/* * GLSL pixel and vertex shader implementation * * Copyright 2006 Jason Green * Copyright 2006-2007 Henri Verbeet * Copyright 2007-2008 Stefan Dösinger 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 "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d_constants); WINE_DECLARE_DEBUG_CHANNEL(d3d_caps); #define GLINFO_LOCATION (*gl_info) 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; /** 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; int i; BOOL is_spam; const char *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.\nWARNING: 0:1: 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 */ }; 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( WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) { IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface; GLhandleARB 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) { int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[i]; if (mapped_unit != -1 && 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(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) { IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface; GLhandleARB 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) { int mapped_unit = stateBlock->wineD3DDevice->texUnitMap[MAX_FRAGMENT_SAMPLERS + i]; if (mapped_unit != -1 && 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); } } } } /** * 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) { constants_entry *constant; local_constant* lconst; GLhandleARB tmp_loc; DWORD i, j, k; DWORD *idx; if (TRACE_ON(d3d_shader)) { LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) { idx = constant->idx; j = constant->count; while (j--) { i = *idx++; tmp_loc = constant_locations[i]; if (tmp_loc != -1) { TRACE_(d3d_constants)("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]); } } } } /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */ if(WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 && shader_is_pshader_version(This->baseShader.hex_version)) { float lcl_const[4]; LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) { idx = constant->idx; j = constant->count; while (j--) { i = *idx++; tmp_loc = constant_locations[i]; if (tmp_loc != -1) { /* We found this uniform name in the program - go ahead and send the data */ k = i * 4; if(constants[k + 0] < -1.0) lcl_const[0] = -1.0; else if(constants[k + 0] > 1.0) lcl_const[0] = 1.0; else lcl_const[0] = constants[k + 0]; if(constants[k + 1] < -1.0) lcl_const[1] = -1.0; else if(constants[k + 1] > 1.0) lcl_const[1] = 1.0; else lcl_const[1] = constants[k + 1]; if(constants[k + 2] < -1.0) lcl_const[2] = -1.0; else if(constants[k + 2] > 1.0) lcl_const[2] = 1.0; else lcl_const[2] = constants[k + 2]; if(constants[k + 3] < -1.0) lcl_const[3] = -1.0; else if(constants[k + 3] > 1.0) lcl_const[3] = 1.0; else lcl_const[3] = constants[k + 3]; GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, lcl_const)); } } } } else { LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) { idx = constant->idx; j = constant->count; while (j--) { i = *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()"); if(!This->baseShader.load_local_constsF) { TRACE("No need to load local float constants for this shader\n"); return; } /* 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_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx, values[0], values[1], values[2], values[3]); } } } /* Immediate constants are clamped to [-1;1] at shader creation time if needed */ 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. */ static void shader_glsl_load_constantsI( IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLhandleARB programId, GLhandleARB locations[MAX_CONST_I], unsigned max_constants, int* constants, BOOL* constants_set) { int i; 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_(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. * When @constants_set == NULL, it will load all the constants. */ static 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_(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); } } /** * Loads the app-supplied constants into the currently set GLSL program. */ void shader_glsl_load_constants( IWineD3DDevice* device, char usePixelShader, char useVertexShader) { IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv; IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; GLhandleARB *constant_locations; struct list *constant_list; GLhandleARB programId; struct glsl_shader_prog_link *prog = priv->glsl_program; unsigned int i; if (!prog) { /* No GLSL program set - nothing to do. */ return; } programId = prog->programId; if (useVertexShader) { IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader; constant_locations = prog->vuniformF_locations; constant_list = &stateBlock->set_vconstantsF; /* 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, prog->vuniformI_locations, MAX_CONST_I, stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI); /* Load DirectX 9 boolean constants/uniforms for vertex shader */ shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B, 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; constant_locations = prog->puniformF_locations; constant_list = &stateBlock->set_pconstantsF; /* 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, prog->puniformI_locations, MAX_CONST_I, stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI); /* Load DirectX 9 boolean constants/uniforms for pixel shader */ shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B, 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; float *data = (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]) { GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]; GLfloat *offset = (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)->srgb_enabled && !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) { float comparison[4]; float mul_low[4]; if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { comparison[0] = srgb_cmp; comparison[1] = srgb_cmp; comparison[2] = srgb_cmp; comparison[3] = srgb_cmp; mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low; mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low; } else { comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0; comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0; mul_low[0] = 1.0; mul_low[1] = 1.0; mul_low[2] = 1.0; mul_low[3] = 1.0; } GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison)); GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low)); } 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)); } } } /** 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; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; int i; unsigned int extra_constants_needed = 0; local_constant* lconst; /* 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%u();\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); 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(This->baseShader.hex_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(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { ps_impl->srgb_enabled = 1; if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) { shader_addline(buffer, "uniform vec4 srgb_mul_low;\n"); shader_addline(buffer, "uniform vec4 srgb_comparison;\n"); ps_impl->srgb_mode_hardcoded = 0; extra_constants_needed++; } else { ps_impl->srgb_mode_hardcoded = 1; 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); } } else { IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This; /* Do not write any srgb fixup into the shader to save shader size and processing time. * As a consequence, we can't toggle srgb write on without recompilation */ ps_impl->srgb_enabled = 0; ps_impl->srgb_mode_hardcoded = 1; } 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); } 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 && This->baseShader.hex_version >= WINED3DPS_VERSION(3, 0)) { if(use_vs(device)) { 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(SHADER_OPCODE_ARG* arg, const DWORD param, const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param); /** 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 ( const DWORD instr, const char *in_reg, const char *in_regswizzle, char *out_str) { out_str[0] = 0; if (instr == WINED3DSIO_TEXKILL) return; switch (instr & WINED3DSP_SRCMOD_MASK) { 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", (instr & WINED3DSP_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 */ static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" }; DWORD reg = param & WINED3DSP_REGNUM_MASK; DWORD regtype = shader_get_regtype(param); IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info; char pshader = shader_is_pshader_version(This->baseShader.hex_version); char tmpStr[150]; *is_color = FALSE; switch (regtype) { case WINED3DSPR_TEMP: sprintf(tmpStr, "R%u", reg); break; case WINED3DSPR_INPUT: if (pshader) { /* Pixel shaders >= 3.0 */ if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) { DWORD in_count = GL_LIMITS(glsl_varyings) / 4; if (param & WINED3DSHADER_ADDRMODE_RELATIVE) { glsl_src_param_t rel_param; shader_glsl_add_src_param(arg, addr_token, 0, 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[reg]) { if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) { sprintf(tmpStr, "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count - 1, rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg], in_count, rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]); } else { sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg]); } } else { if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count) { sprintf(tmpStr, "((%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(tmpStr, "IN[%s]", rel_param.param_str); } } } else { DWORD idx = ((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]; if (idx == in_count) { sprintf(tmpStr, "gl_Color"); } else if (idx == in_count + 1) { sprintf(tmpStr, "gl_SecondaryColor"); } else { sprintf(tmpStr, "IN[%u]", idx); } } } 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%u", reg); } break; case WINED3DSPR_CONST: { const char prefix = pshader? 'P':'V'; /* Relative addressing */ if (param & WINED3DSHADER_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 (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) { glsl_src_param_t rel_param; shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param); if(reg) { sprintf(tmpStr, "%cC[%s + %u]", prefix, rel_param.param_str, reg); } else { sprintf(tmpStr, "%cC[%s]", prefix, rel_param.param_str); } } else { if(reg) { sprintf(tmpStr, "%cC[A0.x + %u]", prefix, reg); } else { sprintf(tmpStr, "%cC[A0.x]", prefix); } } } else { if(shader_constant_is_local(This, reg)) { sprintf(tmpStr, "%cLC%u", prefix, reg); } else { sprintf(tmpStr, "%cC[%u]", prefix, reg); } } break; } case WINED3DSPR_CONSTINT: if (pshader) sprintf(tmpStr, "PI[%u]", reg); else sprintf(tmpStr, "VI[%u]", reg); break; case WINED3DSPR_CONSTBOOL: if (pshader) sprintf(tmpStr, "PB[%u]", reg); else sprintf(tmpStr, "VB[%u]", reg); break; case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */ if (pshader) { sprintf(tmpStr, "T%u", reg); } else { sprintf(tmpStr, "A%u", reg); } break; case WINED3DSPR_LOOP: sprintf(tmpStr, "aL%u", This->baseShader.cur_loop_regno - 1); break; case WINED3DSPR_SAMPLER: if (pshader) sprintf(tmpStr, "Psampler%u", reg); else sprintf(tmpStr, "Vsampler%u", reg); break; case WINED3DSPR_COLOROUT: if (reg >= GL_LIMITS(buffers)) { WARN("Write to render target %u, only %d supported\n", reg, 4); } if (GL_SUPPORT(ARB_DRAW_BUFFERS)) { sprintf(tmpStr, "gl_FragData[%u]", reg); } else { /* On older cards with GLSL support like the GeforceFX there's only one buffer. */ sprintf(tmpStr, "gl_FragColor"); } break; case WINED3DSPR_RASTOUT: sprintf(tmpStr, "%s", hwrastout_reg_names[reg]); break; case WINED3DSPR_DEPTHOUT: sprintf(tmpStr, "gl_FragDepth"); break; case WINED3DSPR_ATTROUT: if (reg == 0) { sprintf(tmpStr, "gl_FrontColor"); } else { sprintf(tmpStr, "gl_FrontSecondaryColor"); } break; case WINED3DSPR_TEXCRDOUT: /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */ if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) sprintf(tmpStr, "OUT[%u]", reg); else sprintf(tmpStr, "gl_TexCoord[%u]", reg); break; case WINED3DSPR_MISCTYPE: if (reg == 0) { /* vPos */ sprintf(tmpStr, "vpos"); } else if (reg == 1){ /* Note that gl_FrontFacing is a bool, while vFace is * a float for which the sign determines front/back */ sprintf(tmpStr, "(gl_FrontFacing ? 1.0 : -1.0)"); } else { FIXME("Unhandled misctype register %d\n", reg); sprintf(tmpStr, "unrecognized_register"); } break; default: FIXME("Unhandled register name Type(%d)\n", regtype); sprintf(tmpStr, "unrecognized_register"); break; } strcat(regstr, tmpStr); } /* Get the GLSL write mask for the destination register */ static DWORD shader_glsl_get_write_mask(const DWORD param, char *write_mask) { char *ptr = write_mask; DWORD mask = param & WINED3DSP_WRITEMASK_ALL; if (shader_is_scalar(param)) { mask = WINED3DSP_WRITEMASK_0; } else { *ptr++ = '.'; if (param & WINED3DSP_WRITEMASK_0) *ptr++ = 'x'; if (param & WINED3DSP_WRITEMASK_1) *ptr++ = 'y'; if (param & WINED3DSP_WRITEMASK_2) *ptr++ = 'z'; if (param & WINED3DSP_WRITEMASK_3) *ptr++ = 'w'; } *ptr = '\0'; 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_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, char *swizzle_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. */ DWORD swizzle = (param & WINED3DSP_SWIZZLE_MASK) >> WINED3DSP_SWIZZLE_SHIFT; const char *swizzle_chars = fixup ? "zyxw" : "xyzw"; char *ptr = swizzle_str; if (!shader_is_scalar(param)) { *ptr++ = '.'; /* swizzle bits fields: wwzzyyxx */ if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = swizzle_chars[swizzle & 0x03]; if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = swizzle_chars[(swizzle >> 2) & 0x03]; if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = swizzle_chars[(swizzle >> 4) & 0x03]; if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = swizzle_chars[(swizzle >> 6) & 0x03]; } *ptr = '\0'; } /* 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(SHADER_OPCODE_ARG* arg, const DWORD param, const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) { BOOL is_color = FALSE; char swizzle_str[6]; src_param->reg_name[0] = '\0'; src_param->param_str[0] = '\0'; swizzle_str[0] = '\0'; shader_glsl_get_register_name(param, addr_token, src_param->reg_name, &is_color, arg); shader_glsl_get_swizzle(param, is_color, mask, swizzle_str); shader_glsl_gen_modifier(param, src_param->reg_name, swizzle_str, src_param->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(SHADER_OPCODE_ARG* arg, const DWORD param, const DWORD addr_token, glsl_dst_param_t *dst_param) { BOOL is_color = FALSE; dst_param->mask_str[0] = '\0'; dst_param->reg_name[0] = '\0'; shader_glsl_get_register_name(param, addr_token, dst_param->reg_name, &is_color, arg); return shader_glsl_get_write_mask(param, dst_param->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, SHADER_OPCODE_ARG *arg, const DWORD param) { glsl_dst_param_t dst_param; DWORD mask; int shift; mask = shader_glsl_add_dst_param(arg, param, arg->dst_addr, &dst_param); if(mask) { shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[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, SHADER_OPCODE_ARG *arg) { return shader_glsl_append_dst_ext(buffer, arg, arg->dst); } /** Process GLSL instruction modifiers */ void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) { DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK; if (arg->opcode->dst_token && mask != 0) { glsl_dst_param_t dst_param; shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param); if (mask & WINED3DSPDM_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_param.reg_name, dst_param.mask_str, dst_param.reg_name, dst_param.mask_str); } if (mask & WINED3DSPDM_MSAMPCENTROID) { FIXME("_centroid modifier not handled\n"); } if (mask & 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( 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: %u\n", op); return "(\?\?)"; } } static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, BOOL texrect, glsl_sample_function_t *sample_function) { /* Note that there's no such thing as a projected cube texture. */ switch(sampler_type) { case WINED3DSTT_1D: sample_function->name = projected ? "texture1DProj" : "texture1D"; sample_function->coord_mask = WINED3DSP_WRITEMASK_0; break; case WINED3DSTT_2D: if(texrect) { sample_function->name = projected ? "texture2DRectProj" : "texture2DRect"; } else { sample_function->name = projected ? "texture2DProj" : "texture2D"; } sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1; break; case WINED3DSTT_CUBE: sample_function->name = "textureCube"; sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; break; case WINED3DSTT_VOLUME: sample_function->name = projected ? "texture3DProj" : "texture3D"; sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; break; default: sample_function->name = ""; FIXME("Unrecognized sampler type: %#x;\n", sampler_type); break; } } static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device; WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; glsl_dst_param_t dst_param; glsl_dst_param_t dst_param2; WINED3DFORMAT fmt; WINED3DFORMAT conversion_group; IWineD3DBaseTextureImpl *texture; DWORD mask, mask_size; UINT i; BOOL recorded = FALSE; DWORD sampler_idx; DWORD hex_version = shader->baseShader.hex_version; switch(arg->opcode->opcode) { case WINED3DSIO_TEX: if (hex_version < WINED3DPS_VERSION(2,0)) { sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; } else { sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK; } break; case WINED3DSIO_TEXLDL: FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n"); return; case WINED3DSIO_TEXDP3TEX: case WINED3DSIO_TEXM3x3TEX: case WINED3DSIO_TEXM3x3SPEC: case WINED3DSIO_TEXM3x3VSPEC: case WINED3DSIO_TEXBEM: case WINED3DSIO_TEXREG2AR: case WINED3DSIO_TEXREG2GB: case WINED3DSIO_TEXREG2RGB: sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; break; default: /* Not a texture sampling instruction, nothing to do */ return; }; texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx]; if(texture) { fmt = texture->resource.format; conversion_group = texture->baseTexture.shader_conversion_group; } else { fmt = WINED3DFMT_UNKNOWN; conversion_group = WINED3DFMT_UNKNOWN; } /* before doing anything, record the sampler with the format in the format conversion list, * but check if it's not there already */ for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) { if(shader->baseShader.sampled_samplers[i] == sampler_idx) { recorded = TRUE; break; } } if(!recorded) { shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx; shader->baseShader.num_sampled_samplers++; shader->baseShader.sampled_format[sampler_idx] = conversion_group; } switch(fmt) { case WINED3DFMT_V8U8: case WINED3DFMT_V16U16: if(GL_SUPPORT(NV_TEXTURE_SHADER) || (GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && fmt == WINED3DFMT_V8U8)) { /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */ mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param); mask_size = shader_glsl_get_write_mask_size(mask); if(mask_size >= 3) { shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]); } } else { /* Correct the sign, but leave the blue as it is - it was loaded correctly already */ mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param); mask_size = shader_glsl_get_write_mask_size(mask); if(mask_size >= 2) { shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2], dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]); } else if(mask_size == 1) { shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1], dst_param.reg_name, dst_param.mask_str[1]); } } break; case WINED3DFMT_X8L8V8U8: if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already, * and a(X) is always 1.0 */ mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param); mask_size = shader_glsl_get_write_mask_size(mask); if(mask_size >= 2) { shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2], dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]); } else if(mask_size == 1) { shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1], dst_param.reg_name, dst_param.mask_str[1]); } } break; case WINED3DFMT_L6V5U5: if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param); mask_size = shader_glsl_get_write_mask_size(mask); shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2); if(mask_size >= 3) { /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */ shader_addline(arg->buffer, "tmp0.g = %s.%c;\n", dst_param.reg_name, dst_param.mask_str[2]); shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1], dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]); shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name, dst_param.mask_str[3]); } else if(mask_size == 2) { /* This is bad: We have VL, but we need VU */ FIXME("2 components sampled from a converted L6V5U5 texture\n"); } else { shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1], dst_param2.reg_name, dst_param.mask_str[1]); } } break; case WINED3DFMT_Q8W8V8U8: if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { /* Correct the sign in all channels. The writemask just applies as-is, no * need for checking the mask size */ shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3, &dst_param); shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str, dst_param.reg_name, dst_param.mask_str); } break; /* stupid compiler */ default: break; } } /***************************************************************************** * * 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; 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 (curOpcode->opcode) { case WINED3DSIO_MUL: op = '*'; break; case WINED3DSIO_ADD: op = '+'; break; case WINED3DSIO_SUB: op = '-'; break; default: op = ' '; FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name); break; } write_mask = shader_glsl_append_dst(buffer, arg); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[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) */ void shader_glsl_mov(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src0_param; DWORD write_mask; write_mask = shader_glsl_append_dst(buffer, arg); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[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(shader->baseShader.hex_version) == 1 && !shader_is_pshader_version(shader->baseShader.hex_version) && shader_get_regtype(arg->dst) == 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(arg->opcode->opcode == WINED3DSIO_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)) */ void shader_glsl_dot(SHADER_OPCODE_ARG* arg) { CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->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, arg); dst_size = shader_glsl_get_write_mask_size(dst_write_mask); /* dp3 works on vec3, dp4 on vec4 */ if (curOpcode->opcode == WINED3DSIO_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(arg, arg->src[0], arg->src_addr[0], src_write_mask, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[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 */ void shader_glsl_cross(SHADER_OPCODE_ARG *arg) { 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(arg->dst, dst_mask); shader_glsl_append_dst(arg->buffer, arg); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], src_mask, &src1_param); shader_addline(arg->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. */ void shader_glsl_pow(SHADER_OPCODE_ARG *arg) { SHADER_BUFFER *buffer = arg->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, arg); dst_size = shader_glsl_get_write_mask_size(dst_write_mask); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[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. */ void shader_glsl_log(SHADER_OPCODE_ARG *arg) { SHADER_BUFFER *buffer = arg->buffer; glsl_src_param_t src0_param; DWORD dst_write_mask; unsigned int dst_size; dst_write_mask = shader_glsl_append_dst(buffer, arg); dst_size = shader_glsl_get_write_mask_size(dst_write_mask); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[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, ...) */ void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) { CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src_param; const char *instruction; char arguments[256]; 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 (curOpcode->opcode) { case WINED3DSIO_MIN: instruction = "min"; break; case WINED3DSIO_MAX: instruction = "max"; break; case WINED3DSIO_ABS: instruction = "abs"; break; case WINED3DSIO_FRC: instruction = "fract"; break; case WINED3DSIO_NRM: instruction = "normalize"; break; case WINED3DSIO_LOGP: case WINED3DSIO_LOG: instruction = "log2"; break; case WINED3DSIO_EXP: instruction = "exp2"; break; case WINED3DSIO_SGN: instruction = "sign"; break; case WINED3DSIO_DSX: instruction = "dFdx"; break; case WINED3DSIO_DSY: instruction = "ycorrection.y * dFdy"; break; default: instruction = ""; FIXME("Opcode %s not yet handled in GLSL\n", curOpcode->name); break; } write_mask = shader_glsl_append_dst(buffer, arg); arguments[0] = '\0'; if (curOpcode->num_params > 0) { shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src_param); strcat(arguments, src_param.param_str); for (i = 2; i < curOpcode->num_params; ++i) { strcat(arguments, ", "); shader_glsl_add_src_param(arg, arg->src[i-1], arg->src_addr[i-1], write_mask, &src_param); strcat(arguments, src_param.param_str); } } shader_addline(buffer, "%s(%s));\n", instruction, arguments); } /** 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) */ void shader_glsl_expp(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader; glsl_src_param_t src_param; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src_param); if (shader->baseShader.hex_version < WINED3DPS_VERSION(2,0)) { char dst_mask[6]; shader_addline(arg->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str); shader_addline(arg->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str); shader_addline(arg->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str); shader_addline(arg->buffer, "tmp0.w = 1.0;\n"); shader_glsl_append_dst(arg->buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); shader_addline(arg->buffer, "tmp0%s);\n", dst_mask); } else { DWORD write_mask; unsigned int mask_size; write_mask = shader_glsl_append_dst(arg->buffer, arg); mask_size = shader_glsl_get_write_mask_size(write_mask); if (mask_size > 1) { shader_addline(arg->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str); } else { shader_addline(arg->buffer, "exp2(%s));\n", src_param.param_str); } } } /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */ void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src_param; DWORD write_mask; unsigned int mask_size; write_mask = shader_glsl_append_dst(arg->buffer, arg); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &src_param); if (mask_size > 1) { shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str); } else { shader_addline(arg->buffer, "1.0 / %s);\n", src_param.param_str); } } void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src_param; DWORD write_mask; unsigned int mask_size; write_mask = shader_glsl_append_dst(buffer, arg); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[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. */ void shader_glsl_compare(SHADER_OPCODE_ARG* arg) { 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(arg->buffer, arg); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); if (mask_size > 1) { const char *compare; switch(arg->opcode->opcode) { case WINED3DSIO_SLT: compare = "lessThan"; break; case WINED3DSIO_SGE: compare = "greaterThanEqual"; break; default: compare = ""; FIXME("Can't handle opcode %s\n", arg->opcode->name); } shader_addline(arg->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare, src0_param.param_str, src1_param.param_str); } else { switch(arg->opcode->opcode) { case WINED3DSIO_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(arg->buffer, "(%s < %s) ? 1.0 : 0.0);\n", src0_param.param_str, src1_param.param_str); break; case WINED3DSIO_SGE: /* Here we can use the step() function and safe a conditional */ shader_addline(arg->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str); break; default: FIXME("Can't handle opcode %s\n", arg->opcode->name); } } } /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */ void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) { 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(arg->src[0])) { write_mask = shader_glsl_append_dst(arg->buffer, arg); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param); shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); } else { DWORD src0reg = arg->src[0] & WINED3DSP_REGNUM_MASK; DWORD src1reg = arg->src[1] & WINED3DSP_REGNUM_MASK; DWORD src2reg = arg->src[2] & WINED3DSP_REGNUM_MASK; DWORD src0regtype = shader_get_regtype(arg->src[0]); DWORD src1regtype = shader_get_regtype(arg->src[1]); DWORD src2regtype = shader_get_regtype(arg->src[2]); DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; DWORD dstregtype = shader_get_regtype(arg->dst); /* 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 ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) { write_mask |= WINED3DSP_WRITEMASK_0 << j; cmp_channel = WINED3DSP_WRITEMASK_0 << j; } } /* 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((src0reg == dstreg && src0regtype == dstregtype) || (src1reg == dstreg && src1regtype == dstregtype) || (src2reg == dstreg && src2regtype == dstregtype)) { write_mask = shader_glsl_get_write_mask(arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask), mask_char); if (!write_mask) continue; shader_addline(arg->buffer, "tmp0%s = (", mask_char); temp_destination = TRUE; } else { write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask)); if (!write_mask) continue; } shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param); shader_addline(arg->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(arg->dst, mask_char); shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst); shader_addline(arg->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. */ void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; 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; if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) { write_mask = shader_glsl_append_dst(arg->buffer, arg); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param); /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */ if(arg->opcode_token & WINED3DSI_COISSUE) { shader_addline(arg->buffer, "%s /* COISSUE! */);\n", src1_param.param_str); } else { shader_addline(arg->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 */ 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 ( ((arg->src[0] >> (WINED3DSP_SWIZZLE_SHIFT + 2*j)) & 0x3) == i ) { write_mask |= WINED3DSP_WRITEMASK_0 << j; cmp_channel = WINED3DSP_WRITEMASK_0 << j; } } write_mask = shader_glsl_append_dst_ext(arg->buffer, arg, arg->dst & (~WINED3DSP_SWIZZLE_MASK | write_mask)); if (!write_mask) continue; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], cmp_channel, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param); shader_addline(arg->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 */ void shader_glsl_mad(SHADER_OPCODE_ARG* arg) { 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(arg->buffer, arg); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param); shader_addline(arg->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 */ 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 WINED3DSIO_M4x4: nComponents = 4; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); break; case WINED3DSIO_M4x3: nComponents = 3; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); break; case WINED3DSIO_M3x4: nComponents = 4; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); break; case WINED3DSIO_M3x3: nComponents = 3; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); break; case WINED3DSIO_M3x2: nComponents = 2; tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); break; default: break; } for (i = 0; i < nComponents; i++) { tmpArg.dst = ((arg->dst) & ~WINED3DSP_WRITEMASK_ALL)|(WINED3DSP_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 + src0 * (src1 - src2)) This is equivalent to mix(src2, src1, src0); */ void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) { 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(arg->buffer, arg); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], write_mask, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], write_mask, &src1_param); shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param); shader_addline(arg->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 */ void shader_glsl_lit(SHADER_OPCODE_ARG* arg) { 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(arg->buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[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(arg->buffer, "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n", 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 */ void shader_glsl_dst(SHADER_OPCODE_ARG* arg) { 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(arg->buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_1, &src0y_param); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &src0z_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_1, &src1y_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_3, &src1w_param); shader_addline(arg->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 */ void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; DWORD write_mask; write_mask = shader_glsl_append_dst(arg->buffer, arg); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); switch (write_mask) { case WINED3DSP_WRITEMASK_0: shader_addline(arg->buffer, "cos(%s));\n", src0_param.param_str); break; case WINED3DSP_WRITEMASK_1: shader_addline(arg->buffer, "sin(%s));\n", src0_param.param_str); break; case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1): shader_addline(arg->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. */ void shader_glsl_loop(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src1_param; IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; DWORD regtype = shader_get_regtype(arg->src[1]); DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK; const DWORD *control_values = NULL; local_constant *constant; shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[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(regtype == WINED3DSPR_CONSTINT) { LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) { if(constant->idx == reg) { control_values = constant->value; break; } } } if(control_values) { if(control_values[2] > 0) { shader_addline(arg->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(arg->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(arg->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(arg->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++; } void shader_glsl_end(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; shader_addline(arg->buffer, "}\n"); if(arg->opcode->opcode == WINED3DSIO_ENDLOOP) { shader->baseShader.cur_loop_depth--; shader->baseShader.cur_loop_regno--; } if(arg->opcode->opcode == WINED3DSIO_ENDREP) { shader->baseShader.cur_loop_depth--; } } void shader_glsl_rep(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; glsl_src_param_t src0_param; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_addline(arg->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++; } void shader_glsl_if(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str); } void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param); shader_addline(arg->buffer, "if (%s %s %s) {\n", src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_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"); } /* FIXME: According to MSDN the compare is done per component. */ void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; glsl_src_param_t src1_param; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param); shader_addline(arg->buffer, "if (%s %s %s) break;\n", src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str); } void shader_glsl_label(SHADER_OPCODE_ARG* arg) { DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; shader_addline(arg->buffer, "}\n"); shader_addline(arg->buffer, "void subroutine%u () {\n", snum); } void shader_glsl_call(SHADER_OPCODE_ARG* arg) { DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; shader_addline(arg->buffer, "subroutine%u();\n", snum); } void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src1_param; DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0, &src1_param); shader_addline(arg->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, snum); } /********************************************* * Pixel Shader Specific Code begins here ********************************************/ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD hex_version = This->baseShader.hex_version; char dst_swizzle[6]; glsl_sample_function_t sample_function; DWORD sampler_type; DWORD sampler_idx; BOOL projected, texrect = FALSE; DWORD mask = 0; /* All versions have a destination register */ shader_glsl_append_dst(arg->buffer, arg); /* 1.0-1.4: Use destination register as sampler source. * 2.0+: Use provided sampler source. */ if (hex_version < WINED3DPS_VERSION(1,4)) { DWORD flags; sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS]; if (flags & WINED3DTTFF_PROJECTED) { projected = TRUE; 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 { projected = FALSE; } } else if (hex_version < WINED3DPS_VERSION(2,0)) { DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK; sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; if (src_mod == WINED3DSPSM_DZ) { projected = TRUE; mask = WINED3DSP_WRITEMASK_2; } else if (src_mod == WINED3DSPSM_DW) { projected = TRUE; mask = WINED3DSP_WRITEMASK_3; } else { projected = FALSE; } } else { sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK; if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) { /* ps 2.0 texldp instruction always divides by the fourth component. */ projected = TRUE; mask = WINED3DSP_WRITEMASK_3; } else { projected = FALSE; } } if(deviceImpl->stateBlock->textures[sampler_idx] && IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) { texrect = TRUE; } sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function); mask |= sample_function.coord_mask; if (hex_version < WINED3DPS_VERSION(2,0)) { shader_glsl_get_write_mask(arg->dst, dst_swizzle); } else { shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle); } /* 1.0-1.3: Use destination register as coordinate source. 1.4+: Use provided coordinate source register. */ if (hex_version < WINED3DPS_VERSION(1,4)) { char coord_mask[6]; shader_glsl_get_write_mask(mask, coord_mask); shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n", sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle); } else { glsl_src_param_t coord_param; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param); if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) { glsl_src_param_t bias; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias); shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n", sample_function.name, sampler_idx, coord_param.param_str, bias.param_str, dst_swizzle); } else { shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle); } } } void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; glsl_sample_function_t sample_function; glsl_src_param_t coord_param, lod_param; char dst_swizzle[6]; DWORD sampler_type; DWORD sampler_idx; BOOL texrect = FALSE; shader_glsl_append_dst(arg->buffer, arg); shader_glsl_get_swizzle(arg->src[1], FALSE, arg->dst, dst_swizzle); sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK; sampler_type = arg->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) { texrect = TRUE; } shader_glsl_get_sample_function(sampler_type, FALSE, texrect, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &coord_param); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &lod_param); if (shader_is_pshader_version(This->baseShader.hex_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 %sLod in fragment shader.\n", sample_function.name); shader_addline(arg->buffer, "%sLod(Psampler%u, %s, %s)%s);\n", sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle); } else { shader_addline(arg->buffer, "%sLod(Vsampler%u, %s, %s)%s);\n", sample_function.name, sampler_idx, coord_param.param_str, lod_param.param_str, dst_swizzle); } } 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; DWORD write_mask; char dst_mask[6]; write_mask = shader_glsl_append_dst(arg->buffer, arg); shader_glsl_get_write_mask(write_mask, dst_mask); if (hex_version != WINED3DPS_VERSION(1,4)) { DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n", reg, dst_mask); } else { DWORD reg = arg->src[0] & WINED3DSP_REGNUM_MASK; DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK; char dst_swizzle[6]; shader_glsl_get_swizzle(arg->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(arg, arg->src[0], arg->src_addr[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(arg, arg->src[0], arg->src_addr[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. */ void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; char dst_mask[6]; glsl_sample_function_t sample_function; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); shader_glsl_append_dst(arg->buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); /* 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, FALSE, FALSE, &sample_function); switch(count_bits(sample_function.coord_mask)) { case 1: shader_addline(arg->buffer, "%s(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n", sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask); break; case 2: shader_addline(arg->buffer, "%s(Psampler%u, vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0))%s);\n", sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask); break; case 3: shader_addline(arg->buffer, "%s(Psampler%u, vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0))%s);\n", sample_function.name, sampler_idx, sampler_idx, src0_param.param_str, dst_mask); break; default: FIXME("Unexpected mask bitcount %d\n", count_bits(sample_function.coord_mask)); } } /** Process the WINED3DSIO_TEXDP3 instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src. */ void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; 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(arg->buffer, arg); mask_size = shader_glsl_get_write_mask_size(dst_mask); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); if (mask_size > 1) { shader_addline(arg->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str); } else { shader_addline(arg->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 */ void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) { glsl_dst_param_t dst_param; shader_glsl_add_dst_param(arg, arg->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(arg->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n", dst_param.reg_name, dst_param.reg_name); } /** 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 */ void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; glsl_src_param_t src0_param; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); shader_addline(arg->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str); shader_addline(arg->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. */ void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src0_param; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[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. */ void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; glsl_src_param_t src0_param; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[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; } void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src0_param; char dst_mask[6]; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); shader_glsl_append_dst(buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); /* Sample the texture using the calculated coordinates */ shader_addline(buffer, "texture2D(Psampler%u, tmp0.xy)%s);\n", reg, dst_mask); } /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */ void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; char dst_mask[6]; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; glsl_sample_function_t sample_function; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); shader_addline(arg->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str); shader_glsl_append_dst(arg->buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); /* Sample the texture using the calculated coordinates */ shader_addline(arg->buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); current_state->current_row = 0; } /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply */ void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) { DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; char dst_mask[6]; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); shader_glsl_append_dst(arg->buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); shader_addline(arg->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 * 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 & WINED3DSP_REGNUM_MASK; glsl_src_param_t src0_param; glsl_src_param_t src1_param; char dst_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; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_sample_function_t sample_function; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], src_mask, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[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); shader_glsl_append_dst(buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(stype, FALSE, FALSE, &sample_function); /* Sample the texture */ shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); current_state->current_row = 0; } /** Process the WINED3DSIO_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 & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; glsl_src_param_t src0_param; char dst_mask[6]; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD sampler_type = arg->reg_maps->samplers[reg] & WINED3DSP_TEXTURETYPE_MASK; glsl_sample_function_t sample_function; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[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"); shader_glsl_append_dst(buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); /* Sample the texture using the calculated coordinates */ shader_addline(buffer, "%s(Psampler%u, tmp0.xyz)%s);\n", sample_function.name, reg, dst_mask); 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 */ void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; char dst_swizzle[6]; 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 = arg->dst & WINED3DSP_REGNUM_MASK; flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS]; sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); mask = sample_function.coord_mask; shader_glsl_get_write_mask(arg->dst, dst_swizzle); shader_glsl_get_write_mask(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_get_write_mask(div_mask, coord_div_mask); shader_addline(arg->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask); } shader_glsl_append_dst(arg->buffer, arg); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &coord_param); if(arg->opcode->opcode == WINED3DSIO_TEXBEML) { glsl_src_param_t luminance_param; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_2, &luminance_param); shader_addline(arg->buffer, "(%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )*(%s * luminancescale%d + luminanceoffset%d))%s);\n", sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, luminance_param.param_str, sampler_idx, sampler_idx, dst_swizzle); } else { shader_addline(arg->buffer, "%s(Psampler%u, T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s )%s);\n", sample_function.name, sampler_idx, sampler_idx, coord_mask, sampler_idx, coord_param.param_str, coord_mask, dst_swizzle); } } void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param, src1_param; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0|WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_append_dst(arg->buffer, arg); shader_addline(arg->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 */ void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) { glsl_src_param_t src0_param; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; char dst_mask[6]; shader_glsl_append_dst(arg->buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param); shader_addline(arg->buffer, "texture2D(Psampler%u, %s.wx)%s);\n", sampler_idx, src0_param.reg_name, dst_mask); } /** Process the WINED3DSIO_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) { glsl_src_param_t src0_param; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; char dst_mask[6]; shader_glsl_append_dst(arg->buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_ALL, &src0_param); shader_addline(arg->buffer, "texture2D(Psampler%u, %s.yz)%s);\n", sampler_idx, src0_param.reg_name, dst_mask); } /** Process the WINED3DSIO_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) { glsl_src_param_t src0_param; char dst_mask[6]; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; glsl_sample_function_t sample_function; shader_glsl_append_dst(arg->buffer, arg); shader_glsl_get_write_mask(arg->dst, dst_mask); /* Dependent read, not valid with conditional NP2 */ shader_glsl_get_sample_function(sampler_type, FALSE, FALSE, &sample_function); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], sample_function.coord_mask, &src0_param); shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n", sample_function.name, sampler_idx, src0_param.param_str, dst_mask); } /** Process the WINED3DSIO_TEXKILL instruction in GLSL. * If any of the first 3 components are < 0, discard this pixel */ void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD hex_version = This->baseShader.hex_version; glsl_dst_param_t dst_param; /* The argument is a destination parameter, and no writemasks are allowed */ shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param); if((hex_version >= WINED3DPS_VERSION(2,0))) { /* 2.0 shaders compare all 4 components in texkill */ shader_addline(arg->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(arg->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 */ void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) { 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(arg->buffer, arg); mask_size = shader_glsl_get_write_mask_size(write_mask); shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param); shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param); shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], WINED3DSP_WRITEMASK_0, &src2_param); if (mask_size > 1) { shader_addline(arg->buffer, "vec%d(dot(%s, %s) + %s));\n", mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str); } else { shader_addline(arg->buffer, "dot(%s, %s) + %s);\n", src0_param.param_str, src1_param.param_str, src2_param.param_str); } } void pshader_glsl_input_pack( SHADER_BUFFER* buffer, semantic* semantics_in, IWineD3DPixelShader *iface) { unsigned int i; IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface; 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 & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; shader_glsl_get_write_mask(register_token, reg_mask); switch(usage) { case WINED3DDECLUSAGE_TEXCOORD: if(usage_idx < 8 && This->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); } } } /********************************************* * 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; hash_table_put(priv->glsl_program_lookup, key, entry); } static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv, GLhandleARB vshader, GLhandleARB pshader) { glsl_program_key_t key; key.vshader = vshader; key.pshader = pshader; return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key); } void delete_glsl_program_entry(struct shader_glsl_priv *priv, 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; 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, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) { unsigned int i, j; DWORD usage_token, usage_token_out; DWORD register_token, register_token_out; 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++) { usage_token = semantics_in[i].usage; if (!usage_token) 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] == -1) { /* 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); } register_token = semantics_in[i].reg; usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; set[map[i]] = shader_glsl_get_write_mask(register_token, 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++) { usage_token_out = semantics_out[j].usage; if (!usage_token_out) continue; register_token_out = semantics_out[j].reg; usage_out = (usage_token_out & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; usage_idx_out = (usage_token_out & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; shader_glsl_get_write_mask(register_token_out, 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, WineD3D_GL_Info *gl_info) { GLhandleARB ret = 0; IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader; IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader; DWORD vs_major = vs ? WINED3DSHADER_VERSION_MAJOR(vs->baseShader.hex_version) : 0; DWORD ps_major = ps ? WINED3DSHADER_VERSION_MAJOR(ps->baseShader.hex_version) : 0; unsigned int i; SHADER_BUFFER buffer; DWORD usage_token; DWORD register_token; DWORD usage, usage_idx, writemask; char reg_mask[6]; semantic *semantics_out, *semantics_in; buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE); buffer.bsize = 0; buffer.lineNo = 0; buffer.newline = TRUE; 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 */ if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0) { 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++) { usage_token = semantics_out[i].usage; if (!usage_token) continue; register_token = semantics_out[i].reg; usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; writemask = shader_glsl_get_write_mask(register_token, 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; semantics_in = ps->semantics_in; /* 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++) { usage_token = semantics_out[i].usage; if (!usage_token) continue; register_token = semantics_out[i].reg; usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; shader_glsl_get_write_mask(register_token, 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, semantics_in, semantics_out, gl_info, ps->input_reg_map); shader_addline(&buffer, "}\n"); } else if(ps_major >= 3 && vs_major < 3) { semantics_in = ps->semantics_in; 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, semantics_in, NULL, gl_info, ps->input_reg_map); 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, (const char**)&buffer.buffer, NULL)"); GL_EXTCALL(glCompileShaderARB(ret)); checkGLcall("glCompileShaderARB(ret)"); HeapFree(GetProcessHeap(), 0, buffer.buffer); return ret; } static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_Info *gl_info, GLhandleARB programId, char prefix) { local_constant* lconst; GLuint tmp_loc; float *value; char glsl_name[8]; LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) { value = (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 = (struct shader_glsl_priv *)This->shader_priv; 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; int i; char glsl_name[8]; GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0; GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0; entry = get_glsl_program_entry(priv, vshader_id, pshader_id); 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_id; entry->pshader = pshader_id; /* Add the hash table entry */ add_glsl_program_entry(priv, entry); /* Set the current program */ priv->glsl_program = entry; /* Attach GLSL vshader */ if (vshader_id) { 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); } /* 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)); } } entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup")); entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison")); entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low")); entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection")); checkGLcall("Find glsl program uniform locations"); if (pshader && WINED3DSHADER_VERSION_MAJOR(((IWineD3DPixelShaderImpl *)pshader)->baseShader.hex_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, (IWineD3DStateBlock*)This->stateBlock, programId); } if(pshader_id) { /* Load pixel shader samplers */ shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*)This->stateBlock, 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(WineD3D_GL_Info *gl_info) { GLhandleARB program_id; GLhandleARB vshader_id, pshader_id; 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].x = (gl_Vertex.x * 0.5) + 0.5;\n" " gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n" "}\n" }; const char *blt_pshader[] = { "#version 120\n" "uniform sampler2D sampler;\n" "void main(void)\n" "{\n" " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n" "}\n" }; 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_pshader, 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 = (struct shader_glsl_priv *)This->shader_priv; 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) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv; static GLhandleARB loc = -1; if (!priv->depth_blt_glsl_program_id) { priv->depth_blt_glsl_program_id = create_glsl_blt_shader(gl_info); loc = GL_EXTCALL(glGetUniformLocationARB(priv->depth_blt_glsl_program_id, "sampler")); } GL_EXTCALL(glUseProgramObjectARB(priv->depth_blt_glsl_program_id)); GL_EXTCALL(glUniform1iARB(loc, 0)); } static void shader_glsl_cleanup(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; WineD3D_GL_Info *gl_info = &This->adapter->gl_info; GL_EXTCALL(glUseProgramObjectARB(0)); } static void shader_glsl_destroy(IWineD3DBaseShader *iface) { struct list *linked_programs; IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device; struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv; WineD3D_GL_Info *gl_info = &device->adapter->gl_info; /* 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.hex_version); if(This->baseShader.prgId == 0) return; 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); } } } TRACE("Deleting shader object %u\n", This->baseShader.prgId); GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId)); checkGLcall("glDeleteObjectARB"); This->baseShader.prgId = 0; This->baseShader.is_compiled = FALSE; } static unsigned int glsl_program_key_hash(void *key) { glsl_program_key_t *k = (glsl_program_key_t *)key; unsigned int hash = k->vshader | 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(void *keya, void *keyb) { glsl_program_key_t *ka = (glsl_program_key_t *)keya; glsl_program_key_t *kb = (glsl_program_key_t *)keyb; return ka->vshader == kb->vshader && ka->pshader == kb->pshader; } static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv)); priv->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare); This->shader_priv = priv; return WINED3D_OK; } static void shader_glsl_free(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv; if(priv->depth_blt_glsl_program_id) { GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_glsl_program_id)); } hash_table_destroy(priv->glsl_program_lookup); 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 void shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; shader_reg_maps* reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; const char *fragcolor; WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; /* Create the hw GLSL shader object and assign it as the baseShader.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); /* Pack 3.0 inputs */ if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) { if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) { This->vertexprocessing = pretransformed; pshader_glsl_input_pack(buffer, This->semantics_in, iface); } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) { This->vertexprocessing = fixedfunction; pshader_glsl_input_pack(buffer, This->semantics_in, iface); } else { This->vertexprocessing = vertexshader; } } /* Base Shader Body */ shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function); /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */ if (This->baseShader.hex_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(This->srgb_enabled) { 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(This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) { shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * gl_Fog.start + gl_Fog.end, 0.0, 1.0);\n"); shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor); } 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 */ This->baseShader.prgId = shader_obj; } static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) { IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; shader_reg_maps* reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; /* Create the hw GLSL shader program and assign it as the baseShader.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); /* Base Shader Body */ shader_generate_main( (IWineD3DBaseShader*) This, buffer, reg_maps, function); /* Unpack 3.0 outputs */ if (This->baseShader.hex_version >= WINED3DVS_VERSION(3,0)) { shader_addline(buffer, "order_ps_input(OUT);\n"); } else { shader_addline(buffer, "order_ps_input();\n"); } /* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */ if (!reg_maps->fog) shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\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); /* Store the shader object */ This->baseShader.prgId = shader_obj; } static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) { /* We don't have a GLSL fixed function pipeline yet, so let the none backend set its caps, * then overwrite the shader specific ones */ none_shader_backend.shader_get_caps(devtype, gl_info, 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); /* 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 void shader_glsl_fragment_enable(IWineD3DDevice *iface, BOOL enable) { none_shader_backend.shader_fragment_enable(iface, enable); } const shader_backend_t glsl_shader_backend = { shader_glsl_select, shader_glsl_select_depth_blt, shader_glsl_load_constants, shader_glsl_cleanup, shader_glsl_color_correction, 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_fragment_enable, };