/* * GLSL pixel and vertex shader implementation * * Copyright 2006 Jason Green * Copyright 2006 Henri Verbeet * * 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 */ #include "config.h" #include #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); #define GLINFO_LOCATION (*gl_info) /** Prints the GLSL info log which will contain error messages if they exist */ void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) { int infologLength = 0; char *infoLog; 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) { infoLog = (char *)HeapAlloc(GetProcessHeap(), 0, infologLength); GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog)); FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog)); HeapFree(GetProcessHeap(), 0, infoLog); } } /** * Loads (pixel shader) samplers */ void shader_glsl_load_psamplers( WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface) { IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface; GLhandleARB programId = stateBlock->glsl_program->programId; GLhandleARB name_loc; int i; char sampler_name[20]; for (i=0; i< GL_LIMITS(samplers); ++i) { if (stateBlock->textures[i] != NULL) { snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i); name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name)); if (name_loc != -1) { TRACE_(d3d_shader)("Loading %s for texture %d\n", sampler_name, i); GL_EXTCALL(glUniform1iARB(name_loc, i)); checkGLcall("glUniform1iARB"); } } } } /** * Loads floating point constants (aka uniforms) into the currently set GLSL program. * When constant_list == NULL, it will load all the constants. */ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, unsigned int max_constants, float* constants, GLhandleARB *constant_locations, struct list *constant_list) { local_constant* lconst; GLhandleARB tmp_loc; int i; if (!constant_list) { if (TRACE_ON(d3d_shader)) { for (i = 0; i < max_constants; ++i) { tmp_loc = constant_locations[i]; if (tmp_loc != -1) { TRACE("Loading constants %i: %f, %f, %f, %f\n", i, constants[i * 4 + 0], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); } } } for (i = 0; i < max_constants; ++i) { tmp_loc = constant_locations[i]; if (tmp_loc != -1) { /* We found this uniform name in the program - go ahead and send the data */ GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4))); } } checkGLcall("glUniform4fvARB()"); } else { constant_entry *constant; if (TRACE_ON(d3d_shader)) { LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) { i = constant->idx; tmp_loc = constant_locations[i]; if (tmp_loc != -1) { TRACE("Loading constants %i: %f, %f, %f, %f\n", i, constants[i * 4 + 0], constants[i * 4 + 1], constants[i * 4 + 2], constants[i * 4 + 3]); } } } LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) { i = constant->idx; tmp_loc = constant_locations[i]; if (tmp_loc != -1) { /* We found this uniform name in the program - go ahead and send the data */ GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4))); } } checkGLcall("glUniform4fvARB()"); } /* Load immediate constants */ if (TRACE_ON(d3d_shader)) { LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { tmp_loc = constant_locations[lconst->idx]; if (tmp_loc != -1) { GLfloat* values = (GLfloat*)lconst->value; TRACE("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx, values[0], values[1], values[2], values[3]); } } } LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { tmp_loc = constant_locations[lconst->idx]; if (tmp_loc != -1) { /* We found this uniform name in the program - go ahead and send the data */ GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value)); } } checkGLcall("glUniform4fvARB()"); } /** * Loads integer constants (aka uniforms) into the currently set GLSL program. * When @constants_set == NULL, it will load all the constants. */ void shader_glsl_load_constantsI( IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLhandleARB programId, unsigned max_constants, int* constants, BOOL* constants_set) { GLhandleARB tmp_loc; int i; char tmp_name[8]; char is_pshader = shader_is_pshader_version(This->baseShader.hex_version); const char* prefix = is_pshader? "PI":"VI"; struct list* ptr; for (i=0; ibaseShader.constantsI); while (ptr) { local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry); unsigned int idx = lconst->idx; GLint* values = (GLint*) lconst->value; TRACE("Loading local constants %i: %i, %i, %i, %i\n", idx, values[0], values[1], values[2], values[3]); 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(glUniform4ivARB(tmp_loc, 1, values)); checkGLcall("glUniform4ivARB"); } ptr = list_next(&This->baseShader.constantsI, ptr); } } /** * Loads boolean constants (aka uniforms) into the currently set GLSL program. * When @constants_set == NULL, it will load all the constants. */ void shader_glsl_load_constantsB( IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLhandleARB programId, unsigned max_constants, BOOL* constants, BOOL* constants_set) { GLhandleARB tmp_loc; int i; char tmp_name[8]; char is_pshader = shader_is_pshader_version(This->baseShader.hex_version); const char* prefix = is_pshader? "PB":"VB"; struct list* ptr; for (i=0; ibaseShader.constantsB); while (ptr) { local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry); unsigned int idx = lconst->idx; GLint* values = (GLint*) lconst->value; TRACE("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); } } /** * Loads the app-supplied constants into the currently set GLSL program. */ void shader_glsl_load_constants( IWineD3DStateBlock* iface, char usePixelShader, char useVertexShader) { IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface; WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)stateBlock->wineD3DDevice->wineD3D)->gl_info; GLhandleARB *constant_locations; struct list *constant_list; GLhandleARB programId; if (!stateBlock->glsl_program) { /* No GLSL program set - nothing to do. */ return; } programId = stateBlock->glsl_program->programId; if (useVertexShader) { IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader; IWineD3DVertexShaderImpl* vshader_impl = (IWineD3DVertexShaderImpl*) vshader; IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl*) vshader_impl->vertexDeclaration; constant_locations = stateBlock->glsl_program->vuniformF_locations; constant_list = &stateBlock->set_vconstantsF; if (NULL != vertexDeclaration && NULL != vertexDeclaration->constants) { /* Load DirectX 8 float constants/uniforms for vertex shader */ shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF), vertexDeclaration->constants, constant_locations, NULL); } /* Load DirectX 9 float constants/uniforms for vertex shader */ shader_glsl_load_constantsF(vshader, gl_info, GL_LIMITS(vshader_constantsF), stateBlock->vertexShaderConstantF, constant_locations, constant_list); /* Load DirectX 9 integer constants/uniforms for vertex shader */ shader_glsl_load_constantsI(vshader, gl_info, programId, MAX_CONST_I, stateBlock->vertexShaderConstantI, stateBlock->set.vertexShaderConstantsI); /* Load DirectX 9 boolean constants/uniforms for vertex shader */ shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B, stateBlock->vertexShaderConstantB, stateBlock->set.vertexShaderConstantsB); } if (usePixelShader) { IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader; constant_locations = stateBlock->glsl_program->puniformF_locations; constant_list = &stateBlock->set_pconstantsF; /* Load pixel shader samplers */ shader_glsl_load_psamplers(gl_info, iface); /* Load DirectX 9 float constants/uniforms for pixel shader */ shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF), stateBlock->pixelShaderConstantF, constant_locations, constant_list); /* Load DirectX 9 integer constants/uniforms for pixel shader */ shader_glsl_load_constantsI(pshader, gl_info, programId, MAX_CONST_I, stateBlock->pixelShaderConstantI, stateBlock->set.pixelShaderConstantsI); /* Load DirectX 9 boolean constants/uniforms for pixel shader */ shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B, stateBlock->pixelShaderConstantB, stateBlock->set.pixelShaderConstantsB); } } /** Generate the variable & register declarations for the GLSL output target */ void shader_generate_glsl_declarations( IWineD3DBaseShader *iface, shader_reg_maps* reg_maps, SHADER_BUFFER* buffer, WineD3D_GL_Info* gl_info) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; int i; /* There are some minor differences between pixel and vertex shaders */ char pshader = shader_is_pshader_version(This->baseShader.hex_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%lu();\n", i); } /* Declare the constants (aka uniforms) */ if (This->baseShader.limits.constant_float > 0) { unsigned max_constantsF = min(This->baseShader.limits.constant_float, (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF))); shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF); } if (This->baseShader.limits.constant_int > 0) shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int); if (This->baseShader.limits.constant_bool > 0) shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool); /* 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%lu;\n", prefix, i); break; case WINED3DSTT_2D: shader_addline(buffer, "uniform sampler2D %csampler%lu;\n", prefix, i); break; case WINED3DSTT_CUBE: shader_addline(buffer, "uniform samplerCube %csampler%lu;\n", prefix, i); break; case WINED3DSTT_VOLUME: shader_addline(buffer, "uniform sampler3D %csampler%lu;\n", prefix, i); break; default: shader_addline(buffer, "uniform unsupported_sampler %csampler%lu;\n", prefix, i); FIXME("Unrecognized sampler type: %#lx\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%ld;\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%lu = gl_TexCoord[%lu];\n", i, i); } /* Declare input register temporaries */ for (i=0; i < This->baseShader.limits.packed_input; i++) { if (reg_maps->packed_input[i]) shader_addline(buffer, "vec4 IN%lu;\n", i); } /* Declare output register temporaries */ for (i = 0; i < This->baseShader.limits.packed_output; i++) { if (reg_maps->packed_output[i]) shader_addline(buffer, "vec4 OUT%lu;\n", i); } /* Declare temporary variables */ for(i = 0; i < This->baseShader.limits.temporary; i++) { if (reg_maps->temporary[i]) shader_addline(buffer, "vec4 R%lu;\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 register aL */ if (reg_maps->loop) { shader_addline(buffer, "int aL;\n"); shader_addline(buffer, "int tmpInt;\n"); } /* Temporary variables for matrix operations */ shader_addline(buffer, "vec4 tmp0;\n"); shader_addline(buffer, "vec4 tmp1;\n"); /* Start the main program */ shader_addline(buffer, "void main() {\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_param( SHADER_OPCODE_ARG* arg, const DWORD param, const DWORD addr_token, BOOL is_input, char *reg_name, char *reg_mask, char *out_str); /** Used for opcode modifiers - They multiply the result by the specified amount */ static const char* 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) */ }; /** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4(" * Will also change the reg_mask if necessary (not all register types are equal in DX vs GL) */ static void shader_glsl_add_dst(DWORD param, const char* reg_name, char* reg_mask, char* outStr) { int shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT; char cast[6]; if ((shader_get_regtype(param) == D3DSPR_RASTOUT) && ((param & D3DSP_REGNUM_MASK) != 0)) { /* gl_FogFragCoord or glPointSize - both floats */ strcpy(cast, "float"); strcpy(reg_mask, ""); } else if (reg_name[0] == 'A') { /* Address register for vertex shaders (ivec4) */ strcpy(cast, "ivec4"); } else { /* Everything else should be a 4 component float vector */ strcpy(cast, "vec4"); } sprintf(outStr, "%s%s = %s%s(", reg_name, reg_mask, shift_glsl_tab[shift], cast); } /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */ static void shader_glsl_gen_modifier ( const DWORD instr, const char *in_reg, const char *in_regswizzle, char *out_str) { out_str[0] = 0; if (instr == D3DSIO_TEXKILL) return; switch (instr & D3DSP_SRCMOD_MASK) { case D3DSPSM_NONE: sprintf(out_str, "%s%s", in_reg, in_regswizzle); break; case D3DSPSM_NEG: sprintf(out_str, "-%s%s", in_reg, in_regswizzle); break; case D3DSPSM_NOT: sprintf(out_str, "!%s%s", in_reg, in_regswizzle); break; case D3DSPSM_BIAS: sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); break; case D3DSPSM_BIASNEG: sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle); break; case D3DSPSM_SIGN: sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); break; case D3DSPSM_SIGNNEG: sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle); break; case D3DSPSM_COMP: sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle); break; case D3DSPSM_X2: sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle); break; case D3DSPSM_X2NEG: sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle); break; case D3DSPSM_DZ: /* reg1_db = { reg1.r/b, reg1.g/b, ...} The g & a components are undefined, so we'll leave them alone */ sprintf(out_str, "vec4(%s.r / %s.b, %s.g / %s.b, %s.b, %s.a)", in_reg, in_reg, in_reg, in_reg, in_reg, in_reg); break; case D3DSPSM_DW: sprintf(out_str, "vec4(%s.r / %s.a, %s.g / %s.a, %s.b, %s.a)", in_reg, in_reg, in_reg, in_reg, in_reg, in_reg); break; case D3DSPSM_ABS: sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle); break; case D3DSPSM_ABSNEG: sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle); break; default: FIXME("Unhandled modifier %lu\n", (instr & D3DSP_SRCMOD_MASK)); 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( const DWORD param, const DWORD addr_token, char* regstr, BOOL* is_color, SHADER_OPCODE_ARG* arg) { /* oPos, oFog and oPts in D3D */ const char* hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" }; WineD3D_GL_Info *gl_info = &((IWineD3DImpl*)((IWineD3DPixelShaderImpl*)arg->shader)->wineD3DDevice->wineD3D)->gl_info; DWORD reg = param & D3DSP_REGNUM_MASK; DWORD regtype = shader_get_regtype(param); IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader; char pshader = shader_is_pshader_version(This->baseShader.hex_version); char tmpStr[50]; *is_color = FALSE; switch (regtype) { case D3DSPR_TEMP: sprintf(tmpStr, "R%lu", reg); break; case D3DSPR_INPUT: if (pshader) { /* Pixel shaders >= 3.0 */ if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) sprintf(tmpStr, "IN%lu", reg); else { if (reg==0) strcpy(tmpStr, "gl_Color"); else strcpy(tmpStr, "gl_SecondaryColor"); } } else { if (vshader_input_is_color((IWineD3DVertexShader*) This, reg)) *is_color = TRUE; sprintf(tmpStr, "attrib%lu", reg); } break; case D3DSPR_CONST: { const char* prefix = pshader? "PC":"VC"; /* Relative addressing */ if (param & D3DVS_ADDRMODE_RELATIVE) { /* Relative addressing on shaders 2.0+ have a relative address token, * prior to that, it was hard-coded as "A0.x" because there's only 1 register */ if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) { char relStr[100], relReg[50], relMask[6]; shader_glsl_add_param(arg, addr_token, 0, TRUE, relReg, relMask, relStr); sprintf(tmpStr, "%s[%s + %lu]", prefix, relStr, reg); } else sprintf(tmpStr, "%s[A0.x + %lu]", prefix, reg); } else sprintf(tmpStr, "%s[%lu]", prefix, reg); break; } case D3DSPR_CONSTINT: if (pshader) sprintf(tmpStr, "PI[%lu]", reg); else sprintf(tmpStr, "VI[%lu]", reg); break; case D3DSPR_CONSTBOOL: if (pshader) sprintf(tmpStr, "PB[%lu]", reg); else sprintf(tmpStr, "VB[%lu]", reg); break; case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */ if (pshader) { sprintf(tmpStr, "T%lu", reg); } else { sprintf(tmpStr, "A%lu", reg); } break; case D3DSPR_LOOP: sprintf(tmpStr, "aL"); break; case D3DSPR_SAMPLER: if (pshader) sprintf(tmpStr, "Psampler%lu", reg); else sprintf(tmpStr, "Vsampler%lu", reg); break; case D3DSPR_COLOROUT: if (GL_SUPPORT(ARB_DRAW_BUFFERS)) { sprintf(tmpStr, "gl_FragData[%lu]", reg); if (reg > 0) { /* TODO: See GL_ARB_draw_buffers */ FIXME("Unsupported write to render target %lu\n", reg); } } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */ if (reg > 0) WARN("This OpenGL implementation doesn't support writing to multiple render targets!\n"); else sprintf(tmpStr, "gl_FragColor"); } break; case D3DSPR_RASTOUT: sprintf(tmpStr, "%s", hwrastout_reg_names[reg]); break; case D3DSPR_DEPTHOUT: sprintf(tmpStr, "gl_FragDepth"); break; case D3DSPR_ATTROUT: if (reg == 0) { sprintf(tmpStr, "gl_FrontColor"); } else { sprintf(tmpStr, "gl_FrontSecondaryColor"); } break; case D3DSPR_TEXCRDOUT: /* Vertex shaders >= 3.0: D3DSPR_OUTPUT */ if (D3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) sprintf(tmpStr, "OUT%lu", reg); else sprintf(tmpStr, "gl_TexCoord[%lu]", reg); break; default: FIXME("Unhandled register name Type(%ld)\n", regtype); sprintf(tmpStr, "unrecognized_register"); break; } strcat(regstr, tmpStr); } /* Writes the GLSL writemask for the destination register */ static void shader_glsl_get_output_register_swizzle( const DWORD param, char *write_mask) { *write_mask = 0; if ((param & D3DSP_WRITEMASK_ALL) != D3DSP_WRITEMASK_ALL) { strcat(write_mask, "."); if (param & D3DSP_WRITEMASK_0) strcat(write_mask, "x"); if (param & D3DSP_WRITEMASK_1) strcat(write_mask, "y"); if (param & D3DSP_WRITEMASK_2) strcat(write_mask, "z"); if (param & D3DSP_WRITEMASK_3) strcat(write_mask, "w"); } } static void shader_glsl_get_input_register_swizzle( const DWORD param, BOOL is_color, char *reg_mask) { const char swizzle_reg_chars_color_fix[] = "zyxw"; const char swizzle_reg_chars[] = "xyzw"; const char* swizzle_regs = NULL; /** operand input */ DWORD swizzle = (param & D3DVS_SWIZZLE_MASK) >> D3DVS_SWIZZLE_SHIFT; DWORD swizzle_x = swizzle & 0x03; DWORD swizzle_y = (swizzle >> 2) & 0x03; DWORD swizzle_z = (swizzle >> 4) & 0x03; DWORD swizzle_w = (swizzle >> 6) & 0x03; if (is_color) { swizzle_regs = swizzle_reg_chars_color_fix; } else { swizzle_regs = swizzle_reg_chars; } /** * swizzle bits fields: * WWZZYYXX */ if ((D3DVS_NOSWIZZLE >> D3DVS_SWIZZLE_SHIFT) == swizzle) { /* D3DVS_NOSWIZZLE == 0xE4 << D3DVS_SWIZZLE_SHIFT */ if (is_color) { sprintf(reg_mask, ".%c%c%c%c", swizzle_regs[swizzle_x], swizzle_regs[swizzle_y], swizzle_regs[swizzle_z], swizzle_regs[swizzle_w]); } return ; } if (swizzle_x == swizzle_y && swizzle_x == swizzle_z && swizzle_x == swizzle_w) { sprintf(reg_mask, ".%c", swizzle_regs[swizzle_x]); } else { sprintf(reg_mask, ".%c%c%c%c", swizzle_regs[swizzle_x], swizzle_regs[swizzle_y], swizzle_regs[swizzle_z], swizzle_regs[swizzle_w]); } } /** 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_param( SHADER_OPCODE_ARG* arg, const DWORD param, const DWORD addr_token, BOOL is_input, char *reg_name, char *reg_mask, char *out_str) { BOOL is_color = FALSE; reg_mask[0] = reg_name[0] = out_str[0] = 0; shader_glsl_get_register_name(param, addr_token, reg_name, &is_color, arg); if (is_input) { shader_glsl_get_input_register_swizzle(param, is_color, reg_mask); shader_glsl_gen_modifier(param, reg_name, reg_mask, out_str); } else { shader_glsl_get_output_register_swizzle(param, reg_mask); sprintf(out_str, "%s%s", reg_name, reg_mask); } } /** Process GLSL instruction modifiers */ void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) { DWORD mask = arg->dst & D3DSP_DSTMOD_MASK; if (arg->opcode->dst_token && mask != 0) { char dst_reg[50]; char dst_mask[6]; char dst_str[100]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); if (mask & D3DSPDM_SATURATE) { /* _SAT means to clamp the value of the register to between 0 and 1 */ shader_addline(arg->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_reg, dst_mask, dst_reg, dst_mask); } if (mask & D3DSPDM_MSAMPCENTROID) { FIXME("_centroid modifier not handled\n"); } if (mask & D3DSPDM_PARTIALPRECISION) { /* MSDN says this modifier can be safely ignored, so that's what we'll do. */ } } } static inline const char* shader_get_comp_op( const DWORD opcode) { DWORD op = (opcode & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT; 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: %lu\n", op); return "(\?\?)"; } } /***************************************************************************** * * Begin processing individual instruction opcodes * ****************************************************************************/ /* Generate GLSL arithmetic functions (dst = src1 + src2) */ void shader_glsl_arith(SHADER_OPCODE_ARG* arg) { CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; char tmpLine[256]; char dst_reg[50], src0_reg[50], src1_reg[50]; char dst_mask[6], src0_mask[6], src1_mask[6]; char dst_str[100], src0_str[100], src1_str[100]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); strcat(tmpLine, "vec4("); strcat(tmpLine, src0_str); strcat(tmpLine, ")"); /* Determine the GLSL operator to use based on the opcode */ switch (curOpcode->opcode) { case D3DSIO_MUL: strcat(tmpLine, " * "); break; case D3DSIO_ADD: strcat(tmpLine, " + "); break; case D3DSIO_SUB: strcat(tmpLine, " - "); break; default: FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name); break; } shader_addline(buffer, "%svec4(%s))%s;\n", tmpLine, src1_str, dst_mask); } /* Process the D3DSIO_MOV opcode using GLSL (dst = src) */ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; char tmpLine[256]; char dst_str[100], src0_str[100]; char dst_reg[50], src0_reg[50]; char dst_mask[6], src0_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); shader_addline(buffer, "%s%s)%s;\n", tmpLine, src0_str, dst_mask); } /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */ void shader_glsl_dot(SHADER_OPCODE_ARG* arg) { CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; char tmpDest[100]; char dst_str[100], src0_str[100], src1_str[100]; char dst_reg[50], src0_reg[50], src1_reg[50]; char dst_mask[6], src0_mask[6], src1_mask[6]; char cast[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpDest); /* Need to cast the src vectors to vec3 for dp3, and vec4 for dp4 */ if (curOpcode->opcode == D3DSIO_DP4) strcpy(cast, "vec4("); else strcpy(cast, "vec3("); shader_addline(buffer, "%sdot(%s%s), %s%s)))%s;\n", tmpDest, cast, src0_str, cast, src1_str, dst_mask); } /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */ void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) { CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; char tmpLine[256]; char dst_str[100], src_str[100]; char dst_reg[50], src_reg[50]; char dst_mask[6], src_mask[6]; unsigned i; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); /* Determine the GLSL function to use based on the opcode */ /* TODO: Possibly make this a table for faster lookups */ switch (curOpcode->opcode) { case D3DSIO_MIN: strcat(tmpLine, "min"); break; case D3DSIO_MAX: strcat(tmpLine, "max"); break; case D3DSIO_RSQ: strcat(tmpLine, "inversesqrt"); break; case D3DSIO_ABS: strcat(tmpLine, "abs"); break; case D3DSIO_FRC: strcat(tmpLine, "fract"); break; case D3DSIO_POW: strcat(tmpLine, "pow"); break; case D3DSIO_CRS: strcat(tmpLine, "cross"); break; case D3DSIO_NRM: strcat(tmpLine, "normalize"); break; case D3DSIO_LOGP: case D3DSIO_LOG: strcat(tmpLine, "log2"); break; case D3DSIO_EXP: strcat(tmpLine, "exp2"); break; case D3DSIO_SGE: strcat(tmpLine, "greaterThanEqual"); break; case D3DSIO_SLT: strcat(tmpLine, "lessThan"); break; case D3DSIO_SGN: strcat(tmpLine, "sign"); break; default: FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name); break; } strcat(tmpLine, "("); if (curOpcode->num_params > 0) { strcat(tmpLine, "vec4("); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src_reg, src_mask, src_str); strcat(tmpLine, src_str); strcat(tmpLine, ")"); for (i = 2; i < curOpcode->num_params; ++i) { strcat(tmpLine, ", vec4("); shader_glsl_add_param(arg, arg->src[i-1], arg->src_addr[i-1], TRUE, src_reg, src_mask, src_str); strcat(tmpLine, src_str); strcat(tmpLine, ")"); } } shader_addline(buffer, "%s))%s;\n", tmpLine, dst_mask); } /** Process the D3DSIO_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) */ void shader_glsl_expp(SHADER_OPCODE_ARG* arg) { char tmpLine[256]; char dst_str[100], src_str[100]; char dst_reg[50], src_reg[50]; char dst_mask[6], src_mask[6]; IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD hex_version = This->baseShader.hex_version; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src_reg, src_mask, src_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); if (hex_version < D3DPS_VERSION(2,0)) { shader_addline(arg->buffer, "tmp0.x = vec4(exp2(floor(%s))).x;\n", src_str); shader_addline(arg->buffer, "tmp0.y = vec4(%s - floor(%s)).y;\n", src_str, src_str); shader_addline(arg->buffer, "tmp0.z = vec4(exp2(%s)).x;\n", src_str); shader_addline(arg->buffer, "tmp0.w = 1.0;\n"); shader_addline(arg->buffer, "%svec4(tmp0))%s;\n", tmpLine, dst_mask); } else { shader_addline(arg->buffer, "%svec4(exp2(%s)))%s;\n", tmpLine, src_str, dst_mask); } } /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */ void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) { char tmpLine[256]; char dst_str[100], src_str[100]; char dst_reg[50], src_reg[50]; char dst_mask[6], src_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src_reg, src_mask, src_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); strcat(tmpLine, "1.0 / "); shader_addline(arg->buffer, "%s%s)%s;\n", tmpLine, src_str, dst_mask); } /** Process signed comparison opcodes in GLSL. */ void shader_glsl_compare(SHADER_OPCODE_ARG* arg) { char tmpLine[256]; char dst_str[100], src0_str[100], src1_str[100]; char dst_reg[50], src0_reg[50], src1_reg[50]; char dst_mask[6], src0_mask[6], src1_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); /* If we are comparing vectors and not scalars, we should process this through map2gl using the GLSL functions. */ if (strlen(src0_mask) != 2) { shader_glsl_map2gl(arg); } else { char compareStr[3]; compareStr[0] = 0; shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); switch (arg->opcode->opcode) { case D3DSIO_SLT: strcpy(compareStr, "<"); break; case D3DSIO_SGE: strcpy(compareStr, ">="); break; default: FIXME("Can't handle opcode %s\n", arg->opcode->name); } shader_addline(arg->buffer, "%s(float(%s) %s float(%s)) ? 1.0 : 0.0)%s;\n", tmpLine, src0_str, compareStr, src1_str, dst_mask); } } /** Process CMP instruction in GLSL (dst = src0.x > 0.0 ? src1.x : src2.x), per channel */ void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) { char tmpLine[256]; char dst_str[100], src0_str[100], src1_str[100], src2_str[100]; char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50]; char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); shader_addline(arg->buffer, "%smix(vec4(%s), vec4(%s), vec4(lessThan(vec4(%s), vec4(0.0)))))%s;\n", tmpLine, src1_str, src2_str, src0_str, dst_mask); } /** Process the CND opcode in GLSL (dst = (src0 < 0.5) ? src1 : src2) */ void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) { char tmpLine[256]; char dst_str[100], src0_str[100], src1_str[100], src2_str[100]; char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50]; char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); shader_addline(arg->buffer, "%s(%s < 0.5) ? %s : %s)%s;\n", tmpLine, src0_str, src1_str, src2_str, dst_mask); } /** GLSL code generation for D3DSIO_MAD: Multiply the first 2 opcodes, then add the last */ void shader_glsl_mad(SHADER_OPCODE_ARG* arg) { char tmpLine[256]; char dst_str[100], src0_str[100], src1_str[100], src2_str[100]; char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50]; char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); shader_addline(arg->buffer, "%s(vec4(%s) * vec4(%s)) + vec4(%s))%s;\n", tmpLine, src0_str, src1_str, src2_str, dst_mask); } /** Handles transforming all D3DSIO_M?x? opcodes for Vertex shaders to GLSL codes */ void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) { int i; int nComponents = 0; SHADER_OPCODE_ARG tmpArg; memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG)); /* Set constants for the temporary argument */ tmpArg.shader = arg->shader; tmpArg.buffer = arg->buffer; tmpArg.src[0] = arg->src[0]; tmpArg.src_addr[0] = arg->src_addr[0]; tmpArg.src_addr[1] = arg->src_addr[1]; tmpArg.reg_maps = arg->reg_maps; switch(arg->opcode->opcode) { case D3DSIO_M4x4: nComponents = 4; tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4]; break; case D3DSIO_M4x3: nComponents = 3; tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP4]; break; case D3DSIO_M3x4: nComponents = 4; tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3]; break; case D3DSIO_M3x3: nComponents = 3; tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3]; break; case D3DSIO_M3x2: nComponents = 2; tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[D3DSIO_DP3]; break; default: break; } for (i = 0; i < nComponents; i++) { tmpArg.dst = ((arg->dst) & ~D3DSP_WRITEMASK_ALL)|(D3DSP_WRITEMASK_0<src[1]+i; shader_glsl_dot(&tmpArg); } } /** 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 * (src1 - src0) + src0) */ void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) { char tmpLine[256]; char dst_str[100], src0_str[100], src1_str[100], src2_str[100]; char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50]; char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); shader_addline(arg->buffer, "%s%s + %s * (%s - %s))%s;\n", tmpLine, src2_str, src0_str, src1_str, src2_str, dst_mask); } /** Process the D3DSIO_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 */ void shader_glsl_lit(SHADER_OPCODE_ARG* arg) { char dst_str[100], src0_str[100]; char dst_reg[50], src0_reg[50]; char dst_mask[6], src0_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_addline(arg->buffer, "%s = vec4(1.0, (%s.x > 0.0 ? %s.x : 0.0), (%s.x > 0.0 ? ((%s.y > 0.0) ? pow(%s.y, clamp(%s.w, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s;\n", dst_str, src0_reg, src0_reg, src0_reg, src0_reg, src0_reg, src0_reg, dst_mask); } /** Process the D3DSIO_DST instruction in GLSL: * dst.x = 1.0 * dst.y = src0.x * src0.y * dst.z = src0.z * dst.w = src1.w */ void shader_glsl_dst(SHADER_OPCODE_ARG* arg) { char dst_str[100], src0_str[100], src1_str[100]; char dst_reg[50], src0_reg[50], src1_reg[50]; char dst_mask[6], src0_mask[6], src1_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_addline(arg->buffer, "%s = vec4(1.0, %s.x * %s.y, %s.z, %s.w)%s;\n", dst_str, src0_reg, src1_reg, src0_reg, src1_reg, dst_mask); } /** Process the D3DSIO_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 */ void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) { char dst_str[100], src0_str[100]; char dst_reg[50], src0_reg[50]; char dst_mask[6], src0_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_addline(arg->buffer, "%s = vec4(cos(%s), sin(%s), %s.z, %s.w)%s;\n", dst_str, src0_str, src0_str, dst_reg, dst_reg, dst_mask); } /** Process the D3DSIO_LOOP instruction in GLSL: * Start a for() loop where src0.y is the initial value of aL, * increment aL by src0.z for a total of src0.x iterations. * Need to use a temporary variable for this operation. */ void shader_glsl_loop(SHADER_OPCODE_ARG* arg) { char src1_str[100]; char src1_reg[50]; char src1_mask[6]; shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_addline(arg->buffer, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n", src1_reg, src1_reg, src1_reg); } void shader_glsl_end(SHADER_OPCODE_ARG* arg) { shader_addline(arg->buffer, "}\n"); } void shader_glsl_rep(SHADER_OPCODE_ARG* arg) { char src0_str[100]; char src0_reg[50]; char src0_mask[6]; shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_addline(arg->buffer, "for (tmpInt = 0; tmpInt < %s.x; tmpInt++) {\n", src0_reg); } void shader_glsl_if(SHADER_OPCODE_ARG* arg) { char src0_str[100]; char src0_reg[50]; char src0_mask[6]; shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_addline(arg->buffer, "if (%s) {\n", src0_str); } void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) { char src0_str[100], src1_str[100]; char src0_reg[50], src1_reg[50]; char src0_mask[6], src1_mask[6]; shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_addline(arg->buffer, "if (%s %s %s) {\n", src0_str, shader_get_comp_op(arg->opcode_token), src1_str); } void shader_glsl_else(SHADER_OPCODE_ARG* arg) { shader_addline(arg->buffer, "} else {\n"); } void shader_glsl_break(SHADER_OPCODE_ARG* arg) { shader_addline(arg->buffer, "break;\n"); } void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) { char src0_str[100], src1_str[100]; char src0_reg[50], src1_reg[50]; char src0_mask[6], src1_mask[6]; shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_addline(arg->buffer, "if (%s %s %s) break;\n", src0_str, shader_get_comp_op(arg->opcode_token), src1_str); } void shader_glsl_label(SHADER_OPCODE_ARG* arg) { DWORD snum = (arg->src[0]) & D3DSP_REGNUM_MASK; shader_addline(arg->buffer, "}\n"); shader_addline(arg->buffer, "void subroutine%lu () {\n", snum); } void shader_glsl_call(SHADER_OPCODE_ARG* arg) { DWORD snum = (arg->src[0]) & D3DSP_REGNUM_MASK; shader_addline(arg->buffer, "subroutine%lu();\n", snum); } void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) { char src1_str[100]; char src1_reg[50]; char src1_mask[6]; DWORD snum = (arg->src[0]) & D3DSP_REGNUM_MASK; shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_addline(arg->buffer, "if (%s) subroutine%lu();\n", src1_str, snum); } /********************************************* * Pixel Shader Specific Code begins here ********************************************/ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) { /* FIXME: Make this work for more than just 2D textures */ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; SHADER_BUFFER* buffer = arg->buffer; DWORD hex_version = This->baseShader.hex_version; char dst_str[100], dst_reg[50], dst_mask[6]; char coord_str[100], coord_reg[50], coord_mask[6]; char sampler_str[100], sampler_reg[50], sampler_mask[6]; DWORD reg_dest_code = arg->dst & D3DSP_REGNUM_MASK; DWORD sampler_code, sampler_type; /* All versions have a destination register */ shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); /* 1.0-1.3: Use destination register as coordinate source. 1.4+: Use provided coordinate source register. */ if (hex_version < D3DPS_VERSION(1,4)) strcpy(coord_reg, dst_reg); else shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, coord_reg, coord_mask, coord_str); /* 1.0-1.4: Use destination register as coordinate source. * 2.0+: Use provided coordinate source register. */ if (hex_version < D3DPS_VERSION(2,0)) { sprintf(sampler_str, "Psampler%lu", reg_dest_code); sampler_code = reg_dest_code; } else { shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, sampler_reg, sampler_mask, sampler_str); sampler_code = arg->src[1] & D3DSP_REGNUM_MASK; } sampler_type = arg->reg_maps->samplers[sampler_code] & WINED3DSP_TEXTURETYPE_MASK; switch(sampler_type) { case WINED3DSTT_2D: shader_addline(buffer, "%s = texture2D(%s, %s.st);\n", dst_str, sampler_str, coord_reg); break; case WINED3DSTT_CUBE: shader_addline(buffer, "%s = textureCube(%s, %s.stp);\n", dst_str, sampler_str, coord_reg); break; case WINED3DSTT_VOLUME: shader_addline(buffer, "%s = texture3D(%s, %s.stp);\n", dst_str, sampler_str, coord_reg); break; default: shader_addline(buffer, "%s = unrecognized_stype(%s, %s.stp);\n", dst_str, sampler_str, coord_reg); FIXME("Unrecognized sampler type: %#lx;\n", sampler_type); break; } } void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) { /* FIXME: Make this work for more than just 2D textures */ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; SHADER_BUFFER* buffer = arg->buffer; DWORD hex_version = This->baseShader.hex_version; char tmpStr[100]; char tmpReg[50]; char tmpMask[6]; tmpReg[0] = 0; shader_glsl_add_param(arg, arg->dst, 0, FALSE, tmpReg, tmpMask, tmpStr); if (hex_version != D3DPS_VERSION(1,4)) { DWORD reg = arg->dst & D3DSP_REGNUM_MASK; shader_addline(buffer, "%s = clamp(gl_TexCoord[%lu], 0.0, 1.0);\n", tmpReg, reg); } else { DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK; shader_addline(buffer, "%s = gl_TexCoord[%lu]%s;\n", tmpStr, reg2, tmpMask); } } /** Process the D3DSIO_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. */ void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) { DWORD dstreg = arg->dst & D3DSP_REGNUM_MASK; char src0_str[100], dst_str[100]; char src0_name[50], dst_name[50]; char src0_mask[6], dst_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_name, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); shader_addline(arg->buffer, "tmp0.x = dot(vec3(gl_TexCoord[%lu]), vec3(%s));\n", dstreg, src0_str); shader_addline(arg->buffer, "%s = vec4(texture1D(Psampler%lu, tmp0.x))%s;\n", dst_str, dstreg, dst_mask); } /** Process the D3DSIO_TEXDP3 instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src. */ void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) { DWORD dstreg = arg->dst & D3DSP_REGNUM_MASK; char src0_str[100], dst_str[100]; char src0_name[50], dst_name[50]; char src0_mask[6], dst_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_name, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); shader_addline(arg->buffer, "%s = vec4(dot(vec3(T%lu), vec3(%s)))%s;\n", dst_str, dstreg, src0_str, dst_mask); } /** Process the D3DSIO_TEXDEPTH instruction in GLSL: * Calculate the depth as dst.x / dst.y */ void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) { char dst_str[100]; char dst_reg[50]; char dst_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_addline(arg->buffer, "gl_FragDepth = %s.x / %s.y;\n", dst_reg, dst_reg); } /** Process the D3DSIO_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 */ void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) { DWORD dstreg = arg->dst & D3DSP_REGNUM_MASK; char src0_str[100], dst_str[100]; char src0_name[50], dst_name[50]; char src0_mask[6], dst_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_name, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); shader_addline(arg->buffer, "tmp0.y = dot(vec3(T%lu), vec3(%s));\n", dstreg, src0_str); shader_addline(arg->buffer, "gl_FragDepth = vec4((tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y)%s;\n", dst_str, dst_name); } /** Process the D3DSIO_TEXM3X2PAD instruction in GLSL * Calculate the 1st of a 2-row matrix multiplication. */ void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) { DWORD reg = arg->dst & D3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; char src0_str[100]; char src0_name[50]; char src0_mask[6]; shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); shader_addline(buffer, "tmp0.x = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str); } /** Process the D3DSIO_TEXM3X3PAD instruction in GLSL * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */ void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & D3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; char src0_str[100]; char src0_name[50]; char src0_mask[6]; shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); shader_addline(buffer, "tmp0.%c = dot(vec3(T%lu), vec3(%s));\n", 'x' + current_state->current_row, reg, src0_str); current_state->texcoord_w[current_state->current_row++] = reg; } void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) { /* FIXME: Make this work for more than just 2D textures */ DWORD reg = arg->dst & D3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; char src0_str[100]; char src0_name[50]; char src0_mask[6]; shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); shader_addline(buffer, "tmp0.y = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str); shader_addline(buffer, "T%lu = texture2D(Psampler%lu, tmp0.st);\n", reg, reg); } /** Process the D3DSIO_TEXM3X3TEX instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculate coordinates */ void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) { char src0_str[100]; char src0_name[50]; char src0_mask[6]; char dimensions[5]; DWORD reg = arg->dst & D3DSP_REGNUM_MASK; DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK; DWORD stype = arg->reg_maps->samplers[src0_regnum] & WINED3DSP_TEXTURETYPE_MASK; IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; switch (stype) { case WINED3DSTT_2D: strcpy(dimensions, "2D"); break; case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break; case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break; default: strcpy(dimensions, ""); FIXME("Unrecognized sampler type: %#lx\n", stype); break; } shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str); shader_addline(arg->buffer, "T%lu = texture%s(Psampler%lu, tmp0.%s);\n", reg, dimensions, reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz"); current_state->current_row = 0; } /** Process the D3DSIO_TEXM3X3 instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply */ void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) { char src0_str[100]; char src0_name[50]; char src0_mask[6]; DWORD reg = arg->dst & D3DSP_REGNUM_MASK; IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); shader_addline(arg->buffer, "tmp0.z = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str); shader_addline(arg->buffer, "T%lu = vec4(tmp0.x, tmp0.y, tmp0.z, 1.0);\n", reg); current_state->current_row = 0; } /** Process the D3DSIO_TEXM3X3SPEC instruction in GLSL * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & D3DSP_REGNUM_MASK; char dimensions[5]; char src0_str[100], src0_name[50], src0_mask[6]; char src1_str[100], src1_name[50], src1_mask[6]; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; DWORD stype = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; switch (stype) { case WINED3DSTT_2D: strcpy(dimensions, "2D"); break; case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break; case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break; default: strcpy(dimensions, ""); FIXME("Unrecognized sampler type: %#lx\n", stype); break; } shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_name, src1_mask, src1_str); /* Perform the last matrix multiply operation */ shader_addline(buffer, "tmp0.z = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str); /* Calculate reflection vector */ shader_addline(buffer, "tmp0.xyz = reflect(-vec3(%s), vec3(tmp0));\n", src1_str); /* Sample the texture */ shader_addline(buffer, "T%lu = texture%s(Psampler%lu, tmp0.%s);\n", reg, dimensions, reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz"); current_state->current_row = 0; } /** Process the D3DSIO_TEXM3X3VSPEC instruction in GLSL * Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */ void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & D3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; char src0_str[100], src0_name[50], src0_mask[6]; shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_name, src0_mask, src0_str); /* Perform the last matrix multiply operation */ shader_addline(buffer, "tmp0.z = dot(vec3(T%lu), vec3(%s));\n", reg, src0_str); /* Construct the eye-ray vector from w coordinates */ shader_addline(buffer, "tmp1.x = gl_TexCoord[%lu].w;\n", current_state->texcoord_w[0]); shader_addline(buffer, "tmp1.y = gl_TexCoord[%lu].w;\n", current_state->texcoord_w[1]); shader_addline(buffer, "tmp1.z = gl_TexCoord[%lu].w;\n", reg); /* Calculate reflection vector (Assume normal is normalized): RF = 2*(N.E)*N -E */ shader_addline(buffer, "tmp0.x = dot(vec3(tmp0), vec3(tmp1));\n"); shader_addline(buffer, "tmp0 = tmp0.w * tmp0;\n"); shader_addline(buffer, "tmp0 = (2.0 * tmp0) - tmp1;\n"); /* FIXME: * We don't really know if a Cube or a Volume texture is being sampled, but since Cube textures * are used more commonly, we'll default to that. * We probably need to push back the pixel shader generation code until drawPrimitive() for * shader versions < 2.0, since that's the only time we can guarantee that we're sampling * the correct type of texture because we can lookup what textures are bound at that point. */ shader_addline(buffer, "T%lu = textureCube(Psampler%lu, tmp0.xyz);\n", reg, reg); current_state->current_row = 0; } /** Process the D3DSIO_TEXBEM instruction in GLSL. * Apply a fake bump map transform. * FIXME: Should apply the BUMPMAPENV matrix. For now, just sample the texture */ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) { DWORD reg1 = arg->dst & D3DSP_REGNUM_MASK; DWORD reg2 = arg->src[0] & D3DSP_REGNUM_MASK; FIXME("Not applying the BUMPMAPENV matrix for pixel shader instruction texbem.\n"); shader_addline(arg->buffer, "T%lu = texture2D(Psampler%lu, gl_TexCoord[%lu].xy + T%lu.xy);\n", reg1, reg1, reg1, reg2); } /** Process the D3DSIO_TEXREG2AR instruction in GLSL * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */ void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) { char tmpLine[255]; char dst_str[100], src0_str[100]; char dst_reg[50], src0_reg[50]; char dst_mask[6], src0_mask[6]; DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); shader_addline(arg->buffer, "%stexture2D(Psampler%lu, %s.yz))%s;\n", tmpLine, src0_regnum, dst_reg, dst_mask); } /** Process the D3DSIO_TEXREG2GB instruction in GLSL * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */ void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) { char tmpLine[255]; char dst_str[100], src0_str[100]; char dst_reg[50], src0_reg[50]; char dst_mask[6], src0_mask[6]; DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); shader_addline(arg->buffer, "%stexture2D(Psampler%lu, %s.yz))%s;\n", tmpLine, src0_regnum, dst_reg, dst_mask); } /** Process the D3DSIO_TEXREG2RGB instruction in GLSL * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */ void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) { char tmpLine[255]; char dst_str[100], src0_str[100]; char dst_reg[50], src0_reg[50]; char dst_mask[6], src0_mask[6]; char dimensions[5]; DWORD src0_regnum = arg->src[0] & D3DSP_REGNUM_MASK; DWORD stype = arg->reg_maps->samplers[src0_regnum] & WINED3DSP_TEXTURETYPE_MASK; switch (stype) { case WINED3DSTT_2D: strcpy(dimensions, "2D"); break; case WINED3DSTT_CUBE: strcpy(dimensions, "Cube"); break; case WINED3DSTT_VOLUME: strcpy(dimensions, "3D"); break; default: strcpy(dimensions, ""); FIXME("Unrecognized sampler type: %#lx\n", stype); break; } shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); shader_addline(arg->buffer, "%stexture%s(Psampler%lu, %s.%s))%s;\n", tmpLine, dimensions, src0_regnum, dst_reg, (stype == WINED3DSTT_2D) ? "xy" : "xyz", dst_mask); } /** Process the D3DSIO_TEXKILL instruction in GLSL. * If any of the first 3 components are < 0, discard this pixel */ void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) { char dst_str[100], dst_name[50], dst_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_name, dst_mask, dst_str); shader_addline(arg->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_name); } /** Process the D3DSIO_DP2ADD instruction in GLSL. * dst = dot2(src0, src1) + src2 */ void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) { char tmpLine[256]; char dst_str[100], src0_str[100], src1_str[100], src2_str[100]; char dst_reg[50], src0_reg[50], src1_reg[50], src2_reg[50]; char dst_mask[6], src0_mask[6], src1_mask[6], src2_mask[6]; shader_glsl_add_param(arg, arg->dst, 0, FALSE, dst_reg, dst_mask, dst_str); shader_glsl_add_param(arg, arg->src[0], arg->src_addr[0], TRUE, src0_reg, src0_mask, src0_str); shader_glsl_add_param(arg, arg->src[1], arg->src_addr[1], TRUE, src1_reg, src1_mask, src1_str); shader_glsl_add_param(arg, arg->src[2], arg->src_addr[2], TRUE, src2_reg, src2_mask, src2_str); shader_glsl_add_dst(arg->dst, dst_reg, dst_mask, tmpLine); shader_addline(arg->buffer, "%sdot(vec2(%s), vec2(%s)) + %s)%s;\n", tmpLine, src0_str, src1_str, src2_str, dst_mask); } void pshader_glsl_input_pack( SHADER_BUFFER* buffer, semantic* semantics_in) { unsigned int i; for (i = 0; i < MAX_REG_INPUT; i++) { DWORD usage_token = semantics_in[i].usage; DWORD register_token = semantics_in[i].reg; DWORD usage, usage_idx; char reg_mask[6]; /* Uninitialized */ if (!usage_token) continue; usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT; usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT; shader_glsl_get_output_register_swizzle(register_token, reg_mask); switch(usage) { case D3DDECLUSAGE_COLOR: if (usage_idx == 0) shader_addline(buffer, "IN%lu%s = vec4(gl_Color)%s;\n", i, reg_mask, reg_mask); else if (usage_idx == 1) shader_addline(buffer, "IN%lu%s = vec4(gl_SecondaryColor)%s;\n", i, reg_mask, reg_mask); else shader_addline(buffer, "IN%lu%s = vec4(unsupported_color_input)%s;\n", i, reg_mask, reg_mask); break; case D3DDECLUSAGE_TEXCOORD: shader_addline(buffer, "IN%lu%s = vec4(gl_TexCoord[%lu])%s;\n", i, reg_mask, usage_idx, reg_mask ); break; case D3DDECLUSAGE_FOG: shader_addline(buffer, "IN%lu%s = vec4(gl_FogFragCoord)%s;\n", i, reg_mask, reg_mask); break; default: shader_addline(buffer, "IN%lu%s = vec4(unsupported_input)%s;\n", i, reg_mask, reg_mask); } } } /********************************************* * Vertex Shader Specific Code begins here ********************************************/ void vshader_glsl_output_unpack( SHADER_BUFFER* buffer, semantic* semantics_out) { unsigned int i; for (i = 0; i < MAX_REG_OUTPUT; i++) { DWORD usage_token = semantics_out[i].usage; DWORD register_token = semantics_out[i].reg; DWORD usage, usage_idx; char reg_mask[6]; /* Uninitialized */ if (!usage_token) continue; usage = (usage_token & D3DSP_DCL_USAGE_MASK) >> D3DSP_DCL_USAGE_SHIFT; usage_idx = (usage_token & D3DSP_DCL_USAGEINDEX_MASK) >> D3DSP_DCL_USAGEINDEX_SHIFT; shader_glsl_get_output_register_swizzle(register_token, reg_mask); switch(usage) { case D3DDECLUSAGE_COLOR: if (usage_idx == 0) shader_addline(buffer, "gl_FrontColor%s = OUT%lu%s;\n", reg_mask, i, reg_mask); else if (usage_idx == 1) shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT%lu%s;\n", reg_mask, i, reg_mask); else shader_addline(buffer, "unsupported_color_output%s = OUT%lu%s;\n", reg_mask, i, reg_mask); break; case D3DDECLUSAGE_POSITION: shader_addline(buffer, "gl_Position%s = OUT%lu%s;\n", reg_mask, i, reg_mask); break; case D3DDECLUSAGE_TEXCOORD: shader_addline(buffer, "gl_TexCoord[%lu]%s = OUT%lu%s;\n", usage_idx, reg_mask, i, reg_mask); break; case WINED3DSHADERDECLUSAGE_PSIZE: shader_addline(buffer, "gl_PointSize = OUT%lu.x;\n", i); break; case WINED3DSHADERDECLUSAGE_FOG: shader_addline(buffer, "gl_FogFragCoord%s = OUT%lu%s;\n", reg_mask, i, reg_mask); break; default: shader_addline(buffer, "unsupported_output%s = OUT%lu%s;\n", reg_mask, i, reg_mask); } } }