Sweden-Number/dlls/wined3d/glsl_shader.c

2194 lines
87 KiB
C

/*
* GLSL pixel and vertex shader implementation
*
* Copyright 2006 Jason Green
* Copyright 2006-2007 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/*
* 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 <stdio.h>
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
#define GLINFO_LOCATION (*gl_info)
typedef struct {
char reg_name[50];
char mask_str[6];
} glsl_dst_param_t;
typedef struct {
char reg_name[50];
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;
GL_EXTCALL(glGetObjectParameterivARB(obj,
GL_OBJECT_INFO_LOG_LENGTH_ARB,
&infologLength));
/* A size of 1 is just a null-terminated string, so the log should be bigger than
* that if there are errors. */
if (infologLength > 1)
{
infoLog = (char *)HeapAlloc(GetProcessHeap(), 0, infologLength);
GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
HeapFree(GetProcessHeap(), 0, infoLog);
}
}
/**
* Loads (pixel shader) samplers
*/
void shader_glsl_load_psamplers(
WineD3D_GL_Info *gl_info,
IWineD3DStateBlock* iface) {
IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
GLhandleARB programId = stateBlock->glsl_program->programId;
GLhandleARB name_loc;
int i;
char sampler_name[20];
for (i=0; i< GL_LIMITS(samplers); ++i) {
if (stateBlock->textures[i] != NULL) {
snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
if (name_loc != -1) {
TRACE("Loading %s for texture %d\n", sampler_name, i);
GL_EXTCALL(glUniform1iARB(name_loc, i));
checkGLcall("glUniform1iARB");
}
}
}
}
/**
* Loads floating point constants (aka uniforms) into the currently set GLSL program.
* When constant_list == NULL, it will load all the constants.
*/
static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
struct list *constant_list) {
constant_entry *constant;
local_constant* lconst;
GLhandleARB tmp_loc;
int i;
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
i = constant->idx;
tmp_loc = constant_locations[i];
if (tmp_loc != -1) {
TRACE_(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]);
}
}
}
LIST_FOR_EACH_ENTRY(constant, constant_list, constant_entry, entry) {
i = constant->idx;
tmp_loc = constant_locations[i];
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, constants + (i * 4)));
}
}
checkGLcall("glUniform4fvARB()");
/* Load immediate constants */
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
tmp_loc = constant_locations[lconst->idx];
if (tmp_loc != -1) {
GLfloat* values = (GLfloat*)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
values[0], values[1], values[2], values[3]);
}
}
}
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
tmp_loc = constant_locations[lconst->idx];
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
}
}
checkGLcall("glUniform4fvARB()");
}
/**
* Loads integer constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
void shader_glsl_load_constantsI(
IWineD3DBaseShaderImpl* This,
WineD3D_GL_Info *gl_info,
GLhandleARB programId,
unsigned max_constants,
int* constants,
BOOL* constants_set) {
GLhandleARB tmp_loc;
int i;
char tmp_name[8];
char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
const char* prefix = is_pshader? "PI":"VI";
struct list* ptr;
for (i=0; i<max_constants; ++i) {
if (NULL == constants_set || constants_set[i]) {
TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, &constants[i*4]));
checkGLcall("glUniform4ivARB");
}
}
}
/* Load immediate constants */
ptr = list_head(&This->baseShader.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]);
snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, values));
checkGLcall("glUniform4ivARB");
}
ptr = list_next(&This->baseShader.constantsI, ptr);
}
}
/**
* Loads boolean constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
void shader_glsl_load_constantsB(
IWineD3DBaseShaderImpl* This,
WineD3D_GL_Info *gl_info,
GLhandleARB programId,
unsigned max_constants,
BOOL* constants,
BOOL* constants_set) {
GLhandleARB tmp_loc;
int i;
char tmp_name[8];
char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
const char* prefix = is_pshader? "PB":"VB";
struct list* ptr;
for (i=0; i<max_constants; ++i) {
if (NULL == constants_set || constants_set[i]) {
TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i*4]);
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i*4]));
checkGLcall("glUniform1ivARB");
}
}
}
/* Load immediate constants */
ptr = list_head(&This->baseShader.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;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
WineD3D_GL_Info *gl_info = &((IWineD3DImpl*) deviceImpl->wineD3D)->gl_info;
GLhandleARB *constant_locations;
struct list *constant_list;
GLhandleARB programId;
GLint pos;
if (!stateBlock->glsl_program) {
/* No GLSL program set - nothing to do. */
return;
}
programId = stateBlock->glsl_program->programId;
if (useVertexShader) {
IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
GLint pos;
constant_locations = stateBlock->glsl_program->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, MAX_CONST_I,
stateBlock->vertexShaderConstantI,
stateBlock->set.vertexShaderConstantsI);
/* Load DirectX 9 boolean constants/uniforms for vertex shader */
shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
stateBlock->vertexShaderConstantB,
stateBlock->set.vertexShaderConstantsB);
/* Upload the position fixup params */
pos = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
checkGLcall("glGetUniformLocationARB");
GL_EXTCALL(glUniform4fvARB(pos, 1, &deviceImpl->posFixup[0]));
checkGLcall("glUniform4fvARB");
}
if (usePixelShader) {
IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
constant_locations = stateBlock->glsl_program->puniformF_locations;
constant_list = &stateBlock->set_pconstantsF;
/* Load pixel shader samplers */
shader_glsl_load_psamplers(gl_info, (IWineD3DStateBlock*) stateBlock);
/* Load DirectX 9 float constants/uniforms for pixel shader */
shader_glsl_load_constantsF(pshader, gl_info, GL_LIMITS(pshader_constantsF),
stateBlock->pixelShaderConstantF, constant_locations, constant_list);
/* Load DirectX 9 integer constants/uniforms for pixel shader */
shader_glsl_load_constantsI(pshader, gl_info, programId, MAX_CONST_I,
stateBlock->pixelShaderConstantI,
stateBlock->set.pixelShaderConstantsI);
/* Load DirectX 9 boolean constants/uniforms for pixel shader */
shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
stateBlock->pixelShaderConstantB,
stateBlock->set.pixelShaderConstantsB);
/* 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.
*/
if(((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat != 0) {
float *data = (float *) &stateBlock->textureState[(int) ((IWineD3DPixelShaderImpl *) pshader)->needsbumpmat][WINED3DTSS_BUMPENVMAT00];
pos = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
checkGLcall("glGetUniformLocationARB");
GL_EXTCALL(glUniform4fvARB(pos, 1, data));
checkGLcall("glUniform4fvARB");
}
}
}
/** Generate the variable & register declarations for the GLSL output target */
void shader_generate_glsl_declarations(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
SHADER_BUFFER* buffer,
WineD3D_GL_Info* gl_info) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
int i;
/* There are some minor differences between pixel and vertex shaders */
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
char prefix = pshader ? 'P' : 'V';
/* Prototype the subroutines */
for (i = 0; i < This->baseShader.limits.label; i++) {
if (reg_maps->labels[i])
shader_addline(buffer, "void subroutine%lu();\n", i);
}
/* Declare the constants (aka uniforms) */
if (This->baseShader.limits.constant_float > 0) {
unsigned max_constantsF = min(This->baseShader.limits.constant_float,
(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
}
if (This->baseShader.limits.constant_int > 0)
shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
if (This->baseShader.limits.constant_bool > 0)
shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
if(!pshader)
shader_addline(buffer, "uniform vec4 posFixup;\n");
else if(reg_maps->bumpmat)
shader_addline(buffer, "uniform vec4 bumpenvmat;\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%lu;\n", prefix, i);
break;
case WINED3DSTT_2D:
shader_addline(buffer, "uniform sampler2D %csampler%lu;\n", prefix, i);
break;
case WINED3DSTT_CUBE:
shader_addline(buffer, "uniform samplerCube %csampler%lu;\n", prefix, i);
break;
case WINED3DSTT_VOLUME:
shader_addline(buffer, "uniform sampler3D %csampler%lu;\n", prefix, i);
break;
default:
shader_addline(buffer, "uniform unsupported_sampler %csampler%lu;\n", prefix, i);
FIXME("Unrecognized sampler type: %#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%lu = gl_TexCoord[%lu];\n", i, i);
}
/* Declare input register temporaries */
for (i=0; i < This->baseShader.limits.packed_input; i++) {
if (reg_maps->packed_input[i])
shader_addline(buffer, "vec4 IN%lu;\n", i);
}
/* Declare output register temporaries */
for (i = 0; i < This->baseShader.limits.packed_output; i++) {
if (reg_maps->packed_output[i])
shader_addline(buffer, "vec4 OUT%lu;\n", i);
}
/* Declare temporary variables */
for(i = 0; i < This->baseShader.limits.temporary; i++) {
if (reg_maps->temporary[i])
shader_addline(buffer, "vec4 R%lu;\n", i);
}
/* Declare attributes */
for (i = 0; i < This->baseShader.limits.attributes; i++) {
if (reg_maps->attributes[i])
shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
}
/* Declare loop register aL */
if (reg_maps->loop) {
shader_addline(buffer, "int aL;\n");
shader_addline(buffer, "int tmpInt;\n");
}
/* Temporary variables for matrix operations */
shader_addline(buffer, "vec4 tmp0;\n");
shader_addline(buffer, "vec4 tmp1;\n");
/* Start the main program */
shader_addline(buffer, "void main() {\n");
}
/*****************************************************************************
* Functions to generate GLSL strings from DirectX Shader bytecode begin here.
*
* For more information, see http://wiki.winehq.org/DirectX-Shaders
****************************************************************************/
/* Prototypes */
static void shader_glsl_add_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 = &((IWineD3DImpl*)deviceImpl->wineD3D)->gl_info;
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
char tmpStr[50];
*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)
sprintf(tmpStr, "IN%u", reg);
else {
if (reg==0)
strcpy(tmpStr, "gl_Color");
else
strcpy(tmpStr, "gl_SecondaryColor");
}
} else {
if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
*is_color = TRUE;
sprintf(tmpStr, "attrib%u", reg);
}
break;
case WINED3DSPR_CONST:
{
const char* prefix = pshader? "PC":"VC";
/* 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);
sprintf(tmpStr, "%s[%s + %u]", prefix, rel_param.param_str, reg);
} else
sprintf(tmpStr, "%s[A0.x + %u]", prefix, reg);
} else
sprintf(tmpStr, "%s[%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");
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;
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;
DWORD reg_type = shader_get_regtype(param);
/* gl_FogFragCoord, gl_PointSize and gl_FragDepth are floats, fixup the write mask. */
if (((reg_type == WINED3DSPR_RASTOUT) && ((param & WINED3DSP_REGNUM_MASK) != 0))
|| reg_type == WINED3DSPR_DEPTHOUT) {
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 size_t shader_glsl_get_write_mask_size(DWORD write_mask) {
size_t 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;
*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(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
glsl_dst_param_t dst_param;
DWORD mask;
int shift;
shift = (arg->dst & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
mask = shader_glsl_add_dst_param(arg, arg->dst, arg->dst_addr, &dst_param);
shader_addline(buffer, "%s%s = %s(", dst_param.reg_name, dst_param.mask_str, shift_glsl_tab[shift]);
return mask;
}
/** 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, 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:
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;
}
}
/*****************************************************************************
*
* 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) ||
arg->opcode->opcode == WINED3DSIO_MOVA) {
/* We need to *round* to the nearest int here. */
size_t 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;
size_t 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);
}
/* 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_RSQ: instruction = "inversesqrt"; break;
case WINED3DSIO_ABS: instruction = "abs"; break;
case WINED3DSIO_FRC: instruction = "fract"; break;
case WINED3DSIO_POW: instruction = "pow"; 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;
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;
size_t 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;
size_t 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, &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);
}
}
/** 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;
size_t 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 {
const char *compare;
switch(arg->opcode->opcode) {
case WINED3DSIO_SLT: compare = "<"; break;
case WINED3DSIO_SGE: compare = ">="; break;
default: compare = "";
FIXME("Can't handle opcode %s\n", arg->opcode->name);
}
shader_addline(arg->buffer, "(%s %s %s) ? 1.0 : 0.0);\n",
src0_param.param_str, compare, src1_param.param_str);
}
}
/** 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;
size_t 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);
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
if (mask_size > 1) {
shader_addline(arg->buffer, "mix(%s, %s, vec%d(lessThan(%s, vec%d(0.0)))));\n",
src1_param.param_str, src2_param.param_str, mask_size, src0_param.param_str, mask_size);
} else {
shader_addline(arg->buffer, "%s >= 0.0 ? %s : %s);\n",
src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
}
/** 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;
size_t mask_size;
write_mask = shader_glsl_append_dst(arg->buffer, arg);
if (shader->baseShader.hex_version < WINED3DPS_VERSION(1, 4)) {
mask_size = 1;
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
} else {
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);
shader_glsl_add_src_param(arg, arg->src[2], arg->src_addr[2], write_mask, &src2_param);
if (mask_size > 1) {
shader_addline(arg->buffer, "mix(%s, %s, vec%d(lessThan(%s, vec%d(0.5)))));\n",
src2_param.param_str, src1_param.param_str, mask_size, src0_param.param_str, mask_size);
} else {
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<<i);
tmpArg.src[1] = arg->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);
shader_addline(arg->buffer, "vec4(1.0, (%s > 0.0 ? %s : 0.0), (%s > 0.0 ? ((%s > 0.0) ? pow(%s, clamp(%s, -128.0, 128.0)) : 0.0) : 0.0), 1.0)%s);\n",
src0_param.param_str, src0_param.param_str, src0_param.param_str, src1_param.param_str, src1_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;
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
shader_addline(arg->buffer, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
src1_param.reg_name, src1_param.reg_name, src1_param.reg_name);
}
void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
shader_addline(arg->buffer, "}\n");
}
void shader_glsl_rep(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, "for (tmpInt = 0; tmpInt < %s; tmpInt++) {\n", src0_param.param_str);
}
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%lu () {\n", snum);
}
void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
shader_addline(arg->buffer, "subroutine%lu();\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%lu();\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;
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;
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)) {
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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;
/* TODO: Handle D3DSI_TEXLD_PROJECTED... */
projected = FALSE;
}
sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
shader_glsl_get_sample_function(sampler_type, projected, &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);
shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
sample_function.name, sampler_idx, coord_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;
size_t 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;
size_t 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];
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
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, "texture1D(Psampler%u, dot(gl_TexCoord[%u].xyz, %s))%s);\n",
sampler_idx, sampler_idx, src0_param.param_str, dst_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;
size_t 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);
shader_addline(arg->buffer, "gl_FragDepth = %s.x / %s.y;\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);
shader_glsl_get_sample_function(sampler_type, 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(tmp.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);
/* Calculate reflection vector, 2*(tmp0.src1)*tmp0-src1
* This is equivalent to reflect(-src1, tmp0); */
shader_addline(buffer, "tmp0.xyz = reflect(-(%s), tmp0.xyz);\n", src1_param.param_str);
shader_glsl_append_dst(buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask);
shader_glsl_get_sample_function(stype, 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);
/* Calculate reflection vector (Assume normal is normalized): RF = 2*(tmp0.tmp1)*tmp0-tmp1
* This is equivalent to reflect(-tmp1, tmp0); */
shader_addline(buffer, "tmp0.xyz = reflect(-tmp1.xyz, tmp0.xyz);\n");
shader_glsl_append_dst(buffer, arg);
shader_glsl_get_write_mask(arg->dst, dst_mask);
shader_glsl_get_sample_function(sampler_type, 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;
DWORD sampler_type;
DWORD sampler_idx;
BOOL projected;
DWORD mask = 0;
DWORD flags;
char coord_mask[6];
/* All versions have a destination register */
shader_glsl_append_dst(arg->buffer, arg);
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
/* TODO: Does texbem even support projected textures? half-life 2 uses it */
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;
}
sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
shader_glsl_get_sample_function(sampler_type, projected, &sample_function);
mask |= sample_function.coord_mask;
shader_glsl_get_write_mask(arg->dst, dst_swizzle);
shader_glsl_get_write_mask(mask, coord_mask);
FIXME("Bump map transform not handled yet\n");
shader_addline(arg->buffer, "%s(Psampler%u, T%u%s)%s);\n",
sample_function.name, sampler_idx, sampler_idx, coord_mask, dst_swizzle);
}
/** 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);
shader_glsl_get_sample_function(sampler_type, 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) {
glsl_dst_param_t dst_param;
shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
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;
size_t 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);
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) {
unsigned int i;
for (i = 0; i < MAX_REG_INPUT; i++) {
DWORD usage_token = semantics_in[i].usage;
DWORD register_token = semantics_in[i].reg;
DWORD usage, usage_idx;
char reg_mask[6];
/* Uninitialized */
if (!usage_token) continue;
usage = (usage_token & 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_COLOR:
if (usage_idx == 0)
shader_addline(buffer, "IN%u%s = vec4(gl_Color)%s;\n",
i, reg_mask, reg_mask);
else if (usage_idx == 1)
shader_addline(buffer, "IN%u%s = vec4(gl_SecondaryColor)%s;\n",
i, reg_mask, reg_mask);
else
shader_addline(buffer, "IN%u%s = vec4(unsupported_color_input)%s;\n",
i, reg_mask, reg_mask);
break;
case WINED3DDECLUSAGE_TEXCOORD:
shader_addline(buffer, "IN%u%s = vec4(gl_TexCoord[%u])%s;\n",
i, reg_mask, usage_idx, reg_mask );
break;
case WINED3DDECLUSAGE_FOG:
shader_addline(buffer, "IN%u%s = vec4(gl_FogFragCoord)%s;\n",
i, reg_mask, reg_mask);
break;
default:
shader_addline(buffer, "IN%u%s = vec4(unsupported_input)%s;\n",
i, reg_mask, reg_mask);
}
}
}
/*********************************************
* Vertex Shader Specific Code begins here
********************************************/
void vshader_glsl_output_unpack(
SHADER_BUFFER* buffer,
semantic* semantics_out) {
unsigned int i;
for (i = 0; i < MAX_REG_OUTPUT; i++) {
DWORD usage_token = semantics_out[i].usage;
DWORD register_token = semantics_out[i].reg;
DWORD usage, usage_idx;
char reg_mask[6];
/* Uninitialized */
if (!usage_token) continue;
usage = (usage_token & 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_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);
else
shader_addline(buffer, "unsupported_color_output%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:
shader_addline(buffer, "gl_TexCoord[%u]%s = OUT%u%s;\n",
usage_idx, reg_mask, i, reg_mask);
break;
case WINED3DDECLUSAGE_PSIZE:
shader_addline(buffer, "gl_PointSize = OUT%u.x;\n", i);
break;
case WINED3DDECLUSAGE_FOG:
shader_addline(buffer, "gl_FogFragCoord%s = OUT%u%s;\n", reg_mask, i, reg_mask);
break;
default:
shader_addline(buffer, "unsupported_output%s = OUT%u%s;\n", reg_mask, i, reg_mask);
}
}
}
/** Attach a GLSL pixel or vertex shader object to the shader program */
static void attach_glsl_shader(IWineD3DDevice *iface, IWineD3DBaseShader* shader) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
GLhandleARB shaderObj = ((IWineD3DBaseShaderImpl*)shader)->baseShader.prgId;
if (This->stateBlock->glsl_program && shaderObj != 0) {
TRACE("Attaching GLSL shader object %u to program %u\n", shaderObj, This->stateBlock->glsl_program->programId);
GL_EXTCALL(glAttachObjectARB(This->stateBlock->glsl_program->programId, shaderObj));
checkGLcall("glAttachObjectARB");
}
}
/** 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 list. If it creates a program, it will link the given
* objects, too.
*
* We keep the shader programs around on a list because linking
* shader objects together is an expensive operation. It's much
* faster to loop through a list of pre-compiled & linked programs
* each time that the application sets a new pixel or vertex shader
* than it is to re-link them together at that time.
*
* The list will be deleted in IWineD3DDevice::Release().
*/
static void set_glsl_shader_program(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
struct glsl_shader_prog_link *curLink = NULL;
struct glsl_shader_prog_link *newLink = NULL;
struct list *ptr = NULL;
GLhandleARB programId = 0;
int i;
char glsl_name[8];
ptr = list_head( &This->glsl_shader_progs );
while (ptr) {
/* At least one program exists - see if it matches our ps/vs combination */
curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
if (vshader == curLink->vertexShader && pshader == curLink->pixelShader) {
/* Existing Program found, use it */
TRACE("Found existing program (%u) for this vertex/pixel shader combination\n",
curLink->programId);
This->stateBlock->glsl_program = curLink;
return;
}
/* This isn't the entry we need - try the next one */
ptr = list_next( &This->glsl_shader_progs, ptr );
}
/* 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);
/* Allocate a new link for the list of programs */
newLink = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
newLink->programId = programId;
This->stateBlock->glsl_program = newLink;
/* Attach GLSL vshader */
if (NULL != vshader && This->vs_selected_mode == SHADER_GLSL) {
int i;
int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
char tmp_name[10];
TRACE("Attaching vertex shader to GLSL program\n");
attach_glsl_shader(iface, (IWineD3DBaseShader*)vshader);
/* 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) {
snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
}
checkGLcall("glBindAttribLocationARB");
newLink->vertexShader = vshader;
}
/* Attach GLSL pshader */
if (NULL != pshader && This->ps_selected_mode == SHADER_GLSL) {
TRACE("Attaching pixel shader to GLSL program\n");
attach_glsl_shader(iface, (IWineD3DBaseShader*)pshader);
newLink->pixelShader = pshader;
}
/* Link the program */
TRACE("Linking GLSL shader program %u\n", programId);
GL_EXTCALL(glLinkProgramARB(programId));
print_glsl_info_log(&GLINFO_LOCATION, programId);
list_add_head( &This->glsl_shader_progs, &newLink->entry);
newLink->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);
newLink->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
newLink->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);
newLink->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
return;
}
static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
GLhandleARB program_id;
GLhandleARB vshader_id, pshader_id;
const char *blt_vshader[] = {
"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[] = {
"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);
return program_id;
}
static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
GLhandleARB program_id = 0;
if (useVS || usePS) set_glsl_shader_program(iface);
else This->stateBlock->glsl_program = NULL;
program_id = This->stateBlock->glsl_program ? This->stateBlock->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 = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
static GLhandleARB program_id = 0;
static GLhandleARB loc = -1;
if (!program_id) {
program_id = create_glsl_blt_shader(gl_info);
loc = GL_EXTCALL(glGetUniformLocationARB(program_id, "sampler"));
}
GL_EXTCALL(glUseProgramObjectARB(program_id));
GL_EXTCALL(glUniform1iARB(loc, 0));
}
static void shader_glsl_cleanup(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
WineD3D_GL_Info *gl_info = &((IWineD3DImpl *)(This->wineD3D))->gl_info;
GL_EXTCALL(glUseProgramObjectARB(0));
}
const shader_backend_t glsl_shader_backend = {
&shader_glsl_select,
&shader_glsl_select_depth_blt,
&shader_glsl_load_constants,
&shader_glsl_cleanup
};