/* * GLSL pixel and vertex shader implementation * * Copyright 2006 Jason Green * Copyright 2006-2007 Henri Verbeet * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ /* * D3D shader asm has swizzles on source parameters, and write masks for * destination parameters. GLSL uses swizzles for both. The result of this is * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL. * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write * mask for the destination parameter into account. */ #include "config.h" #include #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d_constants); WINE_DECLARE_DEBUG_CHANNEL(d3d_caps); WINE_DECLARE_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION (*gl_info) #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1 #define WINED3D_GLSL_SAMPLE_RECT 0x2 #define WINED3D_GLSL_SAMPLE_LOD 0x4 typedef struct { char reg_name[150]; char mask_str[6]; } glsl_dst_param_t; typedef struct { char reg_name[150]; char param_str[100]; } glsl_src_param_t; typedef struct { const char *name; DWORD coord_mask; } glsl_sample_function_t; enum heap_node_op { HEAP_NODE_TRAVERSE_LEFT, HEAP_NODE_TRAVERSE_RIGHT, HEAP_NODE_POP, }; struct constant_entry { unsigned int idx; unsigned int version; }; struct constant_heap { struct constant_entry *entries; unsigned int *positions; unsigned int size; }; /* GLSL shader private data */ struct shader_glsl_priv { struct hash_table_t *glsl_program_lookup; struct glsl_shader_prog_link *glsl_program; struct constant_heap vconst_heap; struct constant_heap pconst_heap; unsigned char *stack; GLhandleARB depth_blt_program[tex_type_count]; UINT next_constant_version; }; /* Struct to maintain data about a linked GLSL program */ struct glsl_shader_prog_link { struct list vshader_entry; struct list pshader_entry; GLhandleARB programId; GLint *vuniformF_locations; GLint *puniformF_locations; GLint vuniformI_locations[MAX_CONST_I]; GLint puniformI_locations[MAX_CONST_I]; GLint posFixup_location; GLint np2Fixup_location[MAX_FRAGMENT_SAMPLERS]; GLint bumpenvmat_location[MAX_TEXTURES]; GLint luminancescale_location[MAX_TEXTURES]; GLint luminanceoffset_location[MAX_TEXTURES]; GLint ycorrection_location; GLenum vertex_color_clamp; IWineD3DVertexShader *vshader; IWineD3DPixelShader *pshader; struct vs_compile_args vs_args; struct ps_compile_args ps_args; UINT constant_version; }; typedef struct { IWineD3DVertexShader *vshader; IWineD3DPixelShader *pshader; struct ps_compile_args ps_args; struct vs_compile_args vs_args; } glsl_program_key_t; /** Prints the GLSL info log which will contain error messages if they exist */ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj) { int infologLength = 0; char *infoLog; unsigned int i; BOOL is_spam; static const char * const spam[] = { "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */ "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */ "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */ "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */ "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */ "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */ "Fragment shader was successfully compiled to run on hardware.\n" "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported", "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */ "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */ "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */ }; if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return; GL_EXTCALL(glGetObjectParameterivARB(obj, GL_OBJECT_INFO_LOG_LENGTH_ARB, &infologLength)); /* A size of 1 is just a null-terminated string, so the log should be bigger than * that if there are errors. */ if (infologLength > 1) { /* Fglrx doesn't terminate the string properly, but it tells us the proper length. * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes */ infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength); GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog)); is_spam = FALSE; for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) { if(strcmp(infoLog, spam[i]) == 0) { is_spam = TRUE; break; } } if(is_spam) { TRACE("Spam received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog)); } else { FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog)); } HeapFree(GetProcessHeap(), 0, infoLog); } } /** * Loads (pixel shader) samplers */ static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId) { GLint name_loc; int i; char sampler_name[20]; for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i); name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name)); if (name_loc != -1) { DWORD mapped_unit = tex_unit_map[i]; if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers)) { TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit); GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit)); checkGLcall("glUniform1iARB"); } else { ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit); } } } } static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId) { GLint name_loc; char sampler_name[20]; int i; for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) { snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i); name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name)); if (name_loc != -1) { DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i]; if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers)) { TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit); GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit)); checkGLcall("glUniform1iARB"); } else { ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit); } } } } static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants, const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version) { int stack_idx = 0; unsigned int heap_idx = 1; unsigned int idx; if (heap->entries[heap_idx].version <= version) return; idx = heap->entries[heap_idx].idx; if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4])); stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; while (stack_idx >= 0) { /* Note that we fall through to the next case statement. */ switch(stack[stack_idx]) { case HEAP_NODE_TRAVERSE_LEFT: { unsigned int left_idx = heap_idx << 1; if (left_idx < heap->size && heap->entries[left_idx].version > version) { heap_idx = left_idx; idx = heap->entries[heap_idx].idx; if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4])); stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; break; } } case HEAP_NODE_TRAVERSE_RIGHT: { unsigned int right_idx = (heap_idx << 1) + 1; if (right_idx < heap->size && heap->entries[right_idx].version > version) { heap_idx = right_idx; idx = heap->entries[heap_idx].idx; if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4])); stack[stack_idx++] = HEAP_NODE_POP; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; break; } } case HEAP_NODE_POP: { heap_idx >>= 1; --stack_idx; break; } } } checkGLcall("walk_constant_heap()"); } static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data) { GLfloat clamped_constant[4]; if (location == -1) return; clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0]; clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1]; clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2]; clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3]; GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant)); } static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants, const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version) { int stack_idx = 0; unsigned int heap_idx = 1; unsigned int idx; if (heap->entries[heap_idx].version <= version) return; idx = heap->entries[heap_idx].idx; apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]); stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; while (stack_idx >= 0) { /* Note that we fall through to the next case statement. */ switch(stack[stack_idx]) { case HEAP_NODE_TRAVERSE_LEFT: { unsigned int left_idx = heap_idx << 1; if (left_idx < heap->size && heap->entries[left_idx].version > version) { heap_idx = left_idx; idx = heap->entries[heap_idx].idx; apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]); stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; break; } } case HEAP_NODE_TRAVERSE_RIGHT: { unsigned int right_idx = (heap_idx << 1) + 1; if (right_idx < heap->size && heap->entries[right_idx].version > version) { heap_idx = right_idx; idx = heap->entries[heap_idx].idx; apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]); stack[stack_idx++] = HEAP_NODE_POP; stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT; break; } } case HEAP_NODE_POP: { heap_idx >>= 1; --stack_idx; break; } } } checkGLcall("walk_constant_heap_clamped()"); } /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info, const float *constants, const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, UINT version) { const local_constant *lconst; /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */ if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.reg_maps.shader_version) == 1 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version)) walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version); else walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version); if (!This->baseShader.load_local_constsF) { TRACE("No need to load local float constants for this shader\n"); return; } /* Immediate constants are clamped to [-1;1] at shader creation time if needed */ LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { GLint location = constant_locations[lconst->idx]; /* We found this uniform name in the program - go ahead and send the data */ if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value)); } checkGLcall("glUniform4fvARB()"); } /* Loads integer constants (aka uniforms) into the currently set GLSL program. */ static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info, const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set) { unsigned int i; struct list* ptr; for (i = 0; constants_set; constants_set >>= 1, ++i) { if (!(constants_set & 1)) continue; TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n", i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]); /* We found this uniform name in the program - go ahead and send the data */ GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4])); checkGLcall("glUniform4ivARB"); } /* Load immediate constants */ ptr = list_head(&This->baseShader.constantsI); while (ptr) { const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry); unsigned int idx = lconst->idx; const GLint *values = (const GLint *)lconst->value; TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx, values[0], values[1], values[2], values[3]); /* We found this uniform name in the program - go ahead and send the data */ GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values)); checkGLcall("glUniform4ivARB"); ptr = list_next(&This->baseShader.constantsI, ptr); } } /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */ static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info, GLhandleARB programId, const BOOL *constants, WORD constants_set) { GLint tmp_loc; unsigned int i; char tmp_name[8]; char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version); const char* prefix = is_pshader? "PB":"VB"; struct list* ptr; /* TODO: Benchmark and see if it would be beneficial to store the * locations of the constants to avoid looking up each time */ for (i = 0; constants_set; constants_set >>= 1, ++i) { if (!(constants_set & 1)) continue; TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]); /* TODO: Benchmark and see if it would be beneficial to store the * locations of the constants to avoid looking up each time */ snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i); tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name)); if (tmp_loc != -1) { /* We found this uniform name in the program - go ahead and send the data */ GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i])); checkGLcall("glUniform1ivARB"); } } /* Load immediate constants */ ptr = list_head(&This->baseShader.constantsB); while (ptr) { const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry); unsigned int idx = lconst->idx; const GLint *values = (const GLint *)lconst->value; TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]); snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx); tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name)); if (tmp_loc != -1) { /* We found this uniform name in the program - go ahead and send the data */ GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values)); checkGLcall("glUniform1ivARB"); } ptr = list_next(&This->baseShader.constantsB, ptr); } } static void reset_program_constant_version(void *value, void *context) { struct glsl_shader_prog_link *entry = value; entry->constant_version = 0; } /** * Loads the texture dimensions for NP2 fixup into the currently set GLSL program. */ static void shader_glsl_load_np2fixup_constants( IWineD3DDevice* device, char usePixelShader, char useVertexShader) { const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device; const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program; if (!prog) { /* No GLSL program set - nothing to do. */ return; } if (!usePixelShader) { /* NP2 texcoord fixup is (currently) only done for pixelshaders. */ return; } if (prog->ps_args.np2_fixup) { UINT i; UINT fixup = prog->ps_args.np2_fixup; const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info; const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock; for (i = 0; fixup; fixup >>= 1, ++i) { if (-1 != prog->np2Fixup_location[i]) { const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i]; if (!tex) { FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n"); continue; } else { const float tex_dim[2] = {tex->baseTexture.pow2Matrix[0], tex->baseTexture.pow2Matrix[5]}; GL_EXTCALL(glUniform2fvARB(prog->np2Fixup_location[i], 1, tex_dim)); } } } } } /** * Loads the app-supplied constants into the currently set GLSL program. */ static void shader_glsl_load_constants( IWineD3DDevice* device, char usePixelShader, char useVertexShader) { IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; struct shader_glsl_priv *priv = deviceImpl->shader_priv; IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; GLhandleARB programId; struct glsl_shader_prog_link *prog = priv->glsl_program; UINT constant_version; int i; if (!prog) { /* No GLSL program set - nothing to do. */ return; } programId = prog->programId; constant_version = prog->constant_version; if (useVertexShader) { IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader; /* Load DirectX 9 float constants/uniforms for vertex shader */ shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF, prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version); /* Load DirectX 9 integer constants/uniforms for vertex shader */ if(vshader->baseShader.num_int_consts) { shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI); } /* Load DirectX 9 boolean constants/uniforms for vertex shader */ if(vshader->baseShader.num_bool_consts) { shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB); } /* Upload the position fixup params */ GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0])); checkGLcall("glUniform4fvARB"); } if (usePixelShader) { IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader; /* Load DirectX 9 float constants/uniforms for pixel shader */ shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF, prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version); /* Load DirectX 9 integer constants/uniforms for pixel shader */ if(pshader->baseShader.num_int_consts) { shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI); } /* Load DirectX 9 boolean constants/uniforms for pixel shader */ if(pshader->baseShader.num_bool_consts) { shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB); } /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from. * It can't be 0 for a valid texbem instruction. */ for(i = 0; i < ((IWineD3DPixelShaderImpl *) pshader)->numbumpenvmatconsts; i++) { IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader; int stage = ps->luminanceconst[i].texunit; const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00]; GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data)); checkGLcall("glUniformMatrix2fvARB"); /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat * is set too, so we can check that in the needsbumpmat check */ if(ps->baseShader.reg_maps.luminanceparams[stage]) { const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]; const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]; GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale)); checkGLcall("glUniform1fvARB"); GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset)); checkGLcall("glUniform1fvARB"); } } if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) { float correction_params[4]; if(deviceImpl->render_offscreen) { correction_params[0] = 0.0; correction_params[1] = 1.0; } else { /* position is window relative, not viewport relative */ correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height; correction_params[1] = -1.0; } GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params)); } } if (priv->next_constant_version == UINT_MAX) { TRACE("Max constant version reached, resetting to 0.\n"); hash_table_for_each_entry(priv->glsl_program_lookup, reset_program_constant_version, NULL); priv->next_constant_version = 1; } else { prog->constant_version = priv->next_constant_version++; } } static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx, unsigned int heap_idx, DWORD new_version) { struct constant_entry *entries = heap->entries; unsigned int *positions = heap->positions; unsigned int parent_idx; while (heap_idx > 1) { parent_idx = heap_idx >> 1; if (new_version <= entries[parent_idx].version) break; entries[heap_idx] = entries[parent_idx]; positions[entries[parent_idx].idx] = heap_idx; heap_idx = parent_idx; } entries[heap_idx].version = new_version; entries[heap_idx].idx = idx; positions[idx] = heap_idx; } static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_glsl_priv *priv = This->shader_priv; struct constant_heap *heap = &priv->vconst_heap; UINT i; for (i = start; i < count + start; ++i) { if (!This->stateBlock->changed.vertexShaderConstantsF[i]) update_heap_entry(heap, i, heap->size++, priv->next_constant_version); else update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version); } } static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_glsl_priv *priv = This->shader_priv; struct constant_heap *heap = &priv->pconst_heap; UINT i; for (i = start; i < count + start; ++i) { if (!This->stateBlock->changed.pixelShaderConstantsF[i]) update_heap_entry(heap, i, heap->size++, priv->next_constant_version); else update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version); } } /** Generate the variable & register declarations for the GLSL output target */ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps, SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const struct ps_compile_args *ps_args) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; DWORD shader_version = reg_maps->shader_version; unsigned int i, extra_constants_needed = 0; const local_constant *lconst; /* There are some minor differences between pixel and vertex shaders */ char pshader = shader_is_pshader_version(shader_version); char prefix = pshader ? 'P' : 'V'; /* Prototype the subroutines */ for (i = 0; i < This->baseShader.limits.label; i++) { if (reg_maps->labels[i]) shader_addline(buffer, "void subroutine%u();\n", i); } /* Declare the constants (aka uniforms) */ if (This->baseShader.limits.constant_float > 0) { unsigned max_constantsF; /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on * a dx9 card, as long as it doesn't also use all the other constants. * * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case, * declare only the amount that we're assured to have. * * Thus we run into problems in these two cases: * 1) The shader really uses more uniforms than supported * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts */ if(pshader) { /* No indirect addressing here */ max_constantsF = GL_LIMITS(pshader_constantsF); } else { if(This->baseShader.reg_maps.usesrelconstF) { /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix). * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well. * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float */ max_constantsF = GL_LIMITS(vshader_constantsF) - 3; max_constantsF -= This->baseShader.num_int_consts; /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly, * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but * for now take this into account when calculating the number of available constants */ max_constantsF -= This->baseShader.num_bool_consts; /* Set by driver quirks in directx.c */ max_constantsF -= GLINFO_LOCATION.reserved_glsl_constants; } else { max_constantsF = GL_LIMITS(vshader_constantsF); } } max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF); shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF); } /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet) * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9. */ if (This->baseShader.limits.constant_int > 0 && This->baseShader.num_int_consts) shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int); if (This->baseShader.limits.constant_bool > 0 && This->baseShader.num_bool_consts) shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool); if(!pshader) { shader_addline(buffer, "uniform vec4 posFixup;\n"); /* Predeclaration; This function is added at link time based on the pixel shader. * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have * that. We know the input to the reorder function at vertex shader compile time, so * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader * it will write to the varying array. Here we depend on the shader optimizer on sorting that * out. The nvidia driver only does that if the parameter is inout instead of out, hence the * inout. */ if (shader_version >= WINED3DVS_VERSION(3, 0)) { shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT); } else { shader_addline(buffer, "void order_ps_input();\n"); } } else { IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This; ps_impl->numbumpenvmatconsts = 0; for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) { if(!reg_maps->bumpmat[i]) { continue; } ps_impl->bumpenvmatconst[(int) ps_impl->numbumpenvmatconsts].texunit = i; shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i); if(reg_maps->luminanceparams) { ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = i; shader_addline(buffer, "uniform float luminancescale%d;\n", i); shader_addline(buffer, "uniform float luminanceoffset%d;\n", i); extra_constants_needed++; } else { ps_impl->luminanceconst[(int) ps_impl->numbumpenvmatconsts].texunit = -1; } extra_constants_needed++; ps_impl->numbumpenvmatconsts++; } if(ps_args->srgb_correction) { shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n", srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low); shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n", srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp); } if(reg_maps->vpos || reg_maps->usesdsy) { if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) { shader_addline(buffer, "uniform vec4 ycorrection;\n"); ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1; extra_constants_needed++; } else { /* This happens because we do not have proper tracking of the constant registers that are * actually used, only the max limit of the shader version */ FIXME("Cannot find a free uniform for vpos correction params\n"); shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n", device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height, device->render_offscreen ? 1.0 : -1.0); } shader_addline(buffer, "vec4 vpos;\n"); } } /* Declare texture samplers */ for (i = 0; i < This->baseShader.limits.sampler; i++) { if (reg_maps->samplers[i]) { DWORD stype = reg_maps->samplers[i] & WINED3DSP_TEXTURETYPE_MASK; switch (stype) { case WINED3DSTT_1D: shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i); break; case WINED3DSTT_2D: if(device->stateBlock->textures[i] && IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) { shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i); } else { shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i); } if (pshader && ps_args->np2_fixup & (1 << i)) { /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height] * while D3D has them in the (normalized) [0,1]x[0,1] range. * samplerNP2Fixup stores texture dimensions and is updated through * shader_glsl_load_np2fixup_constants when the sampler changes. */ shader_addline(buffer, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix, i); } break; case WINED3DSTT_CUBE: shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i); break; case WINED3DSTT_VOLUME: shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i); break; default: shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i); FIXME("Unrecognized sampler type: %#x\n", stype); break; } } } /* Declare address variables */ for (i = 0; i < This->baseShader.limits.address; i++) { if (reg_maps->address[i]) shader_addline(buffer, "ivec4 A%d;\n", i); } /* Declare texture coordinate temporaries and initialize them */ for (i = 0; i < This->baseShader.limits.texcoord; i++) { if (reg_maps->texcoord[i]) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i); } /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the * helper function shader that is linked in at link time */ if (pshader && shader_version >= WINED3DPS_VERSION(3, 0)) { if (use_vs(device->stateBlock)) { shader_addline(buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4); } else { /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed. * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the * pixel shader that reads the fixed function color into the packed input registers. */ shader_addline(buffer, "vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4); } } /* Declare output register temporaries */ if(This->baseShader.limits.packed_output) { shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output); } /* Declare temporary variables */ for(i = 0; i < This->baseShader.limits.temporary; i++) { if (reg_maps->temporary[i]) shader_addline(buffer, "vec4 R%u;\n", i); } /* Declare attributes */ for (i = 0; i < This->baseShader.limits.attributes; i++) { if (reg_maps->attributes[i]) shader_addline(buffer, "attribute vec4 attrib%i;\n", i); } /* Declare loop registers aLx */ for (i = 0; i < reg_maps->loop_depth; i++) { shader_addline(buffer, "int aL%u;\n", i); shader_addline(buffer, "int tmpInt%u;\n", i); } /* Temporary variables for matrix operations */ shader_addline(buffer, "vec4 tmp0;\n"); shader_addline(buffer, "vec4 tmp1;\n"); /* Local constants use a different name so they can be loaded once at shader link time * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the * float -> string conversion can cause precision loss. */ if(!This->baseShader.load_local_constsF) { LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx); } } /* Start the main program */ shader_addline(buffer, "void main() {\n"); if(pshader && reg_maps->vpos) { /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes * precision troubles when we just substract 0.5. * * To deal with that just floor() the position. This will eliminate the fraction on all cards. * * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11. * * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though * coordinates specify the pixel centers instead of the pixel corners. This code will behave * correctly on drivers that returns integer values. */ shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n"); } } /***************************************************************************** * Functions to generate GLSL strings from DirectX Shader bytecode begin here. * * For more information, see http://wiki.winehq.org/DirectX-Shaders ****************************************************************************/ /* Prototypes */ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins, const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src); /** Used for opcode modifiers - They multiply the result by the specified amount */ static const char * const shift_glsl_tab[] = { "", /* 0 (none) */ "2.0 * ", /* 1 (x2) */ "4.0 * ", /* 2 (x4) */ "8.0 * ", /* 3 (x8) */ "16.0 * ", /* 4 (x16) */ "32.0 * ", /* 5 (x32) */ "", /* 6 (x64) */ "", /* 7 (x128) */ "", /* 8 (d256) */ "", /* 9 (d128) */ "", /* 10 (d64) */ "", /* 11 (d32) */ "0.0625 * ", /* 12 (d16) */ "0.125 * ", /* 13 (d8) */ "0.25 * ", /* 14 (d4) */ "0.5 * " /* 15 (d2) */ }; /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */ static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str) { out_str[0] = 0; switch (src_modifier) { case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */ case WINED3DSPSM_DW: case WINED3DSPSM_NONE: sprintf(out_str, "%s%s", in_reg, in_regswizzle); break; case WINED3DSPSM_NEG: sprintf(out_str, "-%s%s", in_reg, in_regswizzle); break; case WINED3DSPSM_NOT: sprintf(out_str, "!%s%s", in_reg, in_regswizzle); break; case WINED3DSPSM_BIAS: sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); break; case WINED3DSPSM_BIASNEG: sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); break; case WINED3DSPSM_SIGN: sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); break; case WINED3DSPSM_SIGNNEG: sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); break; case WINED3DSPSM_COMP: sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle); break; case WINED3DSPSM_X2: sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle); break; case WINED3DSPSM_X2NEG: sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle); break; case WINED3DSPSM_ABS: sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle); break; case WINED3DSPSM_ABSNEG: sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle); break; default: FIXME("Unhandled modifier %u\n", src_modifier); sprintf(out_str, "%s%s", in_reg, in_regswizzle); } } /** Writes the GLSL variable name that corresponds to the register that the * DX opcode parameter is trying to access */ static void shader_glsl_get_register_name(WINED3DSHADER_PARAM_REGISTER_TYPE register_type, UINT register_idx, const struct wined3d_shader_src_param *rel_addr, char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins) { /* oPos, oFog and oPts in D3D */ static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" }; IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info; DWORD shader_version = This->baseShader.reg_maps.shader_version; char pshader = shader_is_pshader_version(shader_version); *is_color = FALSE; switch (register_type) { case WINED3DSPR_TEMP: sprintf(register_name, "R%u", register_idx); break; case WINED3DSPR_INPUT: if (pshader) { /* Pixel shaders >= 3.0 */ if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) { DWORD in_count = GL_LIMITS(glsl_varyings) / 4; if (rel_addr) { glsl_src_param_t rel_param; shader_glsl_add_src_param(ins, rel_addr, WINED3DSP_WRITEMASK_0, &rel_param); /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP * operation there */ if (((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx]) { if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) { sprintf(register_name, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx], in_count - 1, rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx], in_count, rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx]); } else { sprintf(register_name, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[register_idx]); } } else { if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) { sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])", rel_param.param_str, in_count - 1, rel_param.param_str, in_count, rel_param.param_str); } else { sprintf(register_name, "IN[%s]", rel_param.param_str); } } } else { DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[register_idx]; if (idx == in_count) { sprintf(register_name, "gl_Color"); } else if (idx == in_count + 1) { sprintf(register_name, "gl_SecondaryColor"); } else { sprintf(register_name, "IN[%u]", idx); } } } else { if (register_idx == 0) strcpy(register_name, "gl_Color"); else strcpy(register_name, "gl_SecondaryColor"); } } else { if (((IWineD3DVertexShaderImpl *)This)->cur_args->swizzle_map & (1 << register_idx)) *is_color = TRUE; sprintf(register_name, "attrib%u", register_idx); } break; case WINED3DSPR_CONST: { const char prefix = pshader? 'P':'V'; /* Relative addressing */ if (rel_addr) { glsl_src_param_t rel_param; shader_glsl_add_src_param(ins, rel_addr, WINED3DSP_WRITEMASK_0, &rel_param); if (register_idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, register_idx); else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str); } else { if (shader_constant_is_local(This, register_idx)) { sprintf(register_name, "%cLC%u", prefix, register_idx); } else { sprintf(register_name, "%cC[%u]", prefix, register_idx); } } break; } case WINED3DSPR_CONSTINT: if (pshader) sprintf(register_name, "PI[%u]", register_idx); else sprintf(register_name, "VI[%u]", register_idx); break; case WINED3DSPR_CONSTBOOL: if (pshader) sprintf(register_name, "PB[%u]", register_idx); else sprintf(register_name, "VB[%u]", register_idx); break; case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */ if (pshader) { sprintf(register_name, "T%u", register_idx); } else { sprintf(register_name, "A%u", register_idx); } break; case WINED3DSPR_LOOP: sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1); break; case WINED3DSPR_SAMPLER: if (pshader) sprintf(register_name, "Psampler%u", register_idx); else sprintf(register_name, "Vsampler%u", register_idx); break; case WINED3DSPR_COLOROUT: if (register_idx >= GL_LIMITS(buffers)) WARN("Write to render target %u, only %d supported\n", register_idx, 4); if (GL_SUPPORT(ARB_DRAW_BUFFERS)) { sprintf(register_name, "gl_FragData[%u]", register_idx); } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */ sprintf(register_name, "gl_FragColor"); } break; case WINED3DSPR_RASTOUT: sprintf(register_name, "%s", hwrastout_reg_names[register_idx]); break; case WINED3DSPR_DEPTHOUT: sprintf(register_name, "gl_FragDepth"); break; case WINED3DSPR_ATTROUT: if (register_idx == 0) { sprintf(register_name, "gl_FrontColor"); } else { sprintf(register_name, "gl_FrontSecondaryColor"); } break; case WINED3DSPR_TEXCRDOUT: /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */ if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) sprintf(register_name, "OUT[%u]", register_idx); else sprintf(register_name, "gl_TexCoord[%u]", register_idx); break; case WINED3DSPR_MISCTYPE: if (register_idx == 0) { /* vPos */ sprintf(register_name, "vpos"); } else if (register_idx == 1) { /* Note that gl_FrontFacing is a bool, while vFace is * a float for which the sign determines front/back */ sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)"); } else { FIXME("Unhandled misctype register %d\n", register_idx); sprintf(register_name, "unrecognized_register"); } break; default: FIXME("Unhandled register name Type(%d)\n", register_type); sprintf(register_name, "unrecognized_register"); break; } } static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str) { *str++ = '.'; if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x'; if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y'; if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z'; if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w'; *str = '\0'; } /* Get the GLSL write mask for the destination register */ static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask) { DWORD mask = param->write_mask; if (shader_is_scalar(param->register_type, param->register_idx)) { mask = WINED3DSP_WRITEMASK_0; *write_mask = '\0'; } else { shader_glsl_write_mask_to_str(mask, write_mask); } return mask; } static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) { unsigned int size = 0; if (write_mask & WINED3DSP_WRITEMASK_0) ++size; if (write_mask & WINED3DSP_WRITEMASK_1) ++size; if (write_mask & WINED3DSP_WRITEMASK_2) ++size; if (write_mask & WINED3DSP_WRITEMASK_3) ++size; return size; } static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str) { /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra", * but addressed as "rgba". To fix this we need to swap the register's x * and z components. */ const char *swizzle_chars = fixup ? "zyxw" : "xyzw"; *str++ = '.'; /* swizzle bits fields: wwzzyyxx */ if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03]; if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03]; if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03]; if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03]; *str = '\0'; } static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param, BOOL fixup, DWORD mask, char *swizzle_str) { if (shader_is_scalar(param->register_type, param->register_idx)) *swizzle_str = '\0'; else shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str); } /* From a given parameter token, generate the corresponding GLSL string. * Also, return the actual register name and swizzle in case the * caller needs this information as well. */ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins, const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src) { BOOL is_color = FALSE; char swizzle_str[6]; glsl_src->reg_name[0] = '\0'; glsl_src->param_str[0] = '\0'; swizzle_str[0] = '\0'; shader_glsl_get_register_name(wined3d_src->register_type, wined3d_src->register_idx, wined3d_src->rel_addr, glsl_src->reg_name, &is_color, ins); shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str); shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str); } /* From a given parameter token, generate the corresponding GLSL string. * Also, return the actual register name and swizzle in case the * caller needs this information as well. */ static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst) { BOOL is_color = FALSE; glsl_dst->mask_str[0] = '\0'; glsl_dst->reg_name[0] = '\0'; shader_glsl_get_register_name(wined3d_dst->register_type, wined3d_dst->register_idx, wined3d_dst->rel_addr, glsl_dst->reg_name, &is_color, ins); return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str); } /* Append the destination part of the instruction to the buffer, return the effective write mask */ static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst) { glsl_dst_param_t glsl_dst; DWORD mask; mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst); if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]); return mask; } /* Append the destination part of the instruction to the buffer, return the effective write mask */ static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins) { return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]); } /** Process GLSL instruction modifiers */ void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) { glsl_dst_param_t dst_param; DWORD modifiers; if (!ins->dst_count) return; modifiers = ins->dst[0].modifiers; if (!modifiers) return; shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); if (modifiers & WINED3DSPDM_SATURATE) { /* _SAT means to clamp the value of the register to between 0 and 1 */ shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name, dst_param.mask_str, dst_param.reg_name, dst_param.mask_str); } if (modifiers & WINED3DSPDM_MSAMPCENTROID) { FIXME("_centroid modifier not handled\n"); } if (modifiers & WINED3DSPDM_PARTIALPRECISION) { /* MSDN says this modifier can be safely ignored, so that's what we'll do. */ } } static inline const char *shader_get_comp_op(DWORD op) { switch (op) { case COMPARISON_GT: return ">"; case COMPARISON_EQ: return "=="; case COMPARISON_GE: return ">="; case COMPARISON_LT: return "<"; case COMPARISON_NE: return "!="; case COMPARISON_LE: return "<="; default: FIXME("Unrecognized comparison value: %u\n", op); return "(\?\?)"; } } static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function) { BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED; BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT; BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD; /* Note that there's no such thing as a projected cube texture. */ switch(sampler_type) { case WINED3DSTT_1D: if(lod) { sample_function->name = projected ? "texture1DProjLod" : "texture1DLod"; } else { sample_function->name = projected ? "texture1DProj" : "texture1D"; } sample_function->coord_mask = WINED3DSP_WRITEMASK_0; break; case WINED3DSTT_2D: if(texrect) { if(lod) { sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod"; } else { sample_function->name = projected ? "texture2DRectProj" : "texture2DRect"; } } else { if(lod) { sample_function->name = projected ? "texture2DProjLod" : "texture2DLod"; } else { sample_function->name = projected ? "texture2DProj" : "texture2D"; } } sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1; break; case WINED3DSTT_CUBE: if(lod) { sample_function->name = "textureCubeLod"; } else { sample_function->name = "textureCube"; } sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; break; case WINED3DSTT_VOLUME: if(lod) { sample_function->name = projected ? "texture3DProjLod" : "texture3DLod"; } else { sample_function->name = projected ? "texture3DProj" : "texture3D"; } sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; break; default: sample_function->name = ""; sample_function->coord_mask = 0; FIXME("Unrecognized sampler type: %#x;\n", sampler_type); break; } } static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name, BOOL sign_fixup, enum fixup_channel_source channel_source) { switch(channel_source) { case CHANNEL_SOURCE_ZERO: strcat(arguments, "0.0"); break; case CHANNEL_SOURCE_ONE: strcat(arguments, "1.0"); break; case CHANNEL_SOURCE_X: strcat(arguments, reg_name); strcat(arguments, ".x"); break; case CHANNEL_SOURCE_Y: strcat(arguments, reg_name); strcat(arguments, ".y"); break; case CHANNEL_SOURCE_Z: strcat(arguments, reg_name); strcat(arguments, ".z"); break; case CHANNEL_SOURCE_W: strcat(arguments, reg_name); strcat(arguments, ".w"); break; default: FIXME("Unhandled channel source %#x\n", channel_source); strcat(arguments, "undefined"); break; } if (sign_fixup) strcat(arguments, " * 2.0 - 1.0"); } static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup) { struct wined3d_shader_dst_param dst; unsigned int mask_size, remaining; glsl_dst_param_t dst_param; char arguments[256]; DWORD mask; mask = 0; if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0; if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1; if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2; if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3; mask &= ins->dst[0].write_mask; if (!mask) return; /* Nothing to do */ if (is_yuv_fixup(fixup)) { enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup); FIXME("YUV fixup (%#x) not supported\n", yuv_fixup); return; } mask_size = shader_glsl_get_write_mask_size(mask); dst = ins->dst[0]; dst.write_mask = mask; shader_glsl_add_dst_param(ins, &dst, &dst_param); arguments[0] = '\0'; remaining = mask_size; if (mask & WINED3DSP_WRITEMASK_0) { shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source); if (--remaining) strcat(arguments, ", "); } if (mask & WINED3DSP_WRITEMASK_1) { shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source); if (--remaining) strcat(arguments, ", "); } if (mask & WINED3DSP_WRITEMASK_2) { shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source); if (--remaining) strcat(arguments, ", "); } if (mask & WINED3DSP_WRITEMASK_3) { shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source); if (--remaining) strcat(arguments, ", "); } if (mask_size > 1) { shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n", dst_param.reg_name, dst_param.mask_str, mask_size, arguments); } else { shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments); } } static void PRINTF_ATTR(6, 7) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins, DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle, const char *bias, const char *coord_reg_fmt, ...) { const char *sampler_base; char dst_swizzle[6]; struct color_fixup_desc fixup; BOOL np2_fixup = FALSE; va_list args; shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle); if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version)) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader; fixup = This->cur_args->color_fixup[sampler]; sampler_base = "Psampler"; if(This->cur_args->np2_fixup & (1 << sampler)) { if(bias) { FIXME("Biased sampling from NP2 textures is unsupported\n"); } else { np2_fixup = TRUE; } } } else { sampler_base = "Vsampler"; fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */ } shader_glsl_append_dst(ins->ctx->buffer, ins); shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler); va_start(args, coord_reg_fmt); shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args); va_end(args); if(bias) { shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle); } else { if (np2_fixup) { shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup%u)%s);\n", sampler, dst_swizzle); } else { shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle); } } if(!is_identity_fixup(fixup)) { shader_glsl_color_correction(ins, fixup); } } /***************************************************************************** * * Begin processing individual instruction opcodes * ****************************************************************************/ /* Generate GLSL arithmetic functions (dst = src1 + src2) */ static void shader_glsl_arith(const struct wined3d_shader_instruction *ins) { SHADER_BUFFER *buffer = ins->ctx->buffer; glsl_src_param_t src0_param; glsl_src_param_t src1_param; DWORD write_mask; char op; /* Determine the GLSL operator to use based on the opcode */ switch (ins->handler_idx) { case WINED3DSIH_MUL: op = '*'; break; case WINED3DSIH_ADD: op = '+'; break; case WINED3DSIH_SUB: op = '-'; break; default: op = ' '; FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx); break; } write_mask = shader_glsl_append_dst(buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str); } /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */ static void shader_glsl_mov(const struct wined3d_shader_instruction *ins) { SHADER_BUFFER *buffer = ins->ctx->buffer; glsl_src_param_t src0_param; DWORD write_mask; write_mask = shader_glsl_append_dst(buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later * shader versions WINED3DSIO_MOVA is used for this. */ if ((WINED3DSHADER_VERSION_MAJOR(ins->ctx->reg_maps->shader_version) == 1 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version) && ins->dst[0].register_type == WINED3DSPR_ADDR)) { /* This is a simple floor() */ unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); if (mask_size > 1) { shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str); } else { shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str); } } else if(ins->handler_idx == WINED3DSIH_MOVA) { /* We need to *round* to the nearest int here. */ unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); if (mask_size > 1) { 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); } else { shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str); } } else { shader_addline(buffer, "%s);\n", src0_param.param_str); } } /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */ static void shader_glsl_dot(const struct wined3d_shader_instruction *ins) { SHADER_BUFFER *buffer = ins->ctx->buffer; glsl_src_param_t src0_param; glsl_src_param_t src1_param; DWORD dst_write_mask, src_write_mask; unsigned int dst_size = 0; dst_write_mask = shader_glsl_append_dst(buffer, ins); dst_size = shader_glsl_get_write_mask_size(dst_write_mask); /* dp3 works on vec3, dp4 on vec4 */ if (ins->handler_idx == WINED3DSIH_DP4) { src_write_mask = WINED3DSP_WRITEMASK_ALL; } else { src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; } shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param); if (dst_size > 1) { shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str); } else { shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str); } } /* Note that this instruction has some restrictions. The destination write mask * can't contain the w component, and the source swizzles have to be .xyzw */ static void shader_glsl_cross(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; glsl_src_param_t src1_param; char dst_mask[6]; shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param); shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask); } /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1) * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while * GLSL uses the value as-is. */ static void shader_glsl_pow(const struct wined3d_shader_instruction *ins) { SHADER_BUFFER *buffer = ins->ctx->buffer; glsl_src_param_t src0_param; glsl_src_param_t src1_param; DWORD dst_write_mask; unsigned int dst_size; dst_write_mask = shader_glsl_append_dst(buffer, ins); dst_size = shader_glsl_get_write_mask_size(dst_write_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param); if (dst_size > 1) { shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str); } else { shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str); } } /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|)) * Src0 is a scalar. Note that D3D uses the absolute of src0, while * GLSL uses the value as-is. */ static void shader_glsl_log(const struct wined3d_shader_instruction *ins) { SHADER_BUFFER *buffer = ins->ctx->buffer; glsl_src_param_t src0_param; DWORD dst_write_mask; unsigned int dst_size; dst_write_mask = shader_glsl_append_dst(buffer, ins); dst_size = shader_glsl_get_write_mask_size(dst_write_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); if (dst_size > 1) { shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str); } else { shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str); } } /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */ static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins) { SHADER_BUFFER *buffer = ins->ctx->buffer; glsl_src_param_t src_param; const char *instruction; DWORD write_mask; unsigned i; /* Determine the GLSL function to use based on the opcode */ /* TODO: Possibly make this a table for faster lookups */ switch (ins->handler_idx) { case WINED3DSIH_MIN: instruction = "min"; break; case WINED3DSIH_MAX: instruction = "max"; break; case WINED3DSIH_ABS: instruction = "abs"; break; case WINED3DSIH_FRC: instruction = "fract"; break; case WINED3DSIH_NRM: instruction = "normalize"; break; case WINED3DSIH_EXP: instruction = "exp2"; break; case WINED3DSIH_SGN: instruction = "sign"; break; case WINED3DSIH_DSX: instruction = "dFdx"; break; case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break; default: instruction = ""; FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx); break; } write_mask = shader_glsl_append_dst(buffer, ins); shader_addline(buffer, "%s(", instruction); if (ins->src_count) { shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param); shader_addline(buffer, "%s", src_param.param_str); for (i = 1; i < ins->src_count; ++i) { shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param); shader_addline(buffer, ", %s", src_param.param_str); } } shader_addline(buffer, "));\n"); } /** Process the WINED3DSIO_EXPP instruction in GLSL: * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable): * dst.x = 2^(floor(src)) * dst.y = src - floor(src) * dst.z = 2^src (partial precision is allowed, but optional) * dst.w = 1.0; * For 2.0 shaders, just do this (honoring writemask and swizzle): * dst = 2^src; (partial precision is allowed, but optional) */ static void shader_glsl_expp(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param); if (ins->ctx->reg_maps->shader_version < WINED3DPS_VERSION(2,0)) { char dst_mask[6]; shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str); shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str); shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str); shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n"); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask); } else { DWORD write_mask; unsigned int mask_size; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); if (mask_size > 1) { shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str); } else { shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str); } } } /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */ static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src_param; DWORD write_mask; unsigned int mask_size; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param); if (mask_size > 1) { shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str); } else { shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str); } } static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins) { SHADER_BUFFER *buffer = ins->ctx->buffer; glsl_src_param_t src_param; DWORD write_mask; unsigned int mask_size; write_mask = shader_glsl_append_dst(buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param); if (mask_size > 1) { shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str); } else { shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str); } } /** Process signed comparison opcodes in GLSL. */ static void shader_glsl_compare(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; DWORD write_mask; unsigned int mask_size; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); if (mask_size > 1) { const char *compare; switch(ins->handler_idx) { case WINED3DSIH_SLT: compare = "lessThan"; break; case WINED3DSIH_SGE: compare = "greaterThanEqual"; break; default: compare = ""; FIXME("Can't handle opcode %#x\n", ins->handler_idx); } shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare, src0_param.param_str, src1_param.param_str); } else { switch(ins->handler_idx) { case WINED3DSIH_SLT: /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed, * to return 0.0 but step returns 1.0 because step is not < x * An alternative is a bvec compare padded with an unused second component. * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same * issue. Playing with not() is not possible either because not() does not accept * a scalar. */ shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str); break; case WINED3DSIH_SGE: /* Here we can use the step() function and safe a conditional */ shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str); break; default: FIXME("Can't handle opcode %#x\n", ins->handler_idx); } } } /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; DWORD write_mask, cmp_channel = 0; unsigned int i, j; char mask_char[6]; BOOL temp_destination = FALSE; if (shader_is_scalar(ins->src[0].register_type, ins->src[0].register_idx)) { write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param); shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); } else { DWORD dst_mask = ins->dst[0].write_mask; struct wined3d_shader_dst_param dst = ins->dst[0]; /* Cycle through all source0 channels */ for (i=0; i<4; i++) { write_mask = 0; /* Find the destination channels which use the current source0 channel */ for (j=0; j<4; j++) { if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i) { write_mask |= WINED3DSP_WRITEMASK_0 << j; cmp_channel = WINED3DSP_WRITEMASK_0 << j; } } dst.write_mask = dst_mask & write_mask; /* Splitting the cmp instruction up in multiple lines imposes a problem: * The first lines may overwrite source parameters of the following lines. * Deal with that by using a temporary destination register if needed */ if ((ins->src[0].register_idx == ins->dst[0].register_idx && ins->src[0].register_type == ins->dst[0].register_type) || (ins->src[1].register_idx == ins->dst[0].register_idx && ins->src[1].register_type == ins->dst[0].register_type) || (ins->src[2].register_idx == ins->dst[0].register_idx && ins->src[2].register_type == ins->dst[0].register_type)) { write_mask = shader_glsl_get_write_mask(&dst, mask_char); if (!write_mask) continue; shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char); temp_destination = TRUE; } else { write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst); if (!write_mask) continue; } shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param); shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); } if(temp_destination) { shader_glsl_get_write_mask(&ins->dst[0], mask_char); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char); } } } /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */ /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4 * the compare is done per component of src0. */ static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins) { struct wined3d_shader_dst_param dst; glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; DWORD write_mask, cmp_channel = 0; unsigned int i, j; DWORD dst_mask; if (ins->ctx->reg_maps->shader_version < WINED3DPS_VERSION(1, 4)) { write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param); /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */ if (ins->coissue) { shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str); } else { shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); } return; } /* Cycle through all source0 channels */ dst_mask = ins->dst[0].write_mask; dst = ins->dst[0]; for (i=0; i<4; i++) { write_mask = 0; /* Find the destination channels which use the current source0 channel */ for (j=0; j<4; j++) { if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i) { write_mask |= WINED3DSP_WRITEMASK_0 << j; cmp_channel = WINED3DSP_WRITEMASK_0 << j; } } dst.write_mask = dst_mask & write_mask; write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst); if (!write_mask) continue; shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param); shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); } } /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */ static void shader_glsl_mad(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; DWORD write_mask; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param); shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); } /** Handles transforming all WINED3DSIO_M?x? opcodes for Vertex shaders to GLSL codes */ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins) { int i; int nComponents = 0; struct wined3d_shader_dst_param tmp_dst = {0}; struct wined3d_shader_src_param tmp_src[2] = {{0}}; struct wined3d_shader_instruction tmp_ins; memset(&tmp_ins, 0, sizeof(tmp_ins)); /* Set constants for the temporary argument */ tmp_ins.ctx = ins->ctx; tmp_ins.dst_count = 1; tmp_ins.dst = &tmp_dst; tmp_ins.src_count = 2; tmp_ins.src = tmp_src; switch(ins->handler_idx) { case WINED3DSIH_M4x4: nComponents = 4; tmp_ins.handler_idx = WINED3DSIH_DP4; break; case WINED3DSIH_M4x3: nComponents = 3; tmp_ins.handler_idx = WINED3DSIH_DP4; break; case WINED3DSIH_M3x4: nComponents = 4; tmp_ins.handler_idx = WINED3DSIH_DP3; break; case WINED3DSIH_M3x3: nComponents = 3; tmp_ins.handler_idx = WINED3DSIH_DP3; break; case WINED3DSIH_M3x2: nComponents = 2; tmp_ins.handler_idx = WINED3DSIH_DP3; break; default: break; } tmp_dst = ins->dst[0]; tmp_src[0] = ins->src[0]; tmp_src[1] = ins->src[1]; for (i = 0; i < nComponents; ++i) { tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i; shader_glsl_dot(&tmp_ins); ++tmp_src[1].register_idx; } } /** The LRP instruction performs a component-wise linear interpolation between the second and third operands using the first operand as the blend factor. Equation: (dst = src2 + src0 * (src1 - src2)) This is equivalent to mix(src2, src1, src0); */ static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; DWORD write_mask; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param); shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n", src2_param.param_str, src1_param.param_str, src0_param.param_str); } /** Process the WINED3DSIO_LIT instruction in GLSL: * dst.x = dst.w = 1.0 * dst.y = (src0.x > 0) ? src0.x * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0 * where src.w is clamped at +- 128 */ static void shader_glsl_lit(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src3_param; char dst_mask[6]; shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param); /* The sdk specifies the instruction like this * dst.x = 1.0; * if(src.x > 0.0) dst.y = src.x * else dst.y = 0.0. * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power); * else dst.z = 0.0; * dst.w = 1.0; * * Obviously that has quite a few conditionals in it which we don't like. So the first step is this: * dst.x = 1.0 ... No further explanation needed * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway * dst.w = 1.0. ... Nothing fancy. * * So we still have one conditional in there. So do this: * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power); * * 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), * 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. * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to */ shader_addline(ins->ctx->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n", src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask); } /** Process the WINED3DSIO_DST instruction in GLSL: * dst.x = 1.0 * dst.y = src0.x * src0.y * dst.z = src0.z * dst.w = src1.w */ static void shader_glsl_dst(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0y_param; glsl_src_param_t src0z_param; glsl_src_param_t src1y_param; glsl_src_param_t src1w_param; char dst_mask[6]; shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param); shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n", src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask); } /** Process the WINED3DSIO_SINCOS instruction in GLSL: * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params. * * dst.x = cos(src0.?) * dst.y = sin(src0.?) * dst.z = dst.z * dst.w = dst.w */ static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; DWORD write_mask; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); switch (write_mask) { case WINED3DSP_WRITEMASK_0: shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str); break; case WINED3DSP_WRITEMASK_1: shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str); break; case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1): shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str); break; default: ERR("Write mask should be .x, .y or .xy\n"); break; } } /** Process the WINED3DSIO_LOOP instruction in GLSL: * Start a for() loop where src1.y is the initial value of aL, * increment aL by src1.z for a total of src1.x iterations. * Need to use a temporary variable for this operation. */ /* FIXME: I don't think nested loops will work correctly this way. */ static void shader_glsl_loop(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src1_param; IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; const DWORD *control_values = NULL; const local_constant *constant; shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param); /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct * addressing. */ if (ins->src[1].register_type == WINED3DSPR_CONSTINT) { LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) { if (constant->idx == ins->src[1].register_idx) { control_values = constant->value; break; } } } if(control_values) { if(control_values[2] > 0) { shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n", shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1], shader->baseShader.cur_loop_depth, control_values[2]); } else if(control_values[2] == 0) { shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n", shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth, control_values[0], shader->baseShader.cur_loop_depth); } else { shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n", shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1], shader->baseShader.cur_loop_depth, control_values[2]); } } else { shader_addline(ins->ctx->buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n", shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name, shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name); } shader->baseShader.cur_loop_depth++; shader->baseShader.cur_loop_regno++; } static void shader_glsl_end(const struct wined3d_shader_instruction *ins) { IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; shader_addline(ins->ctx->buffer, "}\n"); if (ins->handler_idx == WINED3DSIH_ENDLOOP) { shader->baseShader.cur_loop_depth--; shader->baseShader.cur_loop_regno--; } if (ins->handler_idx == WINED3DSIH_ENDREP) { shader->baseShader.cur_loop_depth--; } } static void shader_glsl_rep(const struct wined3d_shader_instruction *ins) { IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; glsl_src_param_t src0_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n", shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth, src0_param.param_str, shader->baseShader.cur_loop_depth); shader->baseShader.cur_loop_depth++; } static void shader_glsl_if(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str); } static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param); shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n", src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str); } static void shader_glsl_else(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "} else {\n"); } static void shader_glsl_break(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "break;\n"); } /* FIXME: According to MSDN the compare is done per component. */ static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param); shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n", src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str); } static void shader_glsl_label(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "}\n"); shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].register_idx); } static void shader_glsl_call(const struct wined3d_shader_instruction *ins) { shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].register_idx); } static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src1_param; shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param); shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].register_idx); } /********************************************* * Pixel Shader Specific Code begins here ********************************************/ static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD shader_version = ins->ctx->reg_maps->shader_version; glsl_sample_function_t sample_function; DWORD sample_flags = 0; DWORD sampler_type; DWORD sampler_idx; DWORD mask = 0, swizzle; /* 1.0-1.4: Use destination register as sampler source. * 2.0+: Use provided sampler source. */ if (shader_version < WINED3DPS_VERSION(2,0)) sampler_idx = ins->dst[0].register_idx; else sampler_idx = ins->src[1].register_idx; sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; if (shader_version < WINED3DPS_VERSION(1,4)) { DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS]; /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */ if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) { sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; switch (flags & ~WINED3DTTFF_PROJECTED) { case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break; case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break; case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break; case WINED3DTTFF_COUNT4: case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break; } } } else if (shader_version < WINED3DPS_VERSION(2,0)) { DWORD src_mod = ins->src[0].modifiers; if (src_mod == WINED3DSPSM_DZ) { sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; mask = WINED3DSP_WRITEMASK_2; } else if (src_mod == WINED3DSPSM_DW) { sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; mask = WINED3DSP_WRITEMASK_3; } } else { if (ins->flags & WINED3DSI_TEXLD_PROJECT) { /* ps 2.0 texldp instruction always divides by the fourth component. */ sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED; mask = WINED3DSP_WRITEMASK_3; } } if(deviceImpl->stateBlock->textures[sampler_idx] && IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) { sample_flags |= WINED3D_GLSL_SAMPLE_RECT; } shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function); mask |= sample_function.coord_mask; if (shader_version < WINED3DPS_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE; else swizzle = ins->src[1].swizzle; /* 1.0-1.3: Use destination register as coordinate source. 1.4+: Use provided coordinate source register. */ if (shader_version < WINED3DPS_VERSION(1,4)) { char coord_mask[6]; shader_glsl_write_mask_to_str(mask, coord_mask); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, "T%u%s", sampler_idx, coord_mask); } else { glsl_src_param_t coord_param; shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param); if (ins->flags & WINED3DSI_TEXLD_BIAS) { glsl_src_param_t bias; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, bias.param_str, "%s", coord_param.param_str); } else { shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, "%s", coord_param.param_str); } } } static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins) { IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; glsl_sample_function_t sample_function; glsl_src_param_t coord_param, lod_param; DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD; DWORD sampler_type; DWORD sampler_idx; DWORD swizzle = ins->src[1].swizzle; sampler_idx = ins->src[1].register_idx; sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; if(deviceImpl->stateBlock->textures[sampler_idx] && IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) { sample_flags |= WINED3D_GLSL_SAMPLE_RECT; } shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param); if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version)) { /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders. * However, they seem to work just fine in fragment shaders as well. */ WARN("Using %s in fragment shader.\n", sample_function.name); } shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, lod_param.param_str, "%s", coord_param.param_str); } static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins) { /* FIXME: Make this work for more than just 2D textures */ SHADER_BUFFER *buffer = ins->ctx->buffer; DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); if (ins->ctx->reg_maps->shader_version != WINED3DPS_VERSION(1,4)) { char dst_mask[6]; shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", ins->dst[0].register_idx, dst_mask); } else { DWORD reg = ins->src[0].register_idx; DWORD src_mod = ins->src[0].modifiers; char dst_swizzle[6]; shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle); if (src_mod == WINED3DSPSM_DZ) { glsl_src_param_t div_param; unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param); if (mask_size > 1) { shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str); } else { shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str); } } else if (src_mod == WINED3DSPSM_DW) { glsl_src_param_t div_param; unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param); if (mask_size > 1) { shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str); } else { shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str); } } else { shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle); } } } /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src, * then perform a 1D texture lookup from stage dstregnum, place into dst. */ static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; glsl_sample_function_t sample_function; DWORD sampler_idx = ins->dst[0].register_idx; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; UINT mask_size; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one * scalar, and projected sampling would require 4. * * It is a dependent read - not valid with conditional NP2 textures */ shader_glsl_get_sample_function(sampler_type, 0, &sample_function); mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask); switch(mask_size) { case 1: shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str); break; case 2: shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str); break; case 3: shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str); break; default: FIXME("Unexpected mask size %u\n", mask_size); break; } } /** Process the WINED3DSIO_TEXDP3 instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src. */ static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; DWORD dstreg = ins->dst[0].register_idx; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD dst_mask; unsigned int mask_size; dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); mask_size = shader_glsl_get_write_mask_size(dst_mask); shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); if (mask_size > 1) { shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str); } else { shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str); } } /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL: * Calculate the depth as dst.x / dst.y */ static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins) { glsl_dst_param_t dst_param; shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0. * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result * >= 1.0 or < 0.0 */ shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name); } /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL: * Last row of a 3x2 matrix multiply, use the result to calculate the depth: * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated) * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y */ static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD dstreg = ins->dst[0].register_idx; glsl_src_param_t src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str); shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n"); } /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL * Calculate the 1st of a 2-row matrix multiplication. */ static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->ctx->buffer; glsl_src_param_t src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); } /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */ static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins) { IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->ctx->buffer; SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; glsl_src_param_t src0_param; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str); current_state->texcoord_w[current_state->current_row++] = reg; } static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->ctx->buffer; glsl_src_param_t src0_param; DWORD sampler_type = ins->ctx->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; glsl_sample_function_t sample_function; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); shader_glsl_get_sample_function(sampler_type, 0, &sample_function); /* Sample the texture using the calculated coordinates */ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xy"); } /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */ static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; DWORD reg = ins->dst[0].register_idx; IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; DWORD sampler_type = ins->ctx->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; glsl_sample_function_t sample_function; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(sampler_type, 0, &sample_function); /* Sample the texture using the calculated coordinates */ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz"); current_state->current_row = 0; } /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply */ static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; char dst_mask[6]; DWORD reg = ins->dst[0].register_idx; IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_glsl_get_write_mask(&ins->dst[0], dst_mask); shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask); current_state->current_row = 0; } /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */ static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins) { IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader; DWORD reg = ins->dst[0].register_idx; glsl_src_param_t src0_param; glsl_src_param_t src1_param; SHADER_BUFFER *buffer = ins->ctx->buffer; SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; DWORD stype = ins->ctx->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_sample_function_t sample_function; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param); /* Perform the last matrix multiply operation */ shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); /* Reflection calculation */ shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(stype, 0, &sample_function); /* Sample the texture */ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz"); current_state->current_row = 0; } /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */ static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins) { IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader; DWORD reg = ins->dst[0].register_idx; SHADER_BUFFER *buffer = ins->ctx->buffer; SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; glsl_src_param_t src0_param; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD sampler_type = ins->ctx->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; glsl_sample_function_t sample_function; shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param); /* Perform the last matrix multiply operation */ shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str); /* Construct the eye-ray vector from w coordinates */ shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n", current_state->texcoord_w[0], current_state->texcoord_w[1], reg); shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n"); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(sampler_type, 0, &sample_function); /* Sample the texture using the calculated coordinates */ shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "tmp0.xyz"); current_state->current_row = 0; } /** Process the WINED3DSIO_TEXBEM instruction in GLSL. * Apply a fake bump map transform. * texbem is pshader <= 1.3 only, this saves a few version checks */ static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; glsl_sample_function_t sample_function; glsl_src_param_t coord_param; DWORD sampler_type; DWORD sampler_idx; DWORD mask; DWORD flags; char coord_mask[6]; sampler_idx = ins->dst[0].register_idx; flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS]; sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(sampler_type, 0, &sample_function); mask = sample_function.coord_mask; shader_glsl_write_mask_to_str(mask, coord_mask); /* with projective textures, texbem only divides the static texture coord, not the displacement, * so we can't let the GL handle this. */ if (flags & WINED3DTTFF_PROJECTED) { DWORD div_mask=0; char coord_div_mask[3]; switch (flags & ~WINED3DTTFF_PROJECTED) { case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break; case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break; case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break; case WINED3DTTFF_COUNT4: case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break; } shader_glsl_write_mask_to_str(div_mask, coord_div_mask); shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask); } shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask); if (ins->handler_idx == WINED3DSIH_TEXBEML) { glsl_src_param_t luminance_param; glsl_dst_param_t dst_param; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param); shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n", dst_param.reg_name, dst_param.mask_str, luminance_param.param_str, sampler_idx, sampler_idx); } } static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param, src1_param; DWORD sampler_idx = ins->dst[0].register_idx; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_append_dst(ins->ctx->buffer, ins); shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n", src0_param.param_str, sampler_idx, src1_param.param_str); } /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */ static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; DWORD sampler_idx = ins->dst[0].register_idx; DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; glsl_sample_function_t sample_function; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param); shader_glsl_get_sample_function(sampler_type, 0, &sample_function); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "%s.wx", src0_param.reg_name); } /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */ static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; DWORD sampler_idx = ins->dst[0].register_idx; DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; glsl_sample_function_t sample_function; shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param); shader_glsl_get_sample_function(sampler_type, 0, &sample_function); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "%s.yz", src0_param.reg_name); } /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */ static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; DWORD sampler_idx = ins->dst[0].register_idx; DWORD sampler_type = ins->ctx->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; glsl_sample_function_t sample_function; /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(sampler_type, 0, &sample_function); shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param); shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, "%s", src0_param.param_str); } /** Process the WINED3DSIO_TEXKILL instruction in GLSL. * If any of the first 3 components are < 0, discard this pixel */ static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins) { glsl_dst_param_t dst_param; /* The argument is a destination parameter, and no writemasks are allowed */ shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param); if ((ins->ctx->reg_maps->shader_version >= WINED3DPS_VERSION(2,0))) { /* 2.0 shaders compare all 4 components in texkill */ shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name); } else { /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all * 4 components are defined, only the first 3 are used */ shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name); } } /** Process the WINED3DSIO_DP2ADD instruction in GLSL. * dst = dot2(src0, src1) + src2 */ static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; DWORD write_mask; unsigned int mask_size; write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param); shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param); if (mask_size > 1) { shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str); } else { shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); } } static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps, enum vertexprocessing_mode vertexprocessing) { unsigned int i; IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; for (i = 0; i < MAX_REG_INPUT; ++i) { DWORD usage, usage_idx; char reg_mask[6]; /* Unused */ if (!reg_maps->packed_input[i]) continue; usage = semantics_in[i].usage; usage_idx = semantics_in[i].usage_idx; shader_glsl_get_write_mask(&semantics_in[i].reg, reg_mask); switch (usage) { case WINED3DDECLUSAGE_TEXCOORD: if (usage_idx < 8 && vertexprocessing == pretransformed) shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n", This->input_reg_map[i], reg_mask, usage_idx, reg_mask); else shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", This->input_reg_map[i], reg_mask, reg_mask); break; case WINED3DDECLUSAGE_COLOR: if (usage_idx == 0) shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n", This->input_reg_map[i], reg_mask, reg_mask); else if (usage_idx == 1) shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n", This->input_reg_map[i], reg_mask, reg_mask); else shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", This->input_reg_map[i], reg_mask, reg_mask); break; default: shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", This->input_reg_map[i], reg_mask, reg_mask); break; } } } /********************************************* * Vertex Shader Specific Code begins here ********************************************/ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) { glsl_program_key_t *key; key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t)); key->vshader = entry->vshader; key->pshader = entry->pshader; key->vs_args = entry->vs_args; key->ps_args = entry->ps_args; hash_table_put(priv->glsl_program_lookup, key, entry); } static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv, IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args, struct ps_compile_args *ps_args) { glsl_program_key_t key; key.vshader = vshader; key.pshader = pshader; key.vs_args = *vs_args; key.ps_args = *ps_args; return hash_table_get(priv->glsl_program_lookup, &key); } static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info, struct glsl_shader_prog_link *entry) { glsl_program_key_t *key; key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t)); key->vshader = entry->vshader; key->pshader = entry->pshader; key->vs_args = entry->vs_args; key->ps_args = entry->ps_args; hash_table_remove(priv->glsl_program_lookup, key); GL_EXTCALL(glDeleteObjectARB(entry->programId)); if (entry->vshader) list_remove(&entry->vshader_entry); if (entry->pshader) list_remove(&entry->pshader_entry); HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations); HeapFree(GetProcessHeap(), 0, entry->puniformF_locations); HeapFree(GetProcessHeap(), 0, entry); } static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map, const struct wined3d_shader_semantic *semantics_in, const struct shader_reg_maps *reg_maps_in, const struct wined3d_shader_semantic *semantics_out, const struct shader_reg_maps *reg_maps_out) { unsigned int i, j; DWORD usage, usage_idx, usage_out, usage_idx_out; DWORD *set; DWORD in_idx; DWORD in_count = GL_LIMITS(glsl_varyings) / 4; char reg_mask[6], reg_mask_out[6]; char destination[50]; set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2)); if (!semantics_out) { /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */ shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n"); shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n"); } for(i = 0; i < MAX_REG_INPUT; i++) { if (!reg_maps_in->packed_input[i]) continue; in_idx = map[i]; if (in_idx >= (in_count + 2)) { FIXME("More input varyings declared than supported, expect issues\n"); continue; } else if (map[i] == ~0U) { /* Declared, but not read register */ continue; } if (in_idx == in_count) { sprintf(destination, "gl_FrontColor"); } else if (in_idx == in_count + 1) { sprintf(destination, "gl_FrontSecondaryColor"); } else { sprintf(destination, "IN[%u]", in_idx); } usage = semantics_in[i].usage; usage_idx = semantics_in[i].usage_idx; set[map[i]] = shader_glsl_get_write_mask(&semantics_in[i].reg, reg_mask); if(!semantics_out) { switch(usage) { case WINED3DDECLUSAGE_COLOR: if (usage_idx == 0) shader_addline(buffer, "%s%s = front_color%s;\n", destination, reg_mask, reg_mask); else if (usage_idx == 1) shader_addline(buffer, "%s%s = front_secondary_color%s;\n", destination, reg_mask, reg_mask); else shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", destination, reg_mask, reg_mask); break; case WINED3DDECLUSAGE_TEXCOORD: if (usage_idx < 8) { shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n", destination, reg_mask, usage_idx, reg_mask); } else { shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", destination, reg_mask, reg_mask); } break; case WINED3DDECLUSAGE_FOG: shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n", destination, reg_mask, reg_mask); break; default: shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", destination, reg_mask, reg_mask); } } else { BOOL found = FALSE; for(j = 0; j < MAX_REG_OUTPUT; j++) { if (!reg_maps_out->packed_output[j]) continue; usage_out = semantics_out[j].usage; usage_idx_out = semantics_out[j].usage_idx; shader_glsl_get_write_mask(&semantics_out[j].reg, reg_mask_out); if(usage == usage_out && usage_idx == usage_idx_out) { shader_addline(buffer, "%s%s = OUT[%u]%s;\n", destination, reg_mask, j, reg_mask); found = TRUE; } } if(!found) { shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", destination, reg_mask, reg_mask); } } } /* This is solely to make the compiler / linker happy and avoid warning about undefined * varyings. It shouldn't result in any real code executed on the GPU, since all read * input varyings are assigned above, if the optimizer works properly. */ for(i = 0; i < in_count + 2; i++) { if(set[i] != WINED3DSP_WRITEMASK_ALL) { unsigned int size = 0; memset(reg_mask, 0, sizeof(reg_mask)); if(!(set[i] & WINED3DSP_WRITEMASK_0)) { reg_mask[size] = 'x'; size++; } if(!(set[i] & WINED3DSP_WRITEMASK_1)) { reg_mask[size] = 'y'; size++; } if(!(set[i] & WINED3DSP_WRITEMASK_2)) { reg_mask[size] = 'z'; size++; } if(!(set[i] & WINED3DSP_WRITEMASK_3)) { reg_mask[size] = 'w'; size++; } if (i == in_count) { sprintf(destination, "gl_FrontColor"); } else if (i == in_count + 1) { sprintf(destination, "gl_FrontSecondaryColor"); } else { sprintf(destination, "IN[%u]", i); } if (size == 1) { shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask); } else { shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size); } } } HeapFree(GetProcessHeap(), 0, set); } static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info) { GLhandleARB ret = 0; IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader; IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader; IWineD3DDeviceImpl *device; DWORD vs_major = WINED3DSHADER_VERSION_MAJOR(vs->baseShader.reg_maps.shader_version); DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.reg_maps.shader_version) : 0; unsigned int i; SHADER_BUFFER buffer; DWORD usage, usage_idx, writemask; char reg_mask[6]; const struct wined3d_shader_semantic *semantics_out; shader_buffer_init(&buffer); shader_addline(&buffer, "#version 120\n"); if(vs_major < 3 && ps_major < 3) { /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them. * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline */ device = (IWineD3DDeviceImpl *) vs->baseShader.device; if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control) { shader_addline(&buffer, "void order_ps_input() {\n"); for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) { if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 && vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) { shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i); } } shader_addline(&buffer, "}\n"); } else { shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n"); } } else if(ps_major < 3 && vs_major >= 3) { /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */ semantics_out = vs->semantics_out; shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT); for(i = 0; i < MAX_REG_OUTPUT; i++) { if (!vs->baseShader.reg_maps.packed_output[i]) continue; usage = semantics_out[i].usage; usage_idx = semantics_out[i].usage_idx; writemask = shader_glsl_get_write_mask(&semantics_out[i].reg, reg_mask); switch(usage) { case WINED3DDECLUSAGE_COLOR: if (usage_idx == 0) shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask); else if (usage_idx == 1) shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask); break; case WINED3DDECLUSAGE_POSITION: shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask); break; case WINED3DDECLUSAGE_TEXCOORD: if (usage_idx < 8) { if(!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) writemask |= WINED3DSP_WRITEMASK_3; shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n", usage_idx, reg_mask, i, reg_mask); if(!(writemask & WINED3DSP_WRITEMASK_3)) { shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", usage_idx); } } break; case WINED3DDECLUSAGE_PSIZE: shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i); break; case WINED3DDECLUSAGE_FOG: shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]); break; default: break; } } shader_addline(&buffer, "}\n"); } else if(ps_major >= 3 && vs_major >= 3) { semantics_out = vs->semantics_out; /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */ shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4); shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT); /* First, sort out position and point size. Those are not passed to the pixel shader */ for(i = 0; i < MAX_REG_OUTPUT; i++) { if (!vs->baseShader.reg_maps.packed_output[i]) continue; usage = semantics_out[i].usage; usage_idx = semantics_out[i].usage_idx; shader_glsl_get_write_mask(&semantics_out[i].reg, reg_mask); switch(usage) { case WINED3DDECLUSAGE_POSITION: shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask); break; case WINED3DDECLUSAGE_PSIZE: shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i); break; default: break; } } /* Then, fix the pixel shader input */ handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->semantics_in, &ps->baseShader.reg_maps, semantics_out, &vs->baseShader.reg_maps); shader_addline(&buffer, "}\n"); } else if(ps_major >= 3 && vs_major < 3) { shader_addline(&buffer, "varying vec4 IN[%u];\n", GL_LIMITS(glsl_varyings) / 4); shader_addline(&buffer, "void order_ps_input() {\n"); /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings */ handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->semantics_in, &ps->baseShader.reg_maps, NULL, NULL); shader_addline(&buffer, "}\n"); } else { ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major); } ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)); checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)"); GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)); checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)"); GL_EXTCALL(glCompileShaderARB(ret)); checkGLcall("glCompileShaderARB(ret)"); shader_buffer_free(&buffer); return ret; } static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info, GLhandleARB programId, char prefix) { const local_constant *lconst; GLint tmp_loc; const float *value; char glsl_name[8]; LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) { value = (const float *)lconst->value; snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx); tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name)); GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value)); } checkGLcall("Hardcoding local constants\n"); } /** Sets the GLSL program ID for the given pixel and vertex shader combination. * It sets the programId on the current StateBlock (because it should be called * inside of the DrawPrimitive() part of the render loop). * * If a program for the given combination does not exist, create one, and store * the program in the hash table. If it creates a program, it will link the * given objects, too. */ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_glsl_priv *priv = This->shader_priv; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; IWineD3DPixelShader *pshader = This->stateBlock->pixelShader; IWineD3DVertexShader *vshader = This->stateBlock->vertexShader; struct glsl_shader_prog_link *entry = NULL; GLhandleARB programId = 0; GLhandleARB reorder_shader_id = 0; unsigned int i; char glsl_name[8]; GLhandleARB vshader_id, pshader_id; struct ps_compile_args ps_compile_args; struct vs_compile_args vs_compile_args; if(use_vs) { find_vs_compile_args((IWineD3DVertexShaderImpl*)This->stateBlock->vertexShader, This->stateBlock, &vs_compile_args); } else { /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */ memset(&vs_compile_args, 0, sizeof(vs_compile_args)); } if(use_ps) { find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &ps_compile_args); } else { /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */ memset(&ps_compile_args, 0, sizeof(ps_compile_args)); } entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args); if (entry) { priv->glsl_program = entry; return; } /* If we get to this point, then no matching program exists, so we create one */ programId = GL_EXTCALL(glCreateProgramObjectARB()); TRACE("Created new GLSL shader program %u\n", programId); /* Create the entry */ entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link)); entry->programId = programId; entry->vshader = vshader; entry->pshader = pshader; entry->vs_args = vs_compile_args; entry->ps_args = ps_compile_args; entry->constant_version = 0; /* Add the hash table entry */ add_glsl_program_entry(priv, entry); /* Set the current program */ priv->glsl_program = entry; if(use_vs) { vshader_id = find_gl_vshader((IWineD3DVertexShaderImpl *) vshader, &vs_compile_args); } else { vshader_id = 0; } /* Attach GLSL vshader */ if (vshader_id) { const unsigned int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */ char tmp_name[10]; reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info); TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId); GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id)); checkGLcall("glAttachObjectARB"); /* Flag the reorder function for deletion, then it will be freed automatically when the program * is destroyed */ GL_EXTCALL(glDeleteObjectARB(reorder_shader_id)); TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId); GL_EXTCALL(glAttachObjectARB(programId, vshader_id)); checkGLcall("glAttachObjectARB"); /* Bind vertex attributes to a corresponding index number to match * the same index numbers as ARB_vertex_programs (makes loading * vertex attributes simpler). With this method, we can use the * exact same code to load the attributes later for both ARB and * GLSL shaders. * * We have to do this here because we need to know the Program ID * in order to make the bindings work, and it has to be done prior * to linking the GLSL program. */ for (i = 0; i < max_attribs; ++i) { if (((IWineD3DBaseShaderImpl*)vshader)->baseShader.reg_maps.attributes[i]) { snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i); GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name)); } } checkGLcall("glBindAttribLocationARB"); list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry); } if(use_ps) { pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &ps_compile_args); } else { pshader_id = 0; } /* Attach GLSL pshader */ if (pshader_id) { TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId); GL_EXTCALL(glAttachObjectARB(programId, pshader_id)); checkGLcall("glAttachObjectARB"); list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry); } /* Link the program */ TRACE("Linking GLSL shader program %u\n", programId); GL_EXTCALL(glLinkProgramARB(programId)); print_glsl_info_log(&GLINFO_LOCATION, programId); entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF)); for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) { snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i); entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name)); } for (i = 0; i < MAX_CONST_I; ++i) { snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i); entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name)); } entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF)); for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) { snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i); entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name)); } for (i = 0; i < MAX_CONST_I; ++i) { snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i); entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name)); } if(pshader) { for(i = 0; i < ((IWineD3DPixelShaderImpl*)pshader)->numbumpenvmatconsts; i++) { char name[32]; sprintf(name, "bumpenvmat%d", ((IWineD3DPixelShaderImpl*)pshader)->bumpenvmatconst[i].texunit); entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); sprintf(name, "luminancescale%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit); entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); sprintf(name, "luminanceoffset%d", ((IWineD3DPixelShaderImpl*)pshader)->luminanceconst[i].texunit); entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); } } if (use_ps && ps_compile_args.np2_fixup) { char name[32]; for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { if (ps_compile_args.np2_fixup & (1 << i)) { sprintf(name, "PsamplerNP2Fixup%u", i); entry->np2Fixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name)); } else { entry->np2Fixup_location[i] = -1; } } } entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup")); entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection")); checkGLcall("Find glsl program uniform locations"); if (pshader && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version) >= 3 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > GL_LIMITS(glsl_varyings) / 4) { TRACE("Shader %d needs vertex color clamping disabled\n", programId); entry->vertex_color_clamp = GL_FALSE; } else { entry->vertex_color_clamp = GL_FIXED_ONLY_ARB; } /* Set the shader to allow uniform loading on it */ GL_EXTCALL(glUseProgramObjectARB(programId)); checkGLcall("glUseProgramObjectARB(programId)"); /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If * a pshader with fixed function pipeline is used there are no vertex samplers, and if a * vertex shader with fixed function pixel processing is used we make sure that the card * supports enough samplers to allow the max number of vertex samplers with all possible * fixed function fragment processing setups. So once the program is linked these samplers * won't change. */ if(vshader_id) { /* Load vertex shader samplers */ shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId); } if(pshader_id) { /* Load pixel shader samplers */ shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId); } /* If the local constants do not have to be loaded with the environment constants, * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles * later */ if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) { hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P'); } if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) { hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V'); } } static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type) { GLhandleARB program_id; GLhandleARB vshader_id, pshader_id; static const char *blt_vshader[] = { "#version 120\n" "void main(void)\n" "{\n" " gl_Position = gl_Vertex;\n" " gl_FrontColor = vec4(1.0);\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n" "}\n" }; static const char *blt_pshaders[tex_type_count] = { /* tex_1d */ NULL, /* tex_2d */ "#version 120\n" "uniform sampler2D sampler;\n" "void main(void)\n" "{\n" " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n" "}\n", /* tex_3d */ NULL, /* tex_cube */ "#version 120\n" "uniform samplerCube sampler;\n" "void main(void)\n" "{\n" " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n" "}\n", /* tex_rect */ "#version 120\n" "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect sampler;\n" "void main(void)\n" "{\n" " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n" "}\n", }; if (!blt_pshaders[tex_type]) { FIXME("tex_type %#x not supported\n", tex_type); tex_type = tex_2d; } vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)); GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL)); GL_EXTCALL(glCompileShaderARB(vshader_id)); pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB)); GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL)); GL_EXTCALL(glCompileShaderARB(pshader_id)); program_id = GL_EXTCALL(glCreateProgramObjectARB()); GL_EXTCALL(glAttachObjectARB(program_id, vshader_id)); GL_EXTCALL(glAttachObjectARB(program_id, pshader_id)); GL_EXTCALL(glLinkProgramARB(program_id)); print_glsl_info_log(&GLINFO_LOCATION, program_id); /* Once linked we can mark the shaders for deletion. They will be deleted once the program * is destroyed */ GL_EXTCALL(glDeleteObjectARB(vshader_id)); GL_EXTCALL(glDeleteObjectARB(pshader_id)); return program_id; } static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_glsl_priv *priv = This->shader_priv; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; GLhandleARB program_id = 0; GLenum old_vertex_color_clamp, current_vertex_color_clamp; old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB; if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS); else priv->glsl_program = NULL; current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB; if (old_vertex_color_clamp != current_vertex_color_clamp) { if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) { GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp)); checkGLcall("glClampColorARB"); } else { FIXME("vertex color clamp needs to be changed, but extension not supported.\n"); } } program_id = priv->glsl_program ? priv->glsl_program->programId : 0; if (program_id) TRACE("Using GLSL program %u\n", program_id); GL_EXTCALL(glUseProgramObjectARB(program_id)); checkGLcall("glUseProgramObjectARB"); } static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_glsl_priv *priv = This->shader_priv; GLhandleARB *blt_program = &priv->depth_blt_program[tex_type]; if (!*blt_program) { GLint loc; *blt_program = create_glsl_blt_shader(gl_info, tex_type); loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler")); GL_EXTCALL(glUseProgramObjectARB(*blt_program)); GL_EXTCALL(glUniform1iARB(loc, 0)); } else { GL_EXTCALL(glUseProgramObjectARB(*blt_program)); } } static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_glsl_priv *priv = This->shader_priv; GLhandleARB program_id; program_id = priv->glsl_program ? priv->glsl_program->programId : 0; if (program_id) TRACE("Using GLSL program %u\n", program_id); GL_EXTCALL(glUseProgramObjectARB(program_id)); checkGLcall("glUseProgramObjectARB"); } static void shader_glsl_destroy(IWineD3DBaseShader *iface) { const struct list *linked_programs; IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device; struct shader_glsl_priv *priv = device->shader_priv; const WineD3D_GL_Info *gl_info = &device->adapter->gl_info; IWineD3DPixelShaderImpl *ps = NULL; IWineD3DVertexShaderImpl *vs = NULL; /* Note: Do not use QueryInterface here to find out which shader type this is because this code * can be called from IWineD3DBaseShader::Release */ char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version); if(pshader) { ps = (IWineD3DPixelShaderImpl *) This; if(ps->num_gl_shaders == 0) return; if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface) shader_glsl_select(This->baseShader.device, FALSE, FALSE); } else { vs = (IWineD3DVertexShaderImpl *) This; if(vs->num_gl_shaders == 0) return; if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface) shader_glsl_select(This->baseShader.device, FALSE, FALSE); } linked_programs = &This->baseShader.linked_programs; TRACE("Deleting linked programs\n"); if (linked_programs->next) { struct glsl_shader_prog_link *entry, *entry2; if(pshader) { LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) { delete_glsl_program_entry(priv, gl_info, entry); } } else { LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) { delete_glsl_program_entry(priv, gl_info, entry); } } } if(pshader) { UINT i; ENTER_GL(); for(i = 0; i < ps->num_gl_shaders; i++) { TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId); GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId)); checkGLcall("glDeleteObjectARB"); } LEAVE_GL(); HeapFree(GetProcessHeap(), 0, ps->gl_shaders); ps->gl_shaders = NULL; ps->num_gl_shaders = 0; ps->shader_array_size = 0; } else { UINT i; ENTER_GL(); for(i = 0; i < vs->num_gl_shaders; i++) { TRACE("deleting vshader %u\n", vs->gl_shaders[i].prgId); GL_EXTCALL(glDeleteObjectARB(vs->gl_shaders[i].prgId)); checkGLcall("glDeleteObjectARB"); } LEAVE_GL(); HeapFree(GetProcessHeap(), 0, vs->gl_shaders); vs->gl_shaders = NULL; vs->num_gl_shaders = 0; vs->shader_array_size = 0; } } static unsigned int glsl_program_key_hash(const void *key) { const glsl_program_key_t *k = key; unsigned int hash = ((DWORD_PTR) k->vshader) | ((DWORD_PTR) k->pshader) << 16; hash += ~(hash << 15); hash ^= (hash >> 10); hash += (hash << 3); hash ^= (hash >> 6); hash += ~(hash << 11); hash ^= (hash >> 16); return hash; } static BOOL glsl_program_key_compare(const void *keya, const void *keyb) { const glsl_program_key_t *ka = keya; const glsl_program_key_t *kb = keyb; return ka->vshader == kb->vshader && ka->pshader == kb->pshader && (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0) && (memcmp(&ka->vs_args, &kb->vs_args, sizeof(kb->vs_args)) == 0); } static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count) { SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions); void *mem = HeapAlloc(GetProcessHeap(), 0, size); if (!mem) { ERR("Failed to allocate memory\n"); return FALSE; } heap->entries = mem; heap->entries[1].version = 0; heap->positions = (unsigned int *)(heap->entries + constant_count + 1); heap->size = 1; return TRUE; } static void constant_heap_free(struct constant_heap *heap) { HeapFree(GetProcessHeap(), 0, heap->entries); } static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv)); SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1; priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack)); if (!priv->stack) { ERR("Failed to allocate memory.\n"); HeapFree(GetProcessHeap(), 0, priv); return E_OUTOFMEMORY; } if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF))) { ERR("Failed to initialize vertex shader constant heap\n"); HeapFree(GetProcessHeap(), 0, priv->stack); HeapFree(GetProcessHeap(), 0, priv); return E_OUTOFMEMORY; } if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF))) { ERR("Failed to initialize pixel shader constant heap\n"); constant_heap_free(&priv->vconst_heap); HeapFree(GetProcessHeap(), 0, priv->stack); HeapFree(GetProcessHeap(), 0, priv); return E_OUTOFMEMORY; } priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare); priv->next_constant_version = 1; This->shader_priv = priv; return WINED3D_OK; } static void shader_glsl_free(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_glsl_priv *priv = This->shader_priv; int i; for (i = 0; i < tex_type_count; ++i) { if (priv->depth_blt_program[i]) { GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i])); } } hash_table_destroy(priv->glsl_program_lookup, NULL, NULL); constant_heap_free(&priv->pconst_heap); constant_heap_free(&priv->vconst_heap); HeapFree(GetProcessHeap(), 0, This->shader_priv); This->shader_priv = NULL; } static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) { /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */ return FALSE; } static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; const char *fragcolor; const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; /* Create the hw GLSL shader object and assign it as the shader->prgId */ GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB)); shader_addline(buffer, "#version 120\n"); if (GL_SUPPORT(ARB_DRAW_BUFFERS)) { shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n"); } if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) { /* The spec says that it doesn't have to be explicitly enabled, but the nvidia * drivers write a warning if we don't do so */ shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n"); } /* Base Declarations */ shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args); /* Pack 3.0 inputs */ if (reg_maps->shader_version >= WINED3DPS_VERSION(3,0) && args->vp_mode != vertexshader) { pshader_glsl_input_pack(iface, buffer, This->semantics_in, reg_maps, args->vp_mode); } /* Base Shader Body */ shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function); /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */ if (reg_maps->shader_version < WINED3DPS_VERSION(2,0)) { /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */ if(GL_SUPPORT(ARB_DRAW_BUFFERS)) shader_addline(buffer, "gl_FragData[0] = R0;\n"); else shader_addline(buffer, "gl_FragColor = R0;\n"); } if(GL_SUPPORT(ARB_DRAW_BUFFERS)) { fragcolor = "gl_FragData[0]"; } else { fragcolor = "gl_FragColor"; } if(args->srgb_correction) { shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n", fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high, srgb_sub_high, srgb_sub_high, srgb_sub_high); shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor); shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor); shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor); shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor); shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor); } /* Pixel shader < 3.0 do not replace the fog stage. * This implements linear fog computation and blending. * TODO: non linear fog * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but * -1/(e-s) and e/(e-s) respectively. */ if(reg_maps->shader_version < WINED3DPS_VERSION(3,0)) { switch(args->fog) { case FOG_OFF: break; case FOG_LINEAR: shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n"); shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n"); shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n"); shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor); break; case FOG_EXP: /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */ shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n"); shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n"); shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor); break; case FOG_EXP2: /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */ shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n"); shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n"); shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor); break; } } shader_addline(buffer, "}\n"); TRACE("Compiling shader object %u\n", shader_obj); GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL)); GL_EXTCALL(glCompileShaderARB(shader_obj)); print_glsl_info_log(&GLINFO_LOCATION, shader_obj); /* Store the shader object */ return shader_obj; } static GLuint shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args) { IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; /* Create the hw GLSL shader program and assign it as the shader->prgId */ GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)); shader_addline(buffer, "#version 120\n"); /* Base Declarations */ shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL); /* Base Shader Body */ shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function); /* Unpack 3.0 outputs */ if (reg_maps->shader_version >= WINED3DVS_VERSION(3,0)) shader_addline(buffer, "order_ps_input(OUT);\n"); else shader_addline(buffer, "order_ps_input();\n"); /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE), * the fog frag coord is thrown away. If the fog frag coord is used, but not written by * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0) */ if(args->fog_src == VS_FOG_Z) { shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n"); } else if (!reg_maps->fog) { shader_addline(buffer, "gl_FogFragCoord = 0.0;\n"); } /* Write the final position. * * OpenGL coordinates specify the center of the pixel while d3d coords specify * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x * contains 1.0 to allow a mad. */ shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n"); shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n"); /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c * * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w, * which is the same as z = z * 2 - w. */ shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n"); shader_addline(buffer, "}\n"); TRACE("Compiling shader object %u\n", shader_obj); GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL)); GL_EXTCALL(glCompileShaderARB(shader_obj)); print_glsl_info_log(&GLINFO_LOCATION, shader_obj); return shader_obj; } static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) { /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using * vs_nv_version which is based on NV_vertex_program. * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number * of native instructions, so use that here. For more info see the pixel shader versioning code below. */ if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512)) pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0); else pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0); TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff); pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF); /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b. * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info * in max native instructions. Intel and others also offer the info in this extension but they * don't support GLSL (at least on Windows). * * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number * of instructions is 512 or less we have to do with ps2.0 hardware. * 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. */ if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512)) pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0); else pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0); pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF); /* FIXME: The following line is card dependent. -8.0 to 8.0 is the * Direct3D minimum requirement. * * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude" * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here? * * The problem is that the refrast clamps temporary results in the shader to * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here, * then applications may miss the clamping behavior. On the other hand, if it is smaller, * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't * offer a way to query this. */ pCaps->PixelShader1xMaxValue = 8.0; TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff); } static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup) { if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) { TRACE("Checking support for fixup:\n"); dump_color_fixup_desc(fixup); } /* We support everything except YUV conversions. */ if (!is_yuv_fixup(fixup)) { TRACE("[OK]\n"); return TRUE; } TRACE("[FAILED]\n"); return FALSE; } static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = { /* WINED3DSIH_ABS */ shader_glsl_map2gl, /* WINED3DSIH_ADD */ shader_glsl_arith, /* WINED3DSIH_BEM */ pshader_glsl_bem, /* WINED3DSIH_BREAK */ shader_glsl_break, /* WINED3DSIH_BREAKC */ shader_glsl_breakc, /* WINED3DSIH_BREAKP */ NULL, /* WINED3DSIH_CALL */ shader_glsl_call, /* WINED3DSIH_CALLNZ */ shader_glsl_callnz, /* WINED3DSIH_CMP */ shader_glsl_cmp, /* WINED3DSIH_CND */ shader_glsl_cnd, /* WINED3DSIH_CRS */ shader_glsl_cross, /* WINED3DSIH_DCL */ NULL, /* WINED3DSIH_DEF */ NULL, /* WINED3DSIH_DEFB */ NULL, /* WINED3DSIH_DEFI */ NULL, /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add, /* WINED3DSIH_DP3 */ shader_glsl_dot, /* WINED3DSIH_DP4 */ shader_glsl_dot, /* WINED3DSIH_DST */ shader_glsl_dst, /* WINED3DSIH_DSX */ shader_glsl_map2gl, /* WINED3DSIH_DSY */ shader_glsl_map2gl, /* WINED3DSIH_ELSE */ shader_glsl_else, /* WINED3DSIH_ENDIF */ shader_glsl_end, /* WINED3DSIH_ENDLOOP */ shader_glsl_end, /* WINED3DSIH_ENDREP */ shader_glsl_end, /* WINED3DSIH_EXP */ shader_glsl_map2gl, /* WINED3DSIH_EXPP */ shader_glsl_expp, /* WINED3DSIH_FRC */ shader_glsl_map2gl, /* WINED3DSIH_IF */ shader_glsl_if, /* WINED3DSIH_IFC */ shader_glsl_ifc, /* WINED3DSIH_LABEL */ shader_glsl_label, /* WINED3DSIH_LIT */ shader_glsl_lit, /* WINED3DSIH_LOG */ shader_glsl_log, /* WINED3DSIH_LOGP */ shader_glsl_log, /* WINED3DSIH_LOOP */ shader_glsl_loop, /* WINED3DSIH_LRP */ shader_glsl_lrp, /* WINED3DSIH_M3x2 */ shader_glsl_mnxn, /* WINED3DSIH_M3x3 */ shader_glsl_mnxn, /* WINED3DSIH_M3x4 */ shader_glsl_mnxn, /* WINED3DSIH_M4x3 */ shader_glsl_mnxn, /* WINED3DSIH_M4x4 */ shader_glsl_mnxn, /* WINED3DSIH_MAD */ shader_glsl_mad, /* WINED3DSIH_MAX */ shader_glsl_map2gl, /* WINED3DSIH_MIN */ shader_glsl_map2gl, /* WINED3DSIH_MOV */ shader_glsl_mov, /* WINED3DSIH_MOVA */ shader_glsl_mov, /* WINED3DSIH_MUL */ shader_glsl_arith, /* WINED3DSIH_NOP */ NULL, /* WINED3DSIH_NRM */ shader_glsl_map2gl, /* WINED3DSIH_PHASE */ NULL, /* WINED3DSIH_POW */ shader_glsl_pow, /* WINED3DSIH_RCP */ shader_glsl_rcp, /* WINED3DSIH_REP */ shader_glsl_rep, /* WINED3DSIH_RET */ NULL, /* WINED3DSIH_RSQ */ shader_glsl_rsq, /* WINED3DSIH_SETP */ NULL, /* WINED3DSIH_SGE */ shader_glsl_compare, /* WINED3DSIH_SGN */ shader_glsl_map2gl, /* WINED3DSIH_SINCOS */ shader_glsl_sincos, /* WINED3DSIH_SLT */ shader_glsl_compare, /* WINED3DSIH_SUB */ shader_glsl_arith, /* WINED3DSIH_TEX */ pshader_glsl_tex, /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem, /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem, /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord, /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth, /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3, /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex, /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill, /* WINED3DSIH_TEXLDD */ NULL, /* WINED3DSIH_TEXLDL */ shader_glsl_texldl, /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth, /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad, /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex, /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3, /* WINED3DSIH_TEXM3x3DIFF */ NULL, /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad, /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec, /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex, /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec, /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar, /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb, /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb, }; const shader_backend_t glsl_shader_backend = { shader_glsl_instruction_handler_table, shader_glsl_select, shader_glsl_select_depth_blt, shader_glsl_deselect_depth_blt, shader_glsl_update_float_vertex_constants, shader_glsl_update_float_pixel_constants, shader_glsl_load_constants, shader_glsl_load_np2fixup_constants, shader_glsl_destroy, shader_glsl_alloc, shader_glsl_free, shader_glsl_dirty_const, shader_glsl_generate_pshader, shader_glsl_generate_vshader, shader_glsl_get_caps, shader_glsl_color_fixup_supported, };