_NODE_TRAVERSE_RIGHT
,
79 struct constant_entry
*entries
;
80 unsigned int *positions
;
84 /* GLSL shader private data */
85 struct shader_glsl_priv
{
86 struct hash_table_t
*glsl_program_lookup
;
87 struct glsl_shader_prog_link
*glsl_program
;
88 struct constant_heap vconst_heap
;
89 struct constant_heap pconst_heap
;
91 GLhandleARB depth_blt_program
[tex_type_count
];
92 UINT next_constant_version
;
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link
{
97 struct list vshader_entry
;
98 struct list pshader_entry
;
99 GLhandleARB programId
;
100 GLint
*vuniformF_locations
;
101 GLint
*puniformF_locations
;
102 GLint vuniformI_locations
[MAX_CONST_I
];
103 GLint puniformI_locations
[MAX_CONST_I
];
104 GLint posFixup_location
;
105 GLint np2Fixup_location
[MAX_FRAGMENT_SAMPLERS
];
106 GLint bumpenvmat_location
[MAX_TEXTURES
];
107 GLint luminancescale_location
[MAX_TEXTURES
];
108 GLint luminanceoffset_location
[MAX_TEXTURES
];
109 GLint ycorrection_location
;
110 GLenum vertex_color_clamp
;
111 IWineD3DVertexShader
*vshader
;
112 IWineD3DPixelShader
*pshader
;
113 struct vs_compile_args vs_args
;
114 struct ps_compile_args ps_args
;
115 UINT constant_version
;
119 IWineD3DVertexShader
*vshader
;
120 IWineD3DPixelShader
*pshader
;
121 struct ps_compile_args ps_args
;
122 struct vs_compile_args vs_args
;
123 } glsl_program_key_t
;
126 /** Prints the GLSL info log which will contain error messages if they exist */
127 static void print_glsl_info_log(const WineD3D_GL_Info
*gl_info
, GLhandleARB obj
)
129 int infologLength
= 0;
134 static const char * const spam
[] =
136 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
137 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
138 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
139 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
140 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
141 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
142 "Fragment shader was successfully compiled to run on hardware.\n"
143 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
144 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
145 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
146 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
149 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
151 GL_EXTCALL(glGetObjectParameterivARB(obj
,
152 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
155 /* A size of 1 is just a null-terminated string, so the log should be bigger than
156 * that if there are errors. */
157 if (infologLength
> 1)
159 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
160 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
162 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
163 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
166 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
167 if(strcmp(infoLog
, spam
[i
]) == 0) {
173 TRACE("Spam received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
175 FIXME("Error received from GLSL shader #%u: %s\n", obj
, debugstr_a(infoLog
));
177 HeapFree(GetProcessHeap(), 0, infoLog
);
182 * Loads (pixel shader) samplers
184 static void shader_glsl_load_psamplers(const WineD3D_GL_Info
*gl_info
, DWORD
*tex_unit_map
, GLhandleARB programId
)
188 char sampler_name
[20];
190 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
191 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
192 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
193 if (name_loc
!= -1) {
194 DWORD mapped_unit
= tex_unit_map
[i
];
195 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< GL_LIMITS(fragment_samplers
))
197 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
198 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
199 checkGLcall("glUniform1iARB");
201 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
207 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info
*gl_info
, DWORD
*tex_unit_map
, GLhandleARB programId
)
210 char sampler_name
[20];
213 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
214 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
215 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
216 if (name_loc
!= -1) {
217 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
218 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< GL_LIMITS(combined_samplers
))
220 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
221 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
222 checkGLcall("glUniform1iARB");
224 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
230 static inline void walk_constant_heap(const WineD3D_GL_Info
*gl_info
, const float *constants
,
231 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
234 unsigned int heap_idx
= 1;
237 if (heap
->entries
[heap_idx
].version
<= version
) return;
239 idx
= heap
->entries
[heap_idx
].idx
;
240 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
241 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
243 while (stack_idx
>= 0)
245 /* Note that we fall through to the next case statement. */
246 switch(stack
[stack_idx
])
248 case HEAP_NODE_TRAVERSE_LEFT
:
250 unsigned int left_idx
= heap_idx
<< 1;
251 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
254 idx
= heap
->entries
[heap_idx
].idx
;
255 if (constant_locations
[idx
] != -1)
256 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
258 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
259 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
264 case HEAP_NODE_TRAVERSE_RIGHT
:
266 unsigned int right_idx
= (heap_idx
<< 1) + 1;
267 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
269 heap_idx
= right_idx
;
270 idx
= heap
->entries
[heap_idx
].idx
;
271 if (constant_locations
[idx
] != -1)
272 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
274 stack
[stack_idx
++] = HEAP_NODE_POP
;
275 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
288 checkGLcall("walk_constant_heap()");
291 static inline void apply_clamped_constant(const WineD3D_GL_Info
*gl_info
, GLint location
, const GLfloat
*data
)
293 GLfloat clamped_constant
[4];
295 if (location
== -1) return;
297 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0 ? 1.0 : data
[0];
298 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0 ? 1.0 : data
[1];
299 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0 ? 1.0 : data
[2];
300 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0 ? 1.0 : data
[3];
302 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
305 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info
*gl_info
, const float *constants
,
306 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
309 unsigned int heap_idx
= 1;
312 if (heap
->entries
[heap_idx
].version
<= version
) return;
314 idx
= heap
->entries
[heap_idx
].idx
;
315 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
316 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
318 while (stack_idx
>= 0)
320 /* Note that we fall through to the next case statement. */
321 switch(stack
[stack_idx
])
323 case HEAP_NODE_TRAVERSE_LEFT
:
325 unsigned int left_idx
= heap_idx
<< 1;
326 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
329 idx
= heap
->entries
[heap_idx
].idx
;
330 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
332 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
333 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
338 case HEAP_NODE_TRAVERSE_RIGHT
:
340 unsigned int right_idx
= (heap_idx
<< 1) + 1;
341 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
343 heap_idx
= right_idx
;
344 idx
= heap
->entries
[heap_idx
].idx
;
345 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
347 stack
[stack_idx
++] = HEAP_NODE_POP
;
348 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
361 checkGLcall("walk_constant_heap_clamped()");
364 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
365 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
366 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
367 unsigned char *stack
, UINT version
)
369 const local_constant
*lconst
;
371 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
372 if (This
->baseShader
.reg_maps
.shader_version
.major
== 1
373 && shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
))
374 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
376 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
378 if (!This
->baseShader
.load_local_constsF
)
380 TRACE("No need to load local float constants for this shader\n");
384 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
385 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
)
387 GLint location
= constant_locations
[lconst
->idx
];
388 /* We found this uniform name in the program - go ahead and send the data */
389 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
391 checkGLcall("glUniform4fvARB()");
394 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
395 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
396 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
401 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
403 if (!(constants_set
& 1)) continue;
405 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
406 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
408 /* We found this uniform name in the program - go ahead and send the data */
409 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
410 checkGLcall("glUniform4ivARB");
413 /* Load immediate constants */
414 ptr
= list_head(&This
->baseShader
.constantsI
);
416 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
417 unsigned int idx
= lconst
->idx
;
418 const GLint
*values
= (const GLint
*)lconst
->value
;
420 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
421 values
[0], values
[1], values
[2], values
[3]);
423 /* We found this uniform name in the program - go ahead and send the data */
424 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
425 checkGLcall("glUniform4ivARB");
426 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
430 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
431 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const WineD3D_GL_Info
*gl_info
,
432 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
437 char is_pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
438 const char* prefix
= is_pshader
? "PB":"VB";
441 /* TODO: Benchmark and see if it would be beneficial to store the
442 * locations of the constants to avoid looking up each time */
443 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
445 if (!(constants_set
& 1)) continue;
447 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
449 /* TODO: Benchmark and see if it would be beneficial to store the
450 * locations of the constants to avoid looking up each time */
451 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
452 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
455 /* We found this uniform name in the program - go ahead and send the data */
456 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
457 checkGLcall("glUniform1ivARB");
461 /* Load immediate constants */
462 ptr
= list_head(&This
->baseShader
.constantsB
);
464 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
465 unsigned int idx
= lconst
->idx
;
466 const GLint
*values
= (const GLint
*)lconst
->value
;
468 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
470 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
471 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
473 /* We found this uniform name in the program - go ahead and send the data */
474 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
475 checkGLcall("glUniform1ivARB");
477 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
481 static void reset_program_constant_version(void *value
, void *context
)
483 struct glsl_shader_prog_link
*entry
= value
;
484 entry
->constant_version
= 0;
488 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
490 static void shader_glsl_load_np2fixup_constants(
491 IWineD3DDevice
* device
,
493 char useVertexShader
) {
495 const IWineD3DDeviceImpl
* deviceImpl
= (const IWineD3DDeviceImpl
*) device
;
496 const struct glsl_shader_prog_link
* prog
= ((struct shader_glsl_priv
*)(deviceImpl
->shader_priv
))->glsl_program
;
499 /* No GLSL program set - nothing to do. */
503 if (!usePixelShader
) {
504 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
508 if (prog
->ps_args
.np2_fixup
) {
510 UINT fixup
= prog
->ps_args
.np2_fixup
;
511 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
512 const IWineD3DStateBlockImpl
* stateBlock
= (const IWineD3DStateBlockImpl
*) deviceImpl
->stateBlock
;
514 for (i
= 0; fixup
; fixup
>>= 1, ++i
) {
515 if (-1 != prog
->np2Fixup_location
[i
]) {
516 const IWineD3DBaseTextureImpl
* const tex
= (const IWineD3DBaseTextureImpl
*) stateBlock
->textures
[i
];
518 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
521 const float tex_dim
[2] = {tex
->baseTexture
.pow2Matrix
[0], tex
->baseTexture
.pow2Matrix
[5]};
522 GL_EXTCALL(glUniform2fvARB(prog
->np2Fixup_location
[i
], 1, tex_dim
));
530 * Loads the app-supplied constants into the currently set GLSL program.
532 static void shader_glsl_load_constants(
533 IWineD3DDevice
* device
,
535 char useVertexShader
) {
537 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
538 struct shader_glsl_priv
*priv
= deviceImpl
->shader_priv
;
539 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
540 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
542 GLhandleARB programId
;
543 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
544 UINT constant_version
;
548 /* No GLSL program set - nothing to do. */
551 programId
= prog
->programId
;
552 constant_version
= prog
->constant_version
;
554 if (useVertexShader
) {
555 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
557 /* Load DirectX 9 float constants/uniforms for vertex shader */
558 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->vertexShaderConstantF
,
559 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
561 /* Load DirectX 9 integer constants/uniforms for vertex shader */
562 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, stateBlock
->vertexShaderConstantI
,
563 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->baseShader
.reg_maps
.integer_constants
);
565 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
566 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, stateBlock
->vertexShaderConstantB
,
567 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->baseShader
.reg_maps
.boolean_constants
);
569 /* Upload the position fixup params */
570 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
571 checkGLcall("glUniform4fvARB");
574 if (usePixelShader
) {
576 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
578 /* Load DirectX 9 float constants/uniforms for pixel shader */
579 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->pixelShaderConstantF
,
580 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
582 /* Load DirectX 9 integer constants/uniforms for pixel shader */
583 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, stateBlock
->pixelShaderConstantI
,
584 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->baseShader
.reg_maps
.integer_constants
);
586 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
587 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, stateBlock
->pixelShaderConstantB
,
588 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->baseShader
.reg_maps
.boolean_constants
);
590 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
591 * It can't be 0 for a valid texbem instruction.
593 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*) pshader
)->numbumpenvmatconsts
; i
++) {
594 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pshader
;
595 int stage
= ps
->luminanceconst
[i
].texunit
;
597 const float *data
= (const float *)&stateBlock
->textureState
[(int)ps
->bumpenvmatconst
[i
].texunit
][WINED3DTSS_BUMPENVMAT00
];
598 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
599 checkGLcall("glUniformMatrix2fvARB");
601 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
602 * is set too, so we can check that in the needsbumpmat check
604 if(ps
->baseShader
.reg_maps
.luminanceparams
[stage
]) {
605 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLSCALE
];
606 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[stage
][WINED3DTSS_BUMPENVLOFFSET
];
608 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
609 checkGLcall("glUniform1fvARB");
610 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
611 checkGLcall("glUniform1fvARB");
615 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
616 float correction_params
[4];
617 if(deviceImpl
->render_offscreen
) {
618 correction_params
[0] = 0.0;
619 correction_params
[1] = 1.0;
621 /* position is window relative, not viewport relative */
622 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
623 correction_params
[1] = -1.0;
625 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
629 if (priv
->next_constant_version
== UINT_MAX
)
631 TRACE("Max constant version reached, resetting to 0.\n");
632 hash_table_for_each_entry(priv
->glsl_program_lookup
, reset_program_constant_version
, NULL
);
633 priv
->next_constant_version
= 1;
637 prog
->constant_version
= priv
->next_constant_version
++;
641 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
642 unsigned int heap_idx
, DWORD new_version
)
644 struct constant_entry
*entries
= heap
->entries
;
645 unsigned int *positions
= heap
->positions
;
646 unsigned int parent_idx
;
650 parent_idx
= heap_idx
>> 1;
652 if (new_version
<= entries
[parent_idx
].version
) break;
654 entries
[heap_idx
] = entries
[parent_idx
];
655 positions
[entries
[parent_idx
].idx
] = heap_idx
;
656 heap_idx
= parent_idx
;
659 entries
[heap_idx
].version
= new_version
;
660 entries
[heap_idx
].idx
= idx
;
661 positions
[idx
] = heap_idx
;
664 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
666 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
667 struct shader_glsl_priv
*priv
= This
->shader_priv
;
668 struct constant_heap
*heap
= &priv
->vconst_heap
;
671 for (i
= start
; i
< count
+ start
; ++i
)
673 if (!This
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
674 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
676 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
680 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
682 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
683 struct shader_glsl_priv
*priv
= This
->shader_priv
;
684 struct constant_heap
*heap
= &priv
->pconst_heap
;
687 for (i
= start
; i
< count
+ start
; ++i
)
689 if (!This
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
690 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
692 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
696 /** Generate the variable & register declarations for the GLSL output target */
697 static void shader_generate_glsl_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
698 SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
,
699 const struct ps_compile_args
*ps_args
)
701 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
702 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
703 unsigned int i
, extra_constants_needed
= 0;
704 const local_constant
*lconst
;
706 /* There are some minor differences between pixel and vertex shaders */
707 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
708 char prefix
= pshader
? 'P' : 'V';
710 /* Prototype the subroutines */
711 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
712 if (reg_maps
->labels
[i
])
713 shader_addline(buffer
, "void subroutine%u();\n", i
);
716 /* Declare the constants (aka uniforms) */
717 if (This
->baseShader
.limits
.constant_float
> 0) {
718 unsigned max_constantsF
;
719 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
720 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
721 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
722 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
723 * a dx9 card, as long as it doesn't also use all the other constants.
725 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
726 * declare only the amount that we're assured to have.
728 * Thus we run into problems in these two cases:
729 * 1) The shader really uses more uniforms than supported
730 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
733 /* No indirect addressing here */
734 max_constantsF
= GL_LIMITS(pshader_constantsF
);
736 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
737 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
738 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
739 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
740 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float
742 max_constantsF
= GL_LIMITS(vshader_constantsF
) - 3;
743 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
744 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
745 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
746 * for now take this into account when calculating the number of available constants
748 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.boolean_constants
);
749 /* Set by driver quirks in directx.c */
750 max_constantsF
-= GLINFO_LOCATION
.reserved_glsl_constants
;
752 max_constantsF
= GL_LIMITS(vshader_constantsF
);
755 max_constantsF
= min(This
->baseShader
.limits
.constant_float
, max_constantsF
);
756 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
759 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
760 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
762 if (This
->baseShader
.limits
.constant_int
> 0 && This
->baseShader
.reg_maps
.integer_constants
)
763 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
765 if (This
->baseShader
.limits
.constant_bool
> 0 && This
->baseShader
.reg_maps
.boolean_constants
)
766 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
769 shader_addline(buffer
, "uniform vec4 posFixup;\n");
770 /* Predeclaration; This function is added at link time based on the pixel shader.
771 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
772 * that. We know the input to the reorder function at vertex shader compile time, so
773 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
774 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
775 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
776 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
777 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
780 if (reg_maps
->shader_version
.major
>= 3)
782 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
784 shader_addline(buffer
, "void order_ps_input();\n");
787 IWineD3DPixelShaderImpl
*ps_impl
= (IWineD3DPixelShaderImpl
*) This
;
789 ps_impl
->numbumpenvmatconsts
= 0;
790 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
791 if(!reg_maps
->bumpmat
[i
]) {
795 ps_impl
->bumpenvmatconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
796 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
798 if(reg_maps
->luminanceparams
) {
799 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= i
;
800 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
801 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
802 extra_constants_needed
++;
804 ps_impl
->luminanceconst
[(int) ps_impl
->numbumpenvmatconsts
].texunit
= -1;
807 extra_constants_needed
++;
808 ps_impl
->numbumpenvmatconsts
++;
811 if(ps_args
->srgb_correction
) {
812 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
813 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
814 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
815 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
817 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
818 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
819 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
820 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
821 extra_constants_needed
++;
823 /* This happens because we do not have proper tracking of the constant registers that are
824 * actually used, only the max limit of the shader version
826 FIXME("Cannot find a free uniform for vpos correction params\n");
827 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
828 device
->render_offscreen
? 0.0 : ((IWineD3DSurfaceImpl
*) device
->render_targets
[0])->currentDesc
.Height
,
829 device
->render_offscreen
? 1.0 : -1.0);
831 shader_addline(buffer
, "vec4 vpos;\n");
835 /* Declare texture samplers */
836 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
837 if (reg_maps
->sampler_type
[i
])
839 switch (reg_maps
->sampler_type
[i
])
842 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
845 if(device
->stateBlock
->textures
[i
] &&
846 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
847 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
849 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
852 if (pshader
&& ps_args
->np2_fixup
& (1 << i
))
854 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
855 * while D3D has them in the (normalized) [0,1]x[0,1] range.
856 * samplerNP2Fixup stores texture dimensions and is updated through
857 * shader_glsl_load_np2fixup_constants when the sampler changes. */
858 shader_addline(buffer
, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix
, i
);
861 case WINED3DSTT_CUBE
:
862 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
864 case WINED3DSTT_VOLUME
:
865 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
868 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
869 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
875 /* Declare address variables */
876 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
877 if (reg_maps
->address
[i
])
878 shader_addline(buffer
, "ivec4 A%d;\n", i
);
881 /* Declare texture coordinate temporaries and initialize them */
882 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
883 if (reg_maps
->texcoord
[i
])
884 shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
887 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
888 * helper function shader that is linked in at link time
890 if (pshader
&& reg_maps
->shader_version
.major
>= 3)
892 if (use_vs(device
->stateBlock
))
894 shader_addline(buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
896 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
897 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
898 * pixel shader that reads the fixed function color into the packed input registers.
900 shader_addline(buffer
, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
904 /* Declare output register temporaries */
905 if(This
->baseShader
.limits
.packed_output
) {
906 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
909 /* Declare temporary variables */
910 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
911 if (reg_maps
->temporary
[i
])
912 shader_addline(buffer
, "vec4 R%u;\n", i
);
915 /* Declare attributes */
916 for (i
= 0; i
< This
->baseShader
.limits
.attributes
; i
++) {
917 if (reg_maps
->attributes
[i
])
918 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
921 /* Declare loop registers aLx */
922 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
923 shader_addline(buffer
, "int aL%u;\n", i
);
924 shader_addline(buffer
, "int tmpInt%u;\n", i
);
927 /* Temporary variables for matrix operations */
928 shader_addline(buffer
, "vec4 tmp0;\n");
929 shader_addline(buffer
, "vec4 tmp1;\n");
931 /* Local constants use a different name so they can be loaded once at shader link time
932 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
933 * float -> string conversion can cause precision loss.
935 if(!This
->baseShader
.load_local_constsF
) {
936 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
937 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
941 /* Start the main program */
942 shader_addline(buffer
, "void main() {\n");
943 if(pshader
&& reg_maps
->vpos
) {
944 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
945 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
946 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
947 * precision troubles when we just substract 0.5.
949 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
951 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
953 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
954 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
955 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
956 * correctly on drivers that returns integer values.
958 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
962 /*****************************************************************************
963 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
965 * For more information, see http://wiki.winehq.org/DirectX-Shaders
966 ****************************************************************************/
969 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
970 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
);
972 /** Used for opcode modifiers - They multiply the result by the specified amount */
973 static const char * const shift_glsl_tab
[] = {
975 "2.0 * ", /* 1 (x2) */
976 "4.0 * ", /* 2 (x4) */
977 "8.0 * ", /* 3 (x8) */
978 "16.0 * ", /* 4 (x16) */
979 "32.0 * ", /* 5 (x32) */
986 "0.0625 * ", /* 12 (d16) */
987 "0.125 * ", /* 13 (d8) */
988 "0.25 * ", /* 14 (d4) */
989 "0.5 * " /* 15 (d2) */
992 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
993 static void shader_glsl_gen_modifier(DWORD src_modifier
, const char *in_reg
, const char *in_regswizzle
, char *out_str
)
997 switch (src_modifier
)
999 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1000 case WINED3DSPSM_DW
:
1001 case WINED3DSPSM_NONE
:
1002 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1004 case WINED3DSPSM_NEG
:
1005 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1007 case WINED3DSPSM_NOT
:
1008 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1010 case WINED3DSPSM_BIAS
:
1011 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1013 case WINED3DSPSM_BIASNEG
:
1014 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1016 case WINED3DSPSM_SIGN
:
1017 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1019 case WINED3DSPSM_SIGNNEG
:
1020 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1022 case WINED3DSPSM_COMP
:
1023 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1025 case WINED3DSPSM_X2
:
1026 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1028 case WINED3DSPSM_X2NEG
:
1029 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1031 case WINED3DSPSM_ABS
:
1032 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1034 case WINED3DSPSM_ABSNEG
:
1035 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1038 FIXME("Unhandled modifier %u\n", src_modifier
);
1039 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1043 /** Writes the GLSL variable name that corresponds to the register that the
1044 * DX opcode parameter is trying to access */
1045 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1046 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1048 /* oPos, oFog and oPts in D3D */
1049 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1051 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1052 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1053 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
1054 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
1060 case WINED3DSPR_TEMP
:
1061 sprintf(register_name
, "R%u", reg
->idx
);
1064 case WINED3DSPR_INPUT
:
1065 /* vertex shaders */
1068 if (((IWineD3DVertexShaderImpl
*)This
)->cur_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1069 sprintf(register_name
, "attrib%u", reg
->idx
);
1073 /* pixel shaders >= 3.0 */
1074 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3)
1076 DWORD idx
= ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
->idx
];
1077 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
1081 glsl_src_param_t rel_param
;
1083 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1085 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1086 * operation there */
1089 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1091 sprintf(register_name
,
1092 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1093 rel_param
.param_str
, idx
, in_count
- 1, rel_param
.param_str
, idx
, in_count
,
1094 rel_param
.param_str
, idx
);
1098 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
1103 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1105 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1106 rel_param
.param_str
, in_count
- 1, rel_param
.param_str
, in_count
,
1107 rel_param
.param_str
);
1111 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1117 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1118 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1119 else sprintf(register_name
, "IN[%u]", idx
);
1124 if (reg
->idx
== 0) strcpy(register_name
, "gl_Color");
1125 else strcpy(register_name
, "gl_SecondaryColor");
1130 case WINED3DSPR_CONST
:
1132 const char prefix
= pshader
? 'P' : 'V';
1134 /* Relative addressing */
1137 glsl_src_param_t rel_param
;
1138 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1139 if (reg
->idx
) sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
->idx
);
1140 else sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1144 if (shader_constant_is_local(This
, reg
->idx
))
1145 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1147 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1152 case WINED3DSPR_CONSTINT
:
1153 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1154 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1157 case WINED3DSPR_CONSTBOOL
:
1158 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1159 else sprintf(register_name
, "VB[%u]", reg
->idx
);
1162 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1163 if (pshader
) sprintf(register_name
, "T%u", reg
->idx
);
1164 else sprintf(register_name
, "A%u", reg
->idx
);
1167 case WINED3DSPR_LOOP
:
1168 sprintf(register_name
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1171 case WINED3DSPR_SAMPLER
:
1172 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1173 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
1176 case WINED3DSPR_COLOROUT
:
1177 if (reg
->idx
>= GL_LIMITS(buffers
))
1178 WARN("Write to render target %u, only %d supported\n", reg
->idx
, 4);
1180 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) sprintf(register_name
, "gl_FragData[%u]", reg
->idx
);
1181 /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1182 else sprintf(register_name
, "gl_FragColor");
1185 case WINED3DSPR_RASTOUT
:
1186 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1189 case WINED3DSPR_DEPTHOUT
:
1190 sprintf(register_name
, "gl_FragDepth");
1193 case WINED3DSPR_ATTROUT
:
1194 if (reg
->idx
== 0) sprintf(register_name
, "gl_FrontColor");
1195 else sprintf(register_name
, "gl_FrontSecondaryColor");
1198 case WINED3DSPR_TEXCRDOUT
:
1199 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1200 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3) sprintf(register_name
, "OUT[%u]", reg
->idx
);
1201 else sprintf(register_name
, "gl_TexCoord[%u]", reg
->idx
);
1204 case WINED3DSPR_MISCTYPE
:
1208 sprintf(register_name
, "vpos");
1210 else if (reg
->idx
== 1)
1212 /* Note that gl_FrontFacing is a bool, while vFace is
1213 * a float for which the sign determines front/back */
1214 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1218 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1219 sprintf(register_name
, "unrecognized_register");
1223 case WINED3DSPR_IMMCONST
:
1224 switch (reg
->immconst_type
)
1226 case WINED3D_IMMCONST_FLOAT
:
1227 sprintf(register_name
, "%.8e", *(float *)reg
->immconst_data
);
1230 case WINED3D_IMMCONST_FLOAT4
:
1231 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1232 *(float *)®
->immconst_data
[0], *(float *)®
->immconst_data
[1],
1233 *(float *)®
->immconst_data
[2], *(float *)®
->immconst_data
[3]);
1237 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1238 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1243 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1244 sprintf(register_name
, "unrecognized_register");
1249 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1252 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1253 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1254 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1255 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1259 /* Get the GLSL write mask for the destination register */
1260 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1262 DWORD mask
= param
->write_mask
;
1264 if (shader_is_scalar(¶m
->reg
))
1266 mask
= WINED3DSP_WRITEMASK_0
;
1271 shader_glsl_write_mask_to_str(mask
, write_mask
);
1277 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1278 unsigned int size
= 0;
1280 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1281 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1282 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1283 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1288 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1290 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1291 * but addressed as "rgba". To fix this we need to swap the register's x
1292 * and z components. */
1293 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1296 /* swizzle bits fields: wwzzyyxx */
1297 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1298 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1299 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1300 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1304 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1305 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1307 if (shader_is_scalar(¶m
->reg
))
1308 *swizzle_str
= '\0';
1310 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1313 /* From a given parameter token, generate the corresponding GLSL string.
1314 * Also, return the actual register name and swizzle in case the
1315 * caller needs this information as well. */
1316 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1317 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
)
1319 BOOL is_color
= FALSE
;
1320 char swizzle_str
[6];
1322 glsl_src
->reg_name
[0] = '\0';
1323 glsl_src
->param_str
[0] = '\0';
1324 swizzle_str
[0] = '\0';
1326 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1327 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1328 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1331 /* From a given parameter token, generate the corresponding GLSL string.
1332 * Also, return the actual register name and swizzle in case the
1333 * caller needs this information as well. */
1334 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1335 const struct wined3d_shader_dst_param
*wined3d_dst
, glsl_dst_param_t
*glsl_dst
)
1337 BOOL is_color
= FALSE
;
1339 glsl_dst
->mask_str
[0] = '\0';
1340 glsl_dst
->reg_name
[0] = '\0';
1342 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1343 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1346 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1347 static DWORD
shader_glsl_append_dst_ext(SHADER_BUFFER
*buffer
,
1348 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1350 glsl_dst_param_t glsl_dst
;
1353 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1354 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1359 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1360 static DWORD
shader_glsl_append_dst(SHADER_BUFFER
*buffer
, const struct wined3d_shader_instruction
*ins
)
1362 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1365 /** Process GLSL instruction modifiers */
1366 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1368 glsl_dst_param_t dst_param
;
1371 if (!ins
->dst_count
) return;
1373 modifiers
= ins
->dst
[0].modifiers
;
1374 if (!modifiers
) return;
1376 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1378 if (modifiers
& WINED3DSPDM_SATURATE
)
1380 /* _SAT means to clamp the value of the register to between 0 and 1 */
1381 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1382 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1385 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1387 FIXME("_centroid modifier not handled\n");
1390 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1392 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1396 static inline const char *shader_get_comp_op(DWORD op
)
1399 case COMPARISON_GT
: return ">";
1400 case COMPARISON_EQ
: return "==";
1401 case COMPARISON_GE
: return ">=";
1402 case COMPARISON_LT
: return "<";
1403 case COMPARISON_NE
: return "!=";
1404 case COMPARISON_LE
: return "<=";
1406 FIXME("Unrecognized comparison value: %u\n", op
);
1411 static void shader_glsl_get_sample_function(DWORD sampler_type
, DWORD flags
, glsl_sample_function_t
*sample_function
)
1413 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1414 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1415 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1416 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1418 /* Note that there's no such thing as a projected cube texture. */
1419 switch(sampler_type
) {
1422 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1424 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1426 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1428 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1433 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1435 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1436 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1438 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1440 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1444 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1446 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1448 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1451 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1453 case WINED3DSTT_CUBE
:
1455 sample_function
->name
= "textureCubeLod";
1457 sample_function
->name
= "textureCubeGradARB";
1459 sample_function
->name
= "textureCube";
1461 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1463 case WINED3DSTT_VOLUME
:
1465 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1467 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1469 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1471 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1474 sample_function
->name
= "";
1475 sample_function
->coord_mask
= 0;
1476 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1481 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1482 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1484 switch(channel_source
)
1486 case CHANNEL_SOURCE_ZERO
:
1487 strcat(arguments
, "0.0");
1490 case CHANNEL_SOURCE_ONE
:
1491 strcat(arguments
, "1.0");
1494 case CHANNEL_SOURCE_X
:
1495 strcat(arguments
, reg_name
);
1496 strcat(arguments
, ".x");
1499 case CHANNEL_SOURCE_Y
:
1500 strcat(arguments
, reg_name
);
1501 strcat(arguments
, ".y");
1504 case CHANNEL_SOURCE_Z
:
1505 strcat(arguments
, reg_name
);
1506 strcat(arguments
, ".z");
1509 case CHANNEL_SOURCE_W
:
1510 strcat(arguments
, reg_name
);
1511 strcat(arguments
, ".w");
1515 FIXME("Unhandled channel source %#x\n", channel_source
);
1516 strcat(arguments
, "undefined");
1520 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1523 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1525 struct wined3d_shader_dst_param dst
;
1526 unsigned int mask_size
, remaining
;
1527 glsl_dst_param_t dst_param
;
1528 char arguments
[256];
1532 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1533 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1534 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1535 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1536 mask
&= ins
->dst
[0].write_mask
;
1538 if (!mask
) return; /* Nothing to do */
1540 if (is_yuv_fixup(fixup
))
1542 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1543 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1547 mask_size
= shader_glsl_get_write_mask_size(mask
);
1550 dst
.write_mask
= mask
;
1551 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1553 arguments
[0] = '\0';
1554 remaining
= mask_size
;
1555 if (mask
& WINED3DSP_WRITEMASK_0
)
1557 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1558 if (--remaining
) strcat(arguments
, ", ");
1560 if (mask
& WINED3DSP_WRITEMASK_1
)
1562 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1563 if (--remaining
) strcat(arguments
, ", ");
1565 if (mask
& WINED3DSP_WRITEMASK_2
)
1567 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1568 if (--remaining
) strcat(arguments
, ", ");
1570 if (mask
& WINED3DSP_WRITEMASK_3
)
1572 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1573 if (--remaining
) strcat(arguments
, ", ");
1578 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
1579 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
1583 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
1587 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
1588 DWORD sampler
, const glsl_sample_function_t
*sample_function
, DWORD swizzle
,
1589 const char *dx
, const char *dy
,
1590 const char *bias
, const char *coord_reg_fmt
, ...)
1592 const char *sampler_base
;
1593 char dst_swizzle
[6];
1594 struct color_fixup_desc fixup
;
1595 BOOL np2_fixup
= FALSE
;
1598 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
1600 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1602 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
1603 fixup
= This
->cur_args
->color_fixup
[sampler
];
1604 sampler_base
= "Psampler";
1606 if(This
->cur_args
->np2_fixup
& (1 << sampler
)) {
1608 FIXME("Biased sampling from NP2 textures is unsupported\n");
1614 sampler_base
= "Vsampler";
1615 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
1618 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1620 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
1622 va_start(args
, coord_reg_fmt
);
1623 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
1627 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
1630 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup%u)%s);\n", sampler
, dst_swizzle
);
1631 } else if(dx
&& dy
) {
1632 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
1634 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
1638 if(!is_identity_fixup(fixup
)) {
1639 shader_glsl_color_correction(ins
, fixup
);
1643 /*****************************************************************************
1645 * Begin processing individual instruction opcodes
1647 ****************************************************************************/
1649 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1650 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
1652 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1653 glsl_src_param_t src0_param
;
1654 glsl_src_param_t src1_param
;
1658 /* Determine the GLSL operator to use based on the opcode */
1659 switch (ins
->handler_idx
)
1661 case WINED3DSIH_MUL
: op
= '*'; break;
1662 case WINED3DSIH_ADD
: op
= '+'; break;
1663 case WINED3DSIH_SUB
: op
= '-'; break;
1666 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1670 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1671 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1672 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
1673 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1676 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1677 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
1679 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1680 glsl_src_param_t src0_param
;
1683 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1684 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1686 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1687 * shader versions WINED3DSIO_MOVA is used for this. */
1688 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1689 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1690 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1692 /* This is a simple floor() */
1693 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1694 if (mask_size
> 1) {
1695 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1697 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1700 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
1702 /* We need to *round* to the nearest int here. */
1703 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1704 if (mask_size
> 1) {
1705 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
);
1707 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1710 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1714 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1715 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
1717 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1718 glsl_src_param_t src0_param
;
1719 glsl_src_param_t src1_param
;
1720 DWORD dst_write_mask
, src_write_mask
;
1721 unsigned int dst_size
= 0;
1723 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1724 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1726 /* dp3 works on vec3, dp4 on vec4 */
1727 if (ins
->handler_idx
== WINED3DSIH_DP4
)
1729 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1731 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1734 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
1735 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
1738 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1740 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1744 /* Note that this instruction has some restrictions. The destination write mask
1745 * can't contain the w component, and the source swizzles have to be .xyzw */
1746 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
1748 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1749 glsl_src_param_t src0_param
;
1750 glsl_src_param_t src1_param
;
1753 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
1754 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1755 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
1756 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
1757 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1760 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1761 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1762 * GLSL uses the value as-is. */
1763 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
1765 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1766 glsl_src_param_t src0_param
;
1767 glsl_src_param_t src1_param
;
1768 DWORD dst_write_mask
;
1769 unsigned int dst_size
;
1771 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1772 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1774 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1775 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1778 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1780 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1784 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1785 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1786 * GLSL uses the value as-is. */
1787 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
1789 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1790 glsl_src_param_t src0_param
;
1791 DWORD dst_write_mask
;
1792 unsigned int dst_size
;
1794 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1795 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1797 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1800 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1802 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1806 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1807 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
1809 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1810 glsl_src_param_t src_param
;
1811 const char *instruction
;
1815 /* Determine the GLSL function to use based on the opcode */
1816 /* TODO: Possibly make this a table for faster lookups */
1817 switch (ins
->handler_idx
)
1819 case WINED3DSIH_MIN
: instruction
= "min"; break;
1820 case WINED3DSIH_MAX
: instruction
= "max"; break;
1821 case WINED3DSIH_ABS
: instruction
= "abs"; break;
1822 case WINED3DSIH_FRC
: instruction
= "fract"; break;
1823 case WINED3DSIH_NRM
: instruction
= "normalize"; break;
1824 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
1825 case WINED3DSIH_SGN
: instruction
= "sign"; break;
1826 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
1827 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1828 default: instruction
= "";
1829 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1833 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1835 shader_addline(buffer
, "%s(", instruction
);
1839 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
1840 shader_addline(buffer
, "%s", src_param
.param_str
);
1841 for (i
= 1; i
< ins
->src_count
; ++i
)
1843 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
1844 shader_addline(buffer
, ", %s", src_param
.param_str
);
1848 shader_addline(buffer
, "));\n");
1851 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1852 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1853 * dst.x = 2^(floor(src))
1854 * dst.y = src - floor(src)
1855 * dst.z = 2^src (partial precision is allowed, but optional)
1857 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1858 * dst = 2^src; (partial precision is allowed, but optional)
1860 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
1862 glsl_src_param_t src_param
;
1864 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1866 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
1870 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1871 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1872 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1873 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
1875 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1876 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
1877 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
1880 unsigned int mask_size
;
1882 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1883 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1885 if (mask_size
> 1) {
1886 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
1888 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
1893 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1894 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
1896 glsl_src_param_t src_param
;
1898 unsigned int mask_size
;
1900 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1901 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1902 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1904 if (mask_size
> 1) {
1905 shader_addline(ins
->ctx
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
1907 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
1911 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
1913 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
1914 glsl_src_param_t src_param
;
1916 unsigned int mask_size
;
1918 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1919 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1921 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
1923 if (mask_size
> 1) {
1924 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
1926 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
1930 /** Process signed comparison opcodes in GLSL. */
1931 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
1933 glsl_src_param_t src0_param
;
1934 glsl_src_param_t src1_param
;
1936 unsigned int mask_size
;
1938 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1939 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1940 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1941 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
1943 if (mask_size
> 1) {
1944 const char *compare
;
1946 switch(ins
->handler_idx
)
1948 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
1949 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
1950 default: compare
= "";
1951 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
1954 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
1955 src0_param
.param_str
, src1_param
.param_str
);
1957 switch(ins
->handler_idx
)
1959 case WINED3DSIH_SLT
:
1960 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
1961 * to return 0.0 but step returns 1.0 because step is not < x
1962 * An alternative is a bvec compare padded with an unused second component.
1963 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
1964 * issue. Playing with not() is not possible either because not() does not accept
1967 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
1968 src0_param
.param_str
, src1_param
.param_str
);
1970 case WINED3DSIH_SGE
:
1971 /* Here we can use the step() function and safe a conditional */
1972 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
1975 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
1981 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
1982 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
1984 glsl_src_param_t src0_param
;
1985 glsl_src_param_t src1_param
;
1986 glsl_src_param_t src2_param
;
1987 DWORD write_mask
, cmp_channel
= 0;
1990 BOOL temp_destination
= FALSE
;
1992 if (shader_is_scalar(&ins
->src
[0].reg
))
1994 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1996 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
1997 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
1998 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2000 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2001 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2003 DWORD dst_mask
= ins
->dst
[0].write_mask
;
2004 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
2006 /* Cycle through all source0 channels */
2007 for (i
=0; i
<4; i
++) {
2009 /* Find the destination channels which use the current source0 channel */
2010 for (j
=0; j
<4; j
++) {
2011 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2013 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2014 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2017 dst
.write_mask
= dst_mask
& write_mask
;
2019 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2020 * The first lines may overwrite source parameters of the following lines.
2021 * Deal with that by using a temporary destination register if needed
2023 if ((ins
->src
[0].reg
.idx
== ins
->dst
[0].reg
.idx
2024 && ins
->src
[0].reg
.type
== ins
->dst
[0].reg
.type
)
2025 || (ins
->src
[1].reg
.idx
== ins
->dst
[0].reg
.idx
2026 && ins
->src
[1].reg
.type
== ins
->dst
[0].reg
.type
)
2027 || (ins
->src
[2].reg
.idx
== ins
->dst
[0].reg
.idx
2028 && ins
->src
[2].reg
.type
== ins
->dst
[0].reg
.type
))
2030 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2031 if (!write_mask
) continue;
2032 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2033 temp_destination
= TRUE
;
2035 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2036 if (!write_mask
) continue;
2039 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2040 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2041 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2043 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2044 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2047 if(temp_destination
) {
2048 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2049 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2050 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2056 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2057 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2058 * the compare is done per component of src0. */
2059 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2061 struct wined3d_shader_dst_param dst
;
2062 glsl_src_param_t src0_param
;
2063 glsl_src_param_t src1_param
;
2064 glsl_src_param_t src2_param
;
2065 DWORD write_mask
, cmp_channel
= 0;
2068 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2069 ins
->ctx
->reg_maps
->shader_version
.minor
);
2071 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2073 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2074 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2075 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2076 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2078 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2081 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2083 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2084 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2088 /* Cycle through all source0 channels */
2089 dst_mask
= ins
->dst
[0].write_mask
;
2091 for (i
=0; i
<4; i
++) {
2093 /* Find the destination channels which use the current source0 channel */
2094 for (j
=0; j
<4; j
++) {
2095 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2097 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2098 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2102 dst
.write_mask
= dst_mask
& write_mask
;
2103 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2104 if (!write_mask
) continue;
2106 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2107 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2108 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2110 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2111 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2115 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2116 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2118 glsl_src_param_t src0_param
;
2119 glsl_src_param_t src1_param
;
2120 glsl_src_param_t src2_param
;
2123 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2124 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2125 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2126 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2127 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2128 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2131 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2132 Vertex shaders to GLSL codes */
2133 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2136 int nComponents
= 0;
2137 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2138 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2139 struct wined3d_shader_instruction tmp_ins
;
2141 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2143 /* Set constants for the temporary argument */
2144 tmp_ins
.ctx
= ins
->ctx
;
2145 tmp_ins
.dst_count
= 1;
2146 tmp_ins
.dst
= &tmp_dst
;
2147 tmp_ins
.src_count
= 2;
2148 tmp_ins
.src
= tmp_src
;
2150 switch(ins
->handler_idx
)
2152 case WINED3DSIH_M4x4
:
2154 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2156 case WINED3DSIH_M4x3
:
2158 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2160 case WINED3DSIH_M3x4
:
2162 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2164 case WINED3DSIH_M3x3
:
2166 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2168 case WINED3DSIH_M3x2
:
2170 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2176 tmp_dst
= ins
->dst
[0];
2177 tmp_src
[0] = ins
->src
[0];
2178 tmp_src
[1] = ins
->src
[1];
2179 for (i
= 0; i
< nComponents
; ++i
)
2181 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2182 shader_glsl_dot(&tmp_ins
);
2183 ++tmp_src
[1].reg
.idx
;
2188 The LRP instruction performs a component-wise linear interpolation
2189 between the second and third operands using the first operand as the
2190 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2191 This is equivalent to mix(src2, src1, src0);
2193 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2195 glsl_src_param_t src0_param
;
2196 glsl_src_param_t src1_param
;
2197 glsl_src_param_t src2_param
;
2200 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2202 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2203 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2204 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2206 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2207 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2210 /** Process the WINED3DSIO_LIT instruction in GLSL:
2211 * dst.x = dst.w = 1.0
2212 * dst.y = (src0.x > 0) ? src0.x
2213 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2214 * where src.w is clamped at +- 128
2216 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2218 glsl_src_param_t src0_param
;
2219 glsl_src_param_t src1_param
;
2220 glsl_src_param_t src3_param
;
2223 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2224 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2226 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2227 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2228 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2230 /* The sdk specifies the instruction like this
2232 * if(src.x > 0.0) dst.y = src.x
2234 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2238 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2239 * dst.x = 1.0 ... No further explanation needed
2240 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2241 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2242 * dst.w = 1.0. ... Nothing fancy.
2244 * So we still have one conditional in there. So do this:
2245 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2247 * 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),
2248 * 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.
2249 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2251 shader_addline(ins
->ctx
->buffer
,
2252 "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",
2253 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2256 /** Process the WINED3DSIO_DST instruction in GLSL:
2258 * dst.y = src0.x * src0.y
2262 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2264 glsl_src_param_t src0y_param
;
2265 glsl_src_param_t src0z_param
;
2266 glsl_src_param_t src1y_param
;
2267 glsl_src_param_t src1w_param
;
2270 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2271 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2273 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2274 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2275 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2276 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2278 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2279 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2282 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2283 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2284 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2286 * dst.x = cos(src0.?)
2287 * dst.y = sin(src0.?)
2291 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2293 glsl_src_param_t src0_param
;
2296 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2297 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2299 switch (write_mask
) {
2300 case WINED3DSP_WRITEMASK_0
:
2301 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2304 case WINED3DSP_WRITEMASK_1
:
2305 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2308 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2309 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2313 ERR("Write mask should be .x, .y or .xy\n");
2318 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2319 * Start a for() loop where src1.y is the initial value of aL,
2320 * increment aL by src1.z for a total of src1.x iterations.
2321 * Need to use a temporary variable for this operation.
2323 /* FIXME: I don't think nested loops will work correctly this way. */
2324 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2326 glsl_src_param_t src1_param
;
2327 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2328 const DWORD
*control_values
= NULL
;
2329 const local_constant
*constant
;
2331 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2333 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2334 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2335 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2338 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
2340 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2341 if (constant
->idx
== ins
->src
[1].reg
.idx
)
2343 control_values
= constant
->value
;
2349 if(control_values
) {
2350 if(control_values
[2] > 0) {
2351 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2352 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2353 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2354 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2355 } else if(control_values
[2] == 0) {
2356 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2357 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
2358 shader
->baseShader
.cur_loop_depth
, control_values
[0],
2359 shader
->baseShader
.cur_loop_depth
);
2361 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2362 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2363 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2364 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2367 shader_addline(ins
->ctx
->buffer
,
2368 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2369 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2370 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2371 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2374 shader
->baseShader
.cur_loop_depth
++;
2375 shader
->baseShader
.cur_loop_regno
++;
2378 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2380 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2382 shader_addline(ins
->ctx
->buffer
, "}\n");
2384 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2386 shader
->baseShader
.cur_loop_depth
--;
2387 shader
->baseShader
.cur_loop_regno
--;
2390 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2392 shader
->baseShader
.cur_loop_depth
--;
2396 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2398 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2399 glsl_src_param_t src0_param
;
2400 const DWORD
*control_values
= NULL
;
2401 const local_constant
*constant
;
2403 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2404 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
2406 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
)
2408 if (constant
->idx
== ins
->src
[0].reg
.idx
)
2410 control_values
= constant
->value
;
2416 if(control_values
) {
2417 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2418 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2419 control_values
[0], shader
->baseShader
.cur_loop_depth
);
2421 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2422 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2423 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2424 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2426 shader
->baseShader
.cur_loop_depth
++;
2429 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2431 glsl_src_param_t src0_param
;
2433 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2434 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2437 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2439 glsl_src_param_t src0_param
;
2440 glsl_src_param_t src1_param
;
2442 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2443 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2445 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2446 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2449 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2451 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2454 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2456 shader_addline(ins
->ctx
->buffer
, "break;\n");
2459 /* FIXME: According to MSDN the compare is done per component. */
2460 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2462 glsl_src_param_t src0_param
;
2463 glsl_src_param_t src1_param
;
2465 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2466 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2468 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
2469 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2472 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
2474 shader_addline(ins
->ctx
->buffer
, "}\n");
2475 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].reg
.idx
);
2478 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
2480 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
);
2483 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
2485 glsl_src_param_t src1_param
;
2487 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2488 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].reg
.idx
);
2491 /*********************************************
2492 * Pixel Shader Specific Code begins here
2493 ********************************************/
2494 static void pshader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
2496 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2497 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2498 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2499 ins
->ctx
->reg_maps
->shader_version
.minor
);
2500 glsl_sample_function_t sample_function
;
2501 DWORD sample_flags
= 0;
2502 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
2504 DWORD mask
= 0, swizzle
;
2506 /* 1.0-1.4: Use destination register as sampler source.
2507 * 2.0+: Use provided sampler source. */
2508 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) sampler_idx
= ins
->dst
[0].reg
.idx
;
2509 else sampler_idx
= ins
->src
[1].reg
.idx
;
2510 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2512 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2514 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2516 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2517 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
2518 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2519 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2520 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2521 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2522 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2523 case WINED3DTTFF_COUNT4
:
2524 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2528 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
2530 DWORD src_mod
= ins
->src
[0].modifiers
;
2532 if (src_mod
== WINED3DSPSM_DZ
) {
2533 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2534 mask
= WINED3DSP_WRITEMASK_2
;
2535 } else if (src_mod
== WINED3DSPSM_DW
) {
2536 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2537 mask
= WINED3DSP_WRITEMASK_3
;
2540 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
2542 /* ps 2.0 texldp instruction always divides by the fourth component. */
2543 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2544 mask
= WINED3DSP_WRITEMASK_3
;
2548 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2549 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2550 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2553 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2554 mask
|= sample_function
.coord_mask
;
2556 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
2557 else swizzle
= ins
->src
[1].swizzle
;
2559 /* 1.0-1.3: Use destination register as coordinate source.
2560 1.4+: Use provided coordinate source register. */
2561 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2564 shader_glsl_write_mask_to_str(mask
, coord_mask
);
2565 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2566 "T%u%s", sampler_idx
, coord_mask
);
2568 glsl_src_param_t coord_param
;
2569 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
2570 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
2572 glsl_src_param_t bias
;
2573 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2574 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
2575 "%s", coord_param
.param_str
);
2577 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2578 "%s", coord_param
.param_str
);
2583 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
2585 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2586 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2587 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
2588 glsl_sample_function_t sample_function
;
2589 glsl_src_param_t coord_param
, dx_param
, dy_param
;
2590 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
2593 DWORD swizzle
= ins
->src
[1].swizzle
;
2595 if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD
)) {
2596 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2597 return pshader_glsl_tex(ins
);
2600 sampler_idx
= ins
->src
[1].reg
.idx
;
2601 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2602 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2603 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2604 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2607 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2608 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2609 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
2610 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
2612 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
2613 "%s", coord_param
.param_str
);
2616 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
2618 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2619 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2620 glsl_sample_function_t sample_function
;
2621 glsl_src_param_t coord_param
, lod_param
;
2622 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
2625 DWORD swizzle
= ins
->src
[1].swizzle
;
2627 sampler_idx
= ins
->src
[1].reg
.idx
;
2628 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2629 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2630 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2631 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2633 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2634 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2636 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2638 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
2640 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2641 * However, they seem to work just fine in fragment shaders as well. */
2642 WARN("Using %s in fragment shader.\n", sample_function
.name
);
2644 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
2645 "%s", coord_param
.param_str
);
2648 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
2650 /* FIXME: Make this work for more than just 2D textures */
2651 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2652 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2654 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
2658 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2659 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2660 ins
->dst
[0].reg
.idx
, dst_mask
);
2662 DWORD reg
= ins
->src
[0].reg
.idx
;
2663 DWORD src_mod
= ins
->src
[0].modifiers
;
2664 char dst_swizzle
[6];
2666 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2668 if (src_mod
== WINED3DSPSM_DZ
) {
2669 glsl_src_param_t div_param
;
2670 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2671 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2673 if (mask_size
> 1) {
2674 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2676 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2678 } else if (src_mod
== WINED3DSPSM_DW
) {
2679 glsl_src_param_t div_param
;
2680 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2681 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2683 if (mask_size
> 1) {
2684 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2686 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2689 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2694 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2695 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2696 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2697 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2699 glsl_src_param_t src0_param
;
2700 glsl_sample_function_t sample_function
;
2701 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2702 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2703 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2706 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2708 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2709 * scalar, and projected sampling would require 4.
2711 * It is a dependent read - not valid with conditional NP2 textures
2713 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2714 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
2719 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2720 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
2724 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2725 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
2729 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2730 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
2734 FIXME("Unexpected mask size %u\n", mask_size
);
2739 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2740 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2741 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
2743 glsl_src_param_t src0_param
;
2744 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
2745 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2747 unsigned int mask_size
;
2749 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2750 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2751 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2753 if (mask_size
> 1) {
2754 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2756 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2760 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2761 * Calculate the depth as dst.x / dst.y */
2762 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
2764 glsl_dst_param_t dst_param
;
2766 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2768 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2769 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2770 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2771 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2774 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2775 dst_param
.reg_name
, dst_param
.reg_name
);
2778 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2779 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2780 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2781 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2783 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2785 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2786 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
2787 glsl_src_param_t src0_param
;
2789 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2791 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2792 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2795 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2796 * Calculate the 1st of a 2-row matrix multiplication. */
2797 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2799 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2800 DWORD reg
= ins
->dst
[0].reg
.idx
;
2801 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2802 glsl_src_param_t src0_param
;
2804 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2805 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2808 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2809 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2810 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2812 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2813 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2814 DWORD reg
= ins
->dst
[0].reg
.idx
;
2815 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2816 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2817 glsl_src_param_t src0_param
;
2819 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2820 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2821 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2824 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2826 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2827 DWORD reg
= ins
->dst
[0].reg
.idx
;
2828 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2829 glsl_src_param_t src0_param
;
2830 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
2831 glsl_sample_function_t sample_function
;
2833 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2834 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2836 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2838 /* Sample the texture using the calculated coordinates */
2839 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
2842 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2843 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2844 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2846 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2847 glsl_src_param_t src0_param
;
2848 DWORD reg
= ins
->dst
[0].reg
.idx
;
2849 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2850 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2851 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
2852 glsl_sample_function_t sample_function
;
2854 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2855 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2857 /* Dependent read, not valid with conditional NP2 */
2858 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2860 /* Sample the texture using the calculated coordinates */
2861 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
2863 current_state
->current_row
= 0;
2866 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2867 * Perform the 3rd row of a 3x3 matrix multiply */
2868 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
2870 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2871 glsl_src_param_t src0_param
;
2873 DWORD reg
= ins
->dst
[0].reg
.idx
;
2874 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2875 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2877 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2879 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2880 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2881 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
2883 current_state
->current_row
= 0;
2886 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2887 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2888 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
2890 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2891 DWORD reg
= ins
->dst
[0].reg
.idx
;
2892 glsl_src_param_t src0_param
;
2893 glsl_src_param_t src1_param
;
2894 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2895 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2896 WINED3DSAMPLER_TEXTURE_TYPE stype
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
2897 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2898 glsl_sample_function_t sample_function
;
2900 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2901 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2903 /* Perform the last matrix multiply operation */
2904 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2905 /* Reflection calculation */
2906 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
2908 /* Dependent read, not valid with conditional NP2 */
2909 shader_glsl_get_sample_function(stype
, 0, &sample_function
);
2911 /* Sample the texture */
2912 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
2914 current_state
->current_row
= 0;
2917 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2918 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2919 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
2921 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2922 DWORD reg
= ins
->dst
[0].reg
.idx
;
2923 SHADER_BUFFER
*buffer
= ins
->ctx
->buffer
;
2924 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2925 glsl_src_param_t src0_param
;
2926 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2927 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
2928 glsl_sample_function_t sample_function
;
2930 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2932 /* Perform the last matrix multiply operation */
2933 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
2935 /* Construct the eye-ray vector from w coordinates */
2936 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
2937 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
2938 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
2940 /* Dependent read, not valid with conditional NP2 */
2941 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2943 /* Sample the texture using the calculated coordinates */
2944 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
2946 current_state
->current_row
= 0;
2949 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
2950 * Apply a fake bump map transform.
2951 * texbem is pshader <= 1.3 only, this saves a few version checks
2953 static void pshader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
2955 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2956 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2957 glsl_sample_function_t sample_function
;
2958 glsl_src_param_t coord_param
;
2959 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
2965 sampler_idx
= ins
->dst
[0].reg
.idx
;
2966 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2968 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2969 /* Dependent read, not valid with conditional NP2 */
2970 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2971 mask
= sample_function
.coord_mask
;
2973 shader_glsl_write_mask_to_str(mask
, coord_mask
);
2975 /* with projective textures, texbem only divides the static texture coord, not the displacement,
2976 * so we can't let the GL handle this.
2978 if (flags
& WINED3DTTFF_PROJECTED
) {
2980 char coord_div_mask
[3];
2981 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2982 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2983 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
2984 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
2985 case WINED3DTTFF_COUNT4
:
2986 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
2988 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
2989 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
2992 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
2994 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2995 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
2996 coord_param
.param_str
, coord_mask
);
2998 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3000 glsl_src_param_t luminance_param
;
3001 glsl_dst_param_t dst_param
;
3003 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3004 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3006 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3007 dst_param
.reg_name
, dst_param
.mask_str
,
3008 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3012 static void pshader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3014 glsl_src_param_t src0_param
, src1_param
;
3015 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3017 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3018 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3020 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3021 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
3022 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3025 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3026 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3027 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3029 glsl_src_param_t src0_param
;
3030 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3031 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3032 glsl_sample_function_t sample_function
;
3034 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3036 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3037 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3038 "%s.wx", src0_param
.reg_name
);
3041 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3042 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3043 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3045 glsl_src_param_t src0_param
;
3046 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3047 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3048 glsl_sample_function_t sample_function
;
3050 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3052 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3053 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3054 "%s.yz", src0_param
.reg_name
);
3057 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3058 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3059 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3061 glsl_src_param_t src0_param
;
3062 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3063 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3064 glsl_sample_function_t sample_function
;
3066 /* Dependent read, not valid with conditional NP2 */
3067 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3068 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3070 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3071 "%s", src0_param
.param_str
);
3074 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3075 * If any of the first 3 components are < 0, discard this pixel */
3076 static void pshader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3078 glsl_dst_param_t dst_param
;
3080 /* The argument is a destination parameter, and no writemasks are allowed */
3081 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3082 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
3084 /* 2.0 shaders compare all 4 components in texkill */
3085 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3087 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3088 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3089 * 4 components are defined, only the first 3 are used
3091 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3095 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3096 * dst = dot2(src0, src1) + src2 */
3097 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3099 glsl_src_param_t src0_param
;
3100 glsl_src_param_t src1_param
;
3101 glsl_src_param_t src2_param
;
3103 unsigned int mask_size
;
3105 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3106 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3108 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3109 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3110 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3112 if (mask_size
> 1) {
3113 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3114 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3116 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3117 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3121 static void pshader_glsl_input_pack(IWineD3DPixelShader
*iface
, SHADER_BUFFER
*buffer
,
3122 const struct wined3d_shader_semantic
*semantics_in
, const struct shader_reg_maps
*reg_maps
,
3123 enum vertexprocessing_mode vertexprocessing
)
3126 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3128 for (i
= 0; i
< MAX_REG_INPUT
; ++i
)
3130 DWORD usage
, usage_idx
;
3134 if (!reg_maps
->packed_input
[i
]) continue;
3136 usage
= semantics_in
[i
].usage
;
3137 usage_idx
= semantics_in
[i
].usage_idx
;
3138 shader_glsl_get_write_mask(&semantics_in
[i
].reg
, reg_mask
);
3142 case WINED3DDECLUSAGE_TEXCOORD
:
3143 if (usage_idx
< 8 && vertexprocessing
== pretransformed
)
3144 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3145 This
->input_reg_map
[i
], reg_mask
, usage_idx
, reg_mask
);
3147 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3148 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3151 case WINED3DDECLUSAGE_COLOR
:
3153 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3154 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3155 else if (usage_idx
== 1)
3156 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3157 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3159 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3160 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3164 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3165 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3171 /*********************************************
3172 * Vertex Shader Specific Code begins here
3173 ********************************************/
3175 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
3176 glsl_program_key_t
*key
;
3178 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
3179 key
->vshader
= entry
->vshader
;
3180 key
->pshader
= entry
->pshader
;
3181 key
->vs_args
= entry
->vs_args
;
3182 key
->ps_args
= entry
->ps_args
;
3184 hash_table_put(priv
->glsl_program_lookup
, key
, entry
);
3187 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
3188 IWineD3DVertexShader
*vshader
, IWineD3DPixelShader
*pshader
, struct vs_compile_args
*vs_args
,
3189 struct ps_compile_args
*ps_args
) {
3190 glsl_program_key_t key
;
3192 key
.vshader
= vshader
;
3193 key
.pshader
= pshader
;
3194 key
.vs_args
= *vs_args
;
3195 key
.ps_args
= *ps_args
;
3197 return hash_table_get(priv
->glsl_program_lookup
, &key
);
3200 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const WineD3D_GL_Info
*gl_info
,
3201 struct glsl_shader_prog_link
*entry
)
3203 glsl_program_key_t
*key
;
3205 key
= HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t
));
3206 key
->vshader
= entry
->vshader
;
3207 key
->pshader
= entry
->pshader
;
3208 key
->vs_args
= entry
->vs_args
;
3209 key
->ps_args
= entry
->ps_args
;
3210 hash_table_remove(priv
->glsl_program_lookup
, key
);
3212 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3213 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3214 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3215 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3216 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3217 HeapFree(GetProcessHeap(), 0, entry
);
3220 static void handle_ps3_input(SHADER_BUFFER
*buffer
, const WineD3D_GL_Info
*gl_info
, const DWORD
*map
,
3221 const struct wined3d_shader_semantic
*semantics_in
, const struct shader_reg_maps
*reg_maps_in
,
3222 const struct wined3d_shader_semantic
*semantics_out
, const struct shader_reg_maps
*reg_maps_out
)
3225 DWORD usage
, usage_idx
, usage_out
, usage_idx_out
;
3228 DWORD in_count
= GL_LIMITS(glsl_varyings
) / 4;
3229 char reg_mask
[6], reg_mask_out
[6];
3230 char destination
[50];
3232 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3234 if (!semantics_out
) {
3235 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3236 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
3237 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3240 for(i
= 0; i
< MAX_REG_INPUT
; i
++) {
3241 if (!reg_maps_in
->packed_input
[i
]) continue;
3244 if (in_idx
>= (in_count
+ 2)) {
3245 FIXME("More input varyings declared than supported, expect issues\n");
3248 else if (map
[i
] == ~0U)
3250 /* Declared, but not read register */
3254 if (in_idx
== in_count
) {
3255 sprintf(destination
, "gl_FrontColor");
3256 } else if (in_idx
== in_count
+ 1) {
3257 sprintf(destination
, "gl_FrontSecondaryColor");
3259 sprintf(destination
, "IN[%u]", in_idx
);
3262 usage
= semantics_in
[i
].usage
;
3263 usage_idx
= semantics_in
[i
].usage_idx
;
3264 set
[map
[i
]] = shader_glsl_get_write_mask(&semantics_in
[i
].reg
, reg_mask
);
3266 if(!semantics_out
) {
3268 case WINED3DDECLUSAGE_COLOR
:
3270 shader_addline(buffer
, "%s%s = front_color%s;\n",
3271 destination
, reg_mask
, reg_mask
);
3272 else if (usage_idx
== 1)
3273 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
3274 destination
, reg_mask
, reg_mask
);
3276 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3277 destination
, reg_mask
, reg_mask
);
3280 case WINED3DDECLUSAGE_TEXCOORD
:
3281 if (usage_idx
< 8) {
3282 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
3283 destination
, reg_mask
, usage_idx
, reg_mask
);
3285 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3286 destination
, reg_mask
, reg_mask
);
3290 case WINED3DDECLUSAGE_FOG
:
3291 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3292 destination
, reg_mask
, reg_mask
);
3296 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3297 destination
, reg_mask
, reg_mask
);
3301 for(j
= 0; j
< MAX_REG_OUTPUT
; j
++) {
3302 if (!reg_maps_out
->packed_output
[j
]) continue;
3304 usage_out
= semantics_out
[j
].usage
;
3305 usage_idx_out
= semantics_out
[j
].usage_idx
;
3306 shader_glsl_get_write_mask(&semantics_out
[j
].reg
, reg_mask_out
);
3308 if(usage
== usage_out
&&
3309 usage_idx
== usage_idx_out
) {
3310 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3311 destination
, reg_mask
, j
, reg_mask
);
3316 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3317 destination
, reg_mask
, reg_mask
);
3322 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3323 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3324 * input varyings are assigned above, if the optimizer works properly.
3326 for(i
= 0; i
< in_count
+ 2; i
++) {
3327 if(set
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3328 unsigned int size
= 0;
3329 memset(reg_mask
, 0, sizeof(reg_mask
));
3330 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
3331 reg_mask
[size
] = 'x';
3334 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3335 reg_mask
[size
] = 'y';
3338 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3339 reg_mask
[size
] = 'z';
3342 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3343 reg_mask
[size
] = 'w';
3347 if (i
== in_count
) {
3348 sprintf(destination
, "gl_FrontColor");
3349 } else if (i
== in_count
+ 1) {
3350 sprintf(destination
, "gl_FrontSecondaryColor");
3352 sprintf(destination
, "IN[%u]", i
);
3356 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3358 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3363 HeapFree(GetProcessHeap(), 0, set
);
3366 static GLhandleARB
generate_param_reorder_function(IWineD3DVertexShader
*vertexshader
,
3367 IWineD3DPixelShader
*pixelshader
, const WineD3D_GL_Info
*gl_info
)
3369 GLhandleARB ret
= 0;
3370 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3371 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3372 IWineD3DDeviceImpl
*device
;
3373 DWORD vs_major
= vs
->baseShader
.reg_maps
.shader_version
.major
;
3374 DWORD ps_major
= ps
? ps
->baseShader
.reg_maps
.shader_version
.major
: 0;
3376 SHADER_BUFFER buffer
;
3377 DWORD usage
, usage_idx
, writemask
;
3379 const struct wined3d_shader_semantic
*semantics_out
;
3381 shader_buffer_init(&buffer
);
3383 shader_addline(&buffer
, "#version 120\n");
3385 if(vs_major
< 3 && ps_major
< 3) {
3386 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3387 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3389 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
3390 if((GLINFO_LOCATION
).set_texcoord_w
&& ps_major
== 0 && vs_major
> 0 &&
3391 !device
->frag_pipe
->ffp_proj_control
) {
3392 shader_addline(&buffer
, "void order_ps_input() {\n");
3393 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3394 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3395 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3396 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3399 shader_addline(&buffer
, "}\n");
3401 shader_addline(&buffer
, "void order_ps_input() { /* do nothing */ }\n");
3403 } else if(ps_major
< 3 && vs_major
>= 3) {
3404 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3405 semantics_out
= vs
->semantics_out
;
3407 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3408 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3409 if (!vs
->baseShader
.reg_maps
.packed_output
[i
]) continue;
3411 usage
= semantics_out
[i
].usage
;
3412 usage_idx
= semantics_out
[i
].usage_idx
;
3413 writemask
= shader_glsl_get_write_mask(&semantics_out
[i
].reg
, reg_mask
);
3416 case WINED3DDECLUSAGE_COLOR
:
3418 shader_addline(&buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3419 else if (usage_idx
== 1)
3420 shader_addline(&buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3423 case WINED3DDECLUSAGE_POSITION
:
3424 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3427 case WINED3DDECLUSAGE_TEXCOORD
:
3428 if (usage_idx
< 8) {
3429 if(!(GLINFO_LOCATION
).set_texcoord_w
|| ps_major
> 0) writemask
|= WINED3DSP_WRITEMASK_3
;
3431 shader_addline(&buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3432 usage_idx
, reg_mask
, i
, reg_mask
);
3433 if(!(writemask
& WINED3DSP_WRITEMASK_3
)) {
3434 shader_addline(&buffer
, "gl_TexCoord[%u].w = 1.0;\n", usage_idx
);
3439 case WINED3DDECLUSAGE_PSIZE
:
3440 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3443 case WINED3DDECLUSAGE_FOG
:
3444 shader_addline(&buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3451 shader_addline(&buffer
, "}\n");
3453 } else if(ps_major
>= 3 && vs_major
>= 3) {
3454 semantics_out
= vs
->semantics_out
;
3456 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3457 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3458 shader_addline(&buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3460 /* First, sort out position and point size. Those are not passed to the pixel shader */
3461 for(i
= 0; i
< MAX_REG_OUTPUT
; i
++) {
3462 if (!vs
->baseShader
.reg_maps
.packed_output
[i
]) continue;
3464 usage
= semantics_out
[i
].usage
;
3465 usage_idx
= semantics_out
[i
].usage_idx
;
3466 shader_glsl_get_write_mask(&semantics_out
[i
].reg
, reg_mask
);
3469 case WINED3DDECLUSAGE_POSITION
:
3470 shader_addline(&buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3473 case WINED3DDECLUSAGE_PSIZE
:
3474 shader_addline(&buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3482 /* Then, fix the pixel shader input */
3483 handle_ps3_input(&buffer
, gl_info
, ps
->input_reg_map
,
3484 ps
->semantics_in
, &ps
->baseShader
.reg_maps
, semantics_out
, &vs
->baseShader
.reg_maps
);
3486 shader_addline(&buffer
, "}\n");
3487 } else if(ps_major
>= 3 && vs_major
< 3) {
3488 shader_addline(&buffer
, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings
) / 4);
3489 shader_addline(&buffer
, "void order_ps_input() {\n");
3490 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3491 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3492 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3494 handle_ps3_input(&buffer
, gl_info
, ps
->input_reg_map
, ps
->semantics_in
, &ps
->baseShader
.reg_maps
, NULL
, NULL
);
3495 shader_addline(&buffer
, "}\n");
3497 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3500 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3501 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3502 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
.buffer
, NULL
));
3503 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3504 GL_EXTCALL(glCompileShaderARB(ret
));
3505 checkGLcall("glCompileShaderARB(ret)");
3507 shader_buffer_free(&buffer
);
3511 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const WineD3D_GL_Info
*gl_info
,
3512 GLhandleARB programId
, char prefix
)
3514 const local_constant
*lconst
;
3519 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3520 value
= (const float *)lconst
->value
;
3521 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3522 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3523 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3525 checkGLcall("Hardcoding local constants\n");
3528 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3529 * It sets the programId on the current StateBlock (because it should be called
3530 * inside of the DrawPrimitive() part of the render loop).
3532 * If a program for the given combination does not exist, create one, and store
3533 * the program in the hash table. If it creates a program, it will link the
3534 * given objects, too.
3536 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
3537 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3538 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3539 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3540 IWineD3DPixelShader
*pshader
= This
->stateBlock
->pixelShader
;
3541 IWineD3DVertexShader
*vshader
= This
->stateBlock
->vertexShader
;
3542 struct glsl_shader_prog_link
*entry
= NULL
;
3543 GLhandleARB programId
= 0;
3544 GLhandleARB reorder_shader_id
= 0;
3547 GLhandleARB vshader_id
, pshader_id
;
3548 struct ps_compile_args ps_compile_args
;
3549 struct vs_compile_args vs_compile_args
;
3552 find_vs_compile_args((IWineD3DVertexShaderImpl
*)This
->stateBlock
->vertexShader
, This
->stateBlock
, &vs_compile_args
);
3554 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3555 memset(&vs_compile_args
, 0, sizeof(vs_compile_args
));
3558 find_ps_compile_args((IWineD3DPixelShaderImpl
*)This
->stateBlock
->pixelShader
, This
->stateBlock
, &ps_compile_args
);
3560 /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
3561 memset(&ps_compile_args
, 0, sizeof(ps_compile_args
));
3563 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
3565 priv
->glsl_program
= entry
;
3569 /* If we get to this point, then no matching program exists, so we create one */
3570 programId
= GL_EXTCALL(glCreateProgramObjectARB());
3571 TRACE("Created new GLSL shader program %u\n", programId
);
3573 /* Create the entry */
3574 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
3575 entry
->programId
= programId
;
3576 entry
->vshader
= vshader
;
3577 entry
->pshader
= pshader
;
3578 entry
->vs_args
= vs_compile_args
;
3579 entry
->ps_args
= ps_compile_args
;
3580 entry
->constant_version
= 0;
3581 /* Add the hash table entry */
3582 add_glsl_program_entry(priv
, entry
);
3584 /* Set the current program */
3585 priv
->glsl_program
= entry
;
3588 vshader_id
= find_gl_vshader((IWineD3DVertexShaderImpl
*) vshader
, &vs_compile_args
);
3593 /* Attach GLSL vshader */
3595 const unsigned int max_attribs
= 16; /* TODO: Will this always be the case? It is at the moment... */
3598 reorder_shader_id
= generate_param_reorder_function(vshader
, pshader
, gl_info
);
3599 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
3600 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
3601 checkGLcall("glAttachObjectARB");
3602 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3605 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
3607 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
3608 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
3609 checkGLcall("glAttachObjectARB");
3611 /* Bind vertex attributes to a corresponding index number to match
3612 * the same index numbers as ARB_vertex_programs (makes loading
3613 * vertex attributes simpler). With this method, we can use the
3614 * exact same code to load the attributes later for both ARB and
3617 * We have to do this here because we need to know the Program ID
3618 * in order to make the bindings work, and it has to be done prior
3619 * to linking the GLSL program. */
3620 for (i
= 0; i
< max_attribs
; ++i
) {
3621 if (((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.attributes
[i
]) {
3622 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%i", i
);
3623 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
3626 checkGLcall("glBindAttribLocationARB");
3628 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
3632 pshader_id
= find_gl_pshader((IWineD3DPixelShaderImpl
*) pshader
, &ps_compile_args
);
3637 /* Attach GLSL pshader */
3639 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
3640 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
3641 checkGLcall("glAttachObjectARB");
3643 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
3646 /* Link the program */
3647 TRACE("Linking GLSL shader program %u\n", programId
);
3648 GL_EXTCALL(glLinkProgramARB(programId
));
3649 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
3651 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
3652 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
3653 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
3654 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3656 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3657 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
3658 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3660 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
3661 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
3662 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
3663 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3665 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
3666 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
3667 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3671 for(i
= 0; i
< ((IWineD3DPixelShaderImpl
*)pshader
)->numbumpenvmatconsts
; i
++) {
3673 sprintf(name
, "bumpenvmat%d", ((IWineD3DPixelShaderImpl
*)pshader
)->bumpenvmatconst
[i
].texunit
);
3674 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3675 sprintf(name
, "luminancescale%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3676 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3677 sprintf(name
, "luminanceoffset%d", ((IWineD3DPixelShaderImpl
*)pshader
)->luminanceconst
[i
].texunit
);
3678 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3682 if (use_ps
&& ps_compile_args
.np2_fixup
) {
3684 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
3685 if (ps_compile_args
.np2_fixup
& (1 << i
)) {
3686 sprintf(name
, "PsamplerNP2Fixup%u", i
);
3687 entry
->np2Fixup_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
3689 entry
->np2Fixup_location
[i
] = -1;
3694 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
3695 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
3696 checkGLcall("Find glsl program uniform locations");
3699 && ((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.reg_maps
.shader_version
.major
>= 3
3700 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> GL_LIMITS(glsl_varyings
) / 4)
3702 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
3703 entry
->vertex_color_clamp
= GL_FALSE
;
3705 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
3708 /* Set the shader to allow uniform loading on it */
3709 GL_EXTCALL(glUseProgramObjectARB(programId
));
3710 checkGLcall("glUseProgramObjectARB(programId)");
3712 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
3713 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
3714 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
3715 * vertex shader with fixed function pixel processing is used we make sure that the card
3716 * supports enough samplers to allow the max number of vertex samplers with all possible
3717 * fixed function fragment processing setups. So once the program is linked these samplers
3721 /* Load vertex shader samplers */
3722 shader_glsl_load_vsamplers(gl_info
, This
->texUnitMap
, programId
);
3725 /* Load pixel shader samplers */
3726 shader_glsl_load_psamplers(gl_info
, This
->texUnitMap
, programId
);
3729 /* If the local constants do not have to be loaded with the environment constants,
3730 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
3733 if(pshader
&& !((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.load_local_constsF
) {
3734 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
3736 if(vshader
&& !((IWineD3DVertexShaderImpl
*)vshader
)->baseShader
.load_local_constsF
) {
3737 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
3741 static GLhandleARB
create_glsl_blt_shader(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
3743 GLhandleARB program_id
;
3744 GLhandleARB vshader_id
, pshader_id
;
3745 static const char *blt_vshader
[] =
3750 " gl_Position = gl_Vertex;\n"
3751 " gl_FrontColor = vec4(1.0);\n"
3752 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
3756 static const char *blt_pshaders
[tex_type_count
] =
3762 "uniform sampler2D sampler;\n"
3765 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
3771 "uniform samplerCube sampler;\n"
3774 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
3778 "#extension GL_ARB_texture_rectangle : enable\n"
3779 "uniform sampler2DRect sampler;\n"
3782 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
3786 if (!blt_pshaders
[tex_type
])
3788 FIXME("tex_type %#x not supported\n", tex_type
);
3792 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3793 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
3794 GL_EXTCALL(glCompileShaderARB(vshader_id
));
3796 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3797 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshaders
[tex_type
], NULL
));
3798 GL_EXTCALL(glCompileShaderARB(pshader_id
));
3800 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
3801 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
3802 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
3803 GL_EXTCALL(glLinkProgramARB(program_id
));
3805 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
3807 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
3810 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
3811 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
3815 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
3816 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3817 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3818 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3819 GLhandleARB program_id
= 0;
3820 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
3822 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3824 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
3825 else priv
->glsl_program
= NULL
;
3827 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
3829 if (old_vertex_color_clamp
!= current_vertex_color_clamp
) {
3830 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
3831 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
3832 checkGLcall("glClampColorARB");
3834 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
3838 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3839 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3840 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3841 checkGLcall("glUseProgramObjectARB");
3844 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
3845 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3846 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3847 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3848 GLhandleARB
*blt_program
= &priv
->depth_blt_program
[tex_type
];
3850 if (!*blt_program
) {
3852 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
);
3853 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
3854 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
3855 GL_EXTCALL(glUniform1iARB(loc
, 0));
3857 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
3861 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
3862 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3863 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3864 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3865 GLhandleARB program_id
;
3867 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
3868 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
3870 GL_EXTCALL(glUseProgramObjectARB(program_id
));
3871 checkGLcall("glUseProgramObjectARB");
3874 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
3875 const struct list
*linked_programs
;
3876 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
3877 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
3878 struct shader_glsl_priv
*priv
= device
->shader_priv
;
3879 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
3880 IWineD3DPixelShaderImpl
*ps
= NULL
;
3881 IWineD3DVertexShaderImpl
*vs
= NULL
;
3883 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
3884 * can be called from IWineD3DBaseShader::Release
3886 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
3889 ps
= (IWineD3DPixelShaderImpl
*) This
;
3890 if(ps
->num_gl_shaders
== 0) return;
3891 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->pshader
== iface
)
3892 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
3894 vs
= (IWineD3DVertexShaderImpl
*) This
;
3895 if(vs
->num_gl_shaders
== 0) return;
3896 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->vshader
== iface
)
3897 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
3900 linked_programs
= &This
->baseShader
.linked_programs
;
3902 TRACE("Deleting linked programs\n");
3903 if (linked_programs
->next
) {
3904 struct glsl_shader_prog_link
*entry
, *entry2
;
3907 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
3908 delete_glsl_program_entry(priv
, gl_info
, entry
);
3911 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
3912 delete_glsl_program_entry(priv
, gl_info
, entry
);
3921 for(i
= 0; i
< ps
->num_gl_shaders
; i
++) {
3922 TRACE("deleting pshader %u\n", ps
->gl_shaders
[i
].prgId
);
3923 GL_EXTCALL(glDeleteObjectARB(ps
->gl_shaders
[i
].prgId
));
3924 checkGLcall("glDeleteObjectARB");
3927 HeapFree(GetProcessHeap(), 0, ps
->gl_shaders
);
3928 ps
->gl_shaders
= NULL
;
3929 ps
->num_gl_shaders
= 0;
3930 ps
->shader_array_size
= 0;
3935 for(i
= 0; i
< vs
->num_gl_shaders
; i
++) {
3936 TRACE("deleting vshader %u\n", vs
->gl_shaders
[i
].prgId
);
3937 GL_EXTCALL(glDeleteObjectARB(vs
->gl_shaders
[i
].prgId
));
3938 checkGLcall("glDeleteObjectARB");
3941 HeapFree(GetProcessHeap(), 0, vs
->gl_shaders
);
3942 vs
->gl_shaders
= NULL
;
3943 vs
->num_gl_shaders
= 0;
3944 vs
->shader_array_size
= 0;
3948 static unsigned int glsl_program_key_hash(const void *key
)
3950 const glsl_program_key_t
*k
= key
;
3952 unsigned int hash
= ((DWORD_PTR
) k
->vshader
) | ((DWORD_PTR
) k
->pshader
) << 16;
3953 hash
+= ~(hash
<< 15);
3954 hash
^= (hash
>> 10);
3955 hash
+= (hash
<< 3);
3956 hash
^= (hash
>> 6);
3957 hash
+= ~(hash
<< 11);
3958 hash
^= (hash
>> 16);
3963 static BOOL
glsl_program_key_compare(const void *keya
, const void *keyb
)
3965 const glsl_program_key_t
*ka
= keya
;
3966 const glsl_program_key_t
*kb
= keyb
;
3968 return ka
->vshader
== kb
->vshader
&& ka
->pshader
== kb
->pshader
&&
3969 (memcmp(&ka
->ps_args
, &kb
->ps_args
, sizeof(kb
->ps_args
)) == 0) &&
3970 (memcmp(&ka
->vs_args
, &kb
->vs_args
, sizeof(kb
->vs_args
)) == 0);
3973 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
3975 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
3976 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
3980 ERR("Failed to allocate memory\n");
3984 heap
->entries
= mem
;
3985 heap
->entries
[1].version
= 0;
3986 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
3992 static void constant_heap_free(struct constant_heap
*heap
)
3994 HeapFree(GetProcessHeap(), 0, heap
->entries
);
3997 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
3998 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3999 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4000 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4001 SIZE_T stack_size
= wined3d_log2i(max(GL_LIMITS(vshader_constantsF
), GL_LIMITS(pshader_constantsF
))) + 1;
4003 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4006 ERR("Failed to allocate memory.\n");
4007 HeapFree(GetProcessHeap(), 0, priv
);
4008 return E_OUTOFMEMORY
;
4011 if (!constant_heap_init(&priv
->vconst_heap
, GL_LIMITS(vshader_constantsF
)))
4013 ERR("Failed to initialize vertex shader constant heap\n");
4014 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4015 HeapFree(GetProcessHeap(), 0, priv
);
4016 return E_OUTOFMEMORY
;
4019 if (!constant_heap_init(&priv
->pconst_heap
, GL_LIMITS(pshader_constantsF
)))
4021 ERR("Failed to initialize pixel shader constant heap\n");
4022 constant_heap_free(&priv
->vconst_heap
);
4023 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4024 HeapFree(GetProcessHeap(), 0, priv
);
4025 return E_OUTOFMEMORY
;
4028 priv
->glsl_program_lookup
= hash_table_create(glsl_program_key_hash
, glsl_program_key_compare
);
4029 priv
->next_constant_version
= 1;
4031 This
->shader_priv
= priv
;
4035 static void shader_glsl_free(IWineD3DDevice
*iface
) {
4036 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4037 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4038 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4041 for (i
= 0; i
< tex_type_count
; ++i
)
4043 if (priv
->depth_blt_program
[i
])
4045 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program
[i
]));
4049 hash_table_destroy(priv
->glsl_program_lookup
, NULL
, NULL
);
4050 constant_heap_free(&priv
->pconst_heap
);
4051 constant_heap_free(&priv
->vconst_heap
);
4053 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4054 This
->shader_priv
= NULL
;
4057 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
4058 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4062 static GLuint
shader_glsl_generate_pshader(IWineD3DPixelShader
*iface
,
4063 SHADER_BUFFER
*buffer
, const struct ps_compile_args
*args
)
4065 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
4066 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4067 CONST DWORD
*function
= This
->baseShader
.function
;
4068 const char *fragcolor
;
4069 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
4071 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4072 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4074 shader_addline(buffer
, "#version 120\n");
4076 if (GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
4077 shader_addline(buffer
, "#extension GL_ARB_draw_buffers : enable\n");
4079 if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD
) && reg_maps
->usestexldd
) {
4080 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4082 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
4083 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4084 * drivers write a warning if we don't do so
4086 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4089 /* Base Declarations */
4090 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, args
);
4092 /* Pack 3.0 inputs */
4093 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4095 pshader_glsl_input_pack(iface
, buffer
, This
->semantics_in
, reg_maps
, args
->vp_mode
);
4098 /* Base Shader Body */
4099 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
);
4101 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4102 if (reg_maps
->shader_version
.major
< 2)
4104 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4105 if(GL_SUPPORT(ARB_DRAW_BUFFERS
))
4106 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4108 shader_addline(buffer
, "gl_FragColor = R0;\n");
4111 if(GL_SUPPORT(ARB_DRAW_BUFFERS
)) {
4112 fragcolor
= "gl_FragData[0]";
4114 fragcolor
= "gl_FragColor";
4116 if(args
->srgb_correction
) {
4117 shader_addline(buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
4118 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
4119 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
4120 shader_addline(buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
4121 shader_addline(buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
4122 shader_addline(buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
4123 shader_addline(buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
4124 shader_addline(buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
4126 /* Pixel shader < 3.0 do not replace the fog stage.
4127 * This implements linear fog computation and blending.
4128 * TODO: non linear fog
4129 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4130 * -1/(e-s) and e/(e-s) respectively.
4132 if (reg_maps
->shader_version
.major
< 3)
4135 case FOG_OFF
: break;
4137 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4138 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
4139 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4140 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
4143 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4144 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4145 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4146 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
4149 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4150 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4151 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4152 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
4157 shader_addline(buffer
, "}\n");
4159 TRACE("Compiling shader object %u\n", shader_obj
);
4160 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4161 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4162 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
4164 /* Store the shader object */
4168 static GLuint
shader_glsl_generate_vshader(IWineD3DVertexShader
*iface
,
4169 SHADER_BUFFER
*buffer
, const struct vs_compile_args
*args
)
4171 IWineD3DVertexShaderImpl
*This
= (IWineD3DVertexShaderImpl
*)iface
;
4172 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4173 CONST DWORD
*function
= This
->baseShader
.function
;
4174 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
4176 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4177 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4179 shader_addline(buffer
, "#version 120\n");
4181 /* Base Declarations */
4182 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, NULL
);
4184 /* Base Shader Body */
4185 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
);
4187 /* Unpack 3.0 outputs */
4188 if (reg_maps
->shader_version
.major
>= 3) shader_addline(buffer
, "order_ps_input(OUT);\n");
4189 else shader_addline(buffer
, "order_ps_input();\n");
4191 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4192 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4193 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4194 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4196 if(args
->fog_src
== VS_FOG_Z
) {
4197 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4198 } else if (!reg_maps
->fog
) {
4199 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4202 /* Write the final position.
4204 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4205 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4206 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4207 * contains 1.0 to allow a mad.
4209 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4210 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4212 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4214 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4215 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4216 * which is the same as z = z * 2 - w.
4218 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4220 shader_addline(buffer
, "}\n");
4222 TRACE("Compiling shader object %u\n", shader_obj
);
4223 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4224 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4225 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
4230 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
4232 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4233 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4234 * vs_nv_version which is based on NV_vertex_program.
4235 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4236 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4237 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4238 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4240 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
4241 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4243 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4244 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
4245 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
4247 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4248 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4249 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4250 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4251 * in max native instructions. Intel and others also offer the info in this extension but they
4252 * don't support GLSL (at least on Windows).
4254 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4255 * of instructions is 512 or less we have to do with ps2.0 hardware.
4256 * 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.
4258 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
4259 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4261 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4263 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
);
4265 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4266 * Direct3D minimum requirement.
4268 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4269 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4271 * The problem is that the refrast clamps temporary results in the shader to
4272 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4273 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4274 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4275 * offer a way to query this.
4277 pCaps
->PixelShader1xMaxValue
= 8.0;
4278 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
4281 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4283 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4285 TRACE("Checking support for fixup:\n");
4286 dump_color_fixup_desc(fixup
);
4289 /* We support everything except YUV conversions. */
4290 if (!is_yuv_fixup(fixup
))
4296 TRACE("[FAILED]\n");
4300 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4302 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4303 /* WINED3DSIH_ADD */ shader_glsl_arith
,
4304 /* WINED3DSIH_BEM */ pshader_glsl_bem
,
4305 /* WINED3DSIH_BREAK */ shader_glsl_break
,
4306 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
4307 /* WINED3DSIH_BREAKP */ NULL
,
4308 /* WINED3DSIH_CALL */ shader_glsl_call
,
4309 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
4310 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
4311 /* WINED3DSIH_CND */ shader_glsl_cnd
,
4312 /* WINED3DSIH_CRS */ shader_glsl_cross
,
4313 /* WINED3DSIH_DCL */ NULL
,
4314 /* WINED3DSIH_DEF */ NULL
,
4315 /* WINED3DSIH_DEFB */ NULL
,
4316 /* WINED3DSIH_DEFI */ NULL
,
4317 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add
,
4318 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
4319 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
4320 /* WINED3DSIH_DST */ shader_glsl_dst
,
4321 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
4322 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
4323 /* WINED3DSIH_ELSE */ shader_glsl_else
,
4324 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
4325 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
4326 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
4327 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
4328 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
4329 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
4330 /* WINED3DSIH_IF */ shader_glsl_if
,
4331 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
4332 /* WINED3DSIH_LABEL */ shader_glsl_label
,
4333 /* WINED3DSIH_LIT */ shader_glsl_lit
,
4334 /* WINED3DSIH_LOG */ shader_glsl_log
,
4335 /* WINED3DSIH_LOGP */ shader_glsl_log
,
4336 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
4337 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
4338 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
4339 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
4340 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
4341 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
4342 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
4343 /* WINED3DSIH_MAD */ shader_glsl_mad
,
4344 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
4345 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
4346 /* WINED3DSIH_MOV */ shader_glsl_mov
,
4347 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
4348 /* WINED3DSIH_MUL */ shader_glsl_arith
,
4349 /* WINED3DSIH_NOP */ NULL
,
4350 /* WINED3DSIH_NRM */ shader_glsl_map2gl
,
4351 /* WINED3DSIH_PHASE */ NULL
,
4352 /* WINED3DSIH_POW */ shader_glsl_pow
,
4353 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
4354 /* WINED3DSIH_REP */ shader_glsl_rep
,
4355 /* WINED3DSIH_RET */ NULL
,
4356 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
4357 /* WINED3DSIH_SETP */ NULL
,
4358 /* WINED3DSIH_SGE */ shader_glsl_compare
,
4359 /* WINED3DSIH_SGN */ shader_glsl_map2gl
,
4360 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
4361 /* WINED3DSIH_SLT */ shader_glsl_compare
,
4362 /* WINED3DSIH_SUB */ shader_glsl_arith
,
4363 /* WINED3DSIH_TEX */ pshader_glsl_tex
,
4364 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem
,
4365 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem
,
4366 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord
,
4367 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth
,
4368 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3
,
4369 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex
,
4370 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill
,
4371 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
4372 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
4373 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth
,
4374 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad
,
4375 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex
,
4376 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3
,
4377 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4378 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad
,
4379 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec
,
4380 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex
,
4381 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec
,
4382 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar
,
4383 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb
,
4384 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb
,
4387 const shader_backend_t glsl_shader_backend
= {
4388 shader_glsl_instruction_handler_table
,
4390 shader_glsl_select_depth_blt
,
4391 shader_glsl_deselect_depth_blt
,
4392 shader_glsl_update_float_vertex_constants
,
4393 shader_glsl_update_float_pixel_constants
,
4394 shader_glsl_load_constants
,
4395 shader_glsl_load_np2fixup_constants
,
4396 shader_glsl_destroy
,
4399 shader_glsl_dirty_const
,
4400 shader_glsl_generate_pshader
,
4401 shader_glsl_generate_vshader
,
4402 shader_glsl_get_caps
,
4403 shader_glsl_color_fixup_supported
,
4404 shader_glsl_add_instruction_modifiers
,