push cc8bc80451cc24f4d7cf75168b569f0ebfe19547
[wine/hacks.git] / dlls / wined3d / glsl_shader.c
blobe065296d88d395f4ef9e1a5335e8772fe840277b
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
49 typedef struct {
50 char reg_name[150];
51 char mask_str[6];
52 } glsl_dst_param_t;
54 typedef struct {
55 char reg_name[150];
56 char param_str[200];
57 } glsl_src_param_t;
59 typedef struct {
60 const char *name;
61 DWORD coord_mask;
62 } glsl_sample_function_t;
64 enum heap_node_op
66 HEAP_NODE_TRAVERSE_LEFT,
67 HEAP_NODE_TRAVERSE_RIGHT,
68 HEAP_NODE_POP,
71 struct constant_entry
73 unsigned int idx;
74 unsigned int version;
77 struct constant_heap
79 struct constant_entry *entries;
80 unsigned int *positions;
81 unsigned int size;
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86 struct wine_rb_tree program_lookup;
87 struct glsl_shader_prog_link *glsl_program;
88 struct constant_heap vconst_heap;
89 struct constant_heap pconst_heap;
90 unsigned char *stack;
91 GLhandleARB depth_blt_program[tex_type_count];
92 UINT next_constant_version;
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link {
97 struct wine_rb_entry program_lookup_entry;
98 struct list vshader_entry;
99 struct list pshader_entry;
100 GLhandleARB programId;
101 GLint *vuniformF_locations;
102 GLint *puniformF_locations;
103 GLint vuniformI_locations[MAX_CONST_I];
104 GLint puniformI_locations[MAX_CONST_I];
105 GLint posFixup_location;
106 GLint np2Fixup_location[MAX_FRAGMENT_SAMPLERS];
107 GLint bumpenvmat_location[MAX_TEXTURES];
108 GLint luminancescale_location[MAX_TEXTURES];
109 GLint luminanceoffset_location[MAX_TEXTURES];
110 GLint ycorrection_location;
111 GLenum vertex_color_clamp;
112 IWineD3DVertexShader *vshader;
113 IWineD3DPixelShader *pshader;
114 struct vs_compile_args vs_args;
115 struct ps_compile_args ps_args;
116 UINT constant_version;
119 typedef struct {
120 IWineD3DVertexShader *vshader;
121 IWineD3DPixelShader *pshader;
122 struct ps_compile_args ps_args;
123 struct vs_compile_args vs_args;
124 } glsl_program_key_t;
126 struct shader_glsl_ctx_priv {
127 const struct vs_compile_args *cur_vs_args;
128 const struct ps_compile_args *cur_ps_args;
131 struct glsl_ps_compiled_shader
133 struct ps_compile_args args;
134 GLhandleARB prgId;
137 struct glsl_pshader_private
139 struct glsl_ps_compiled_shader *gl_shaders;
140 UINT num_gl_shaders, shader_array_size;
143 struct glsl_vs_compiled_shader
145 struct vs_compile_args args;
146 GLhandleARB prgId;
149 struct glsl_vshader_private
151 struct glsl_vs_compiled_shader *gl_shaders;
152 UINT num_gl_shaders, shader_array_size;
155 /* Extract a line from the info log.
156 * Note that this modifies the source string. */
157 static char *get_info_log_line(char **ptr)
159 char *p, *q;
161 p = *ptr;
162 if (!(q = strstr(p, "\n")))
164 if (!*p) return NULL;
165 *ptr += strlen(p);
166 return p;
168 *q = '\0';
169 *ptr = q + 1;
171 return p;
174 /** Prints the GLSL info log which will contain error messages if they exist */
175 /* GL locking is done by the caller */
176 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
178 int infologLength = 0;
179 char *infoLog;
180 unsigned int i;
181 BOOL is_spam;
183 static const char * const spam[] =
185 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
186 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
187 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
188 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
189 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
190 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
191 "Fragment shader was successfully compiled to run on hardware.\n"
192 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported",
193 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
194 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
195 "WARNING: 0:2: extension 'GL_ARB_draw_buffers' is not supported\n" /* MacOS ati */
198 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
200 GL_EXTCALL(glGetObjectParameterivARB(obj,
201 GL_OBJECT_INFO_LOG_LENGTH_ARB,
202 &infologLength));
204 /* A size of 1 is just a null-terminated string, so the log should be bigger than
205 * that if there are errors. */
206 if (infologLength > 1)
208 char *ptr, *line;
210 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
211 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
213 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
214 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
215 is_spam = FALSE;
217 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
218 if(strcmp(infoLog, spam[i]) == 0) {
219 is_spam = TRUE;
220 break;
224 ptr = infoLog;
225 if (is_spam)
227 TRACE("Spam received from GLSL shader #%u:\n", obj);
228 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
230 else
232 FIXME("Error received from GLSL shader #%u:\n", obj);
233 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
235 HeapFree(GetProcessHeap(), 0, infoLog);
240 * Loads (pixel shader) samplers
242 /* GL locking is done by the caller */
243 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
245 GLint name_loc;
246 int i;
247 char sampler_name[20];
249 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
250 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
251 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
252 if (name_loc != -1) {
253 DWORD mapped_unit = tex_unit_map[i];
254 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
256 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
257 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
258 checkGLcall("glUniform1iARB");
259 } else {
260 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
266 /* GL locking is done by the caller */
267 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
269 GLint name_loc;
270 char sampler_name[20];
271 int i;
273 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
274 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
275 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
276 if (name_loc != -1) {
277 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
278 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
280 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
281 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
282 checkGLcall("glUniform1iARB");
283 } else {
284 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
290 /* GL locking is done by the caller */
291 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
292 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
294 int stack_idx = 0;
295 unsigned int heap_idx = 1;
296 unsigned int idx;
298 if (heap->entries[heap_idx].version <= version) return;
300 idx = heap->entries[heap_idx].idx;
301 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
302 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
304 while (stack_idx >= 0)
306 /* Note that we fall through to the next case statement. */
307 switch(stack[stack_idx])
309 case HEAP_NODE_TRAVERSE_LEFT:
311 unsigned int left_idx = heap_idx << 1;
312 if (left_idx < heap->size && heap->entries[left_idx].version > version)
314 heap_idx = left_idx;
315 idx = heap->entries[heap_idx].idx;
316 if (constant_locations[idx] != -1)
317 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
319 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
320 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
321 break;
325 case HEAP_NODE_TRAVERSE_RIGHT:
327 unsigned int right_idx = (heap_idx << 1) + 1;
328 if (right_idx < heap->size && heap->entries[right_idx].version > version)
330 heap_idx = right_idx;
331 idx = heap->entries[heap_idx].idx;
332 if (constant_locations[idx] != -1)
333 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
335 stack[stack_idx++] = HEAP_NODE_POP;
336 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
337 break;
341 case HEAP_NODE_POP:
343 heap_idx >>= 1;
344 --stack_idx;
345 break;
349 checkGLcall("walk_constant_heap()");
352 /* GL locking is done by the caller */
353 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
355 GLfloat clamped_constant[4];
357 if (location == -1) return;
359 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
360 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
361 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
362 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
364 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
367 /* GL locking is done by the caller */
368 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
369 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
371 int stack_idx = 0;
372 unsigned int heap_idx = 1;
373 unsigned int idx;
375 if (heap->entries[heap_idx].version <= version) return;
377 idx = heap->entries[heap_idx].idx;
378 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
379 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
381 while (stack_idx >= 0)
383 /* Note that we fall through to the next case statement. */
384 switch(stack[stack_idx])
386 case HEAP_NODE_TRAVERSE_LEFT:
388 unsigned int left_idx = heap_idx << 1;
389 if (left_idx < heap->size && heap->entries[left_idx].version > version)
391 heap_idx = left_idx;
392 idx = heap->entries[heap_idx].idx;
393 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
395 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
396 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
397 break;
401 case HEAP_NODE_TRAVERSE_RIGHT:
403 unsigned int right_idx = (heap_idx << 1) + 1;
404 if (right_idx < heap->size && heap->entries[right_idx].version > version)
406 heap_idx = right_idx;
407 idx = heap->entries[heap_idx].idx;
408 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
410 stack[stack_idx++] = HEAP_NODE_POP;
411 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
412 break;
416 case HEAP_NODE_POP:
418 heap_idx >>= 1;
419 --stack_idx;
420 break;
424 checkGLcall("walk_constant_heap_clamped()");
427 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
428 /* GL locking is done by the caller */
429 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
430 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
431 unsigned char *stack, UINT version)
433 const local_constant *lconst;
435 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
436 if (This->baseShader.reg_maps.shader_version.major == 1
437 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
438 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
439 else
440 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
442 if (!This->baseShader.load_local_constsF)
444 TRACE("No need to load local float constants for this shader\n");
445 return;
448 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
449 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
451 GLint location = constant_locations[lconst->idx];
452 /* We found this uniform name in the program - go ahead and send the data */
453 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
455 checkGLcall("glUniform4fvARB()");
458 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
459 /* GL locking is done by the caller */
460 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
461 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
463 unsigned int i;
464 struct list* ptr;
466 for (i = 0; constants_set; constants_set >>= 1, ++i)
468 if (!(constants_set & 1)) continue;
470 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
471 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
473 /* We found this uniform name in the program - go ahead and send the data */
474 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
475 checkGLcall("glUniform4ivARB");
478 /* Load immediate constants */
479 ptr = list_head(&This->baseShader.constantsI);
480 while (ptr) {
481 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
482 unsigned int idx = lconst->idx;
483 const GLint *values = (const GLint *)lconst->value;
485 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
486 values[0], values[1], values[2], values[3]);
488 /* We found this uniform name in the program - go ahead and send the data */
489 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
490 checkGLcall("glUniform4ivARB");
491 ptr = list_next(&This->baseShader.constantsI, ptr);
495 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
496 /* GL locking is done by the caller */
497 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
498 GLhandleARB programId, const BOOL *constants, WORD constants_set)
500 GLint tmp_loc;
501 unsigned int i;
502 char tmp_name[8];
503 char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
504 const char* prefix = is_pshader? "PB":"VB";
505 struct list* ptr;
507 /* TODO: Benchmark and see if it would be beneficial to store the
508 * locations of the constants to avoid looking up each time */
509 for (i = 0; constants_set; constants_set >>= 1, ++i)
511 if (!(constants_set & 1)) continue;
513 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
515 /* TODO: Benchmark and see if it would be beneficial to store the
516 * locations of the constants to avoid looking up each time */
517 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
518 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
519 if (tmp_loc != -1)
521 /* We found this uniform name in the program - go ahead and send the data */
522 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
523 checkGLcall("glUniform1ivARB");
527 /* Load immediate constants */
528 ptr = list_head(&This->baseShader.constantsB);
529 while (ptr) {
530 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
531 unsigned int idx = lconst->idx;
532 const GLint *values = (const GLint *)lconst->value;
534 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
536 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
537 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
538 if (tmp_loc != -1) {
539 /* We found this uniform name in the program - go ahead and send the data */
540 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
541 checkGLcall("glUniform1ivARB");
543 ptr = list_next(&This->baseShader.constantsB, ptr);
547 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
549 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
553 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
555 /* GL locking is done by the caller (state handler) */
556 static void shader_glsl_load_np2fixup_constants(
557 IWineD3DDevice* device,
558 char usePixelShader,
559 char useVertexShader) {
561 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
562 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
564 if (!prog) {
565 /* No GLSL program set - nothing to do. */
566 return;
569 if (!usePixelShader) {
570 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
571 return;
574 if (prog->ps_args.np2_fixup) {
575 UINT i;
576 UINT fixup = prog->ps_args.np2_fixup;
577 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
578 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
580 for (i = 0; fixup; fixup >>= 1, ++i) {
581 if (-1 != prog->np2Fixup_location[i]) {
582 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
583 if (!tex) {
584 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
585 continue;
586 } else {
587 const float tex_dim[2] = {tex->baseTexture.pow2Matrix[0], tex->baseTexture.pow2Matrix[5]};
588 GL_EXTCALL(glUniform2fvARB(prog->np2Fixup_location[i], 1, tex_dim));
596 * Loads the app-supplied constants into the currently set GLSL program.
598 /* GL locking is done by the caller (state handler) */
599 static void shader_glsl_load_constants(
600 IWineD3DDevice* device,
601 char usePixelShader,
602 char useVertexShader) {
604 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
605 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
606 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
607 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
609 GLhandleARB programId;
610 struct glsl_shader_prog_link *prog = priv->glsl_program;
611 UINT constant_version;
612 int i;
614 if (!prog) {
615 /* No GLSL program set - nothing to do. */
616 return;
618 programId = prog->programId;
619 constant_version = prog->constant_version;
621 if (useVertexShader) {
622 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
624 /* Load DirectX 9 float constants/uniforms for vertex shader */
625 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
626 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
628 /* Load DirectX 9 integer constants/uniforms for vertex shader */
629 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
630 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
632 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
633 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
634 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
636 /* Upload the position fixup params */
637 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
638 checkGLcall("glUniform4fvARB");
641 if (usePixelShader) {
643 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
645 /* Load DirectX 9 float constants/uniforms for pixel shader */
646 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
647 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
649 /* Load DirectX 9 integer constants/uniforms for pixel shader */
650 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
651 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
653 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
654 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
655 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
657 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
658 * It can't be 0 for a valid texbem instruction.
660 for(i = 0; i < MAX_TEXTURES; i++) {
661 const float *data;
663 if(prog->bumpenvmat_location[i] == -1) continue;
665 data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
666 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
667 checkGLcall("glUniformMatrix2fvARB");
669 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
670 * is set too, so we can check that in the needsbumpmat check
672 if(prog->luminancescale_location[i] != -1) {
673 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
674 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
676 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
677 checkGLcall("glUniform1fvARB");
678 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
679 checkGLcall("glUniform1fvARB");
683 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
684 float correction_params[4];
685 if(deviceImpl->render_offscreen) {
686 correction_params[0] = 0.0;
687 correction_params[1] = 1.0;
688 } else {
689 /* position is window relative, not viewport relative */
690 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
691 correction_params[1] = -1.0;
693 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
697 if (priv->next_constant_version == UINT_MAX)
699 TRACE("Max constant version reached, resetting to 0.\n");
700 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
701 priv->next_constant_version = 1;
703 else
705 prog->constant_version = priv->next_constant_version++;
709 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
710 unsigned int heap_idx, DWORD new_version)
712 struct constant_entry *entries = heap->entries;
713 unsigned int *positions = heap->positions;
714 unsigned int parent_idx;
716 while (heap_idx > 1)
718 parent_idx = heap_idx >> 1;
720 if (new_version <= entries[parent_idx].version) break;
722 entries[heap_idx] = entries[parent_idx];
723 positions[entries[parent_idx].idx] = heap_idx;
724 heap_idx = parent_idx;
727 entries[heap_idx].version = new_version;
728 entries[heap_idx].idx = idx;
729 positions[idx] = heap_idx;
732 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
734 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
735 struct shader_glsl_priv *priv = This->shader_priv;
736 struct constant_heap *heap = &priv->vconst_heap;
737 UINT i;
739 for (i = start; i < count + start; ++i)
741 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
742 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
743 else
744 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
748 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
750 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
751 struct shader_glsl_priv *priv = This->shader_priv;
752 struct constant_heap *heap = &priv->pconst_heap;
753 UINT i;
755 for (i = start; i < count + start; ++i)
757 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
758 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
759 else
760 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
764 static int vec4_varyings(DWORD shader_major, const WineD3D_GL_Info *gl_info)
766 int ret = GL_LIMITS(glsl_varyings) / 4;
767 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
768 if(shader_major > 3) return ret;
770 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
771 if(gl_info->glsl_clip_varying) ret -= 1;
772 return ret;
775 /** Generate the variable & register declarations for the GLSL output target */
776 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
777 SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
778 const struct ps_compile_args *ps_args)
780 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
781 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
782 unsigned int i, extra_constants_needed = 0;
783 const local_constant *lconst;
785 /* There are some minor differences between pixel and vertex shaders */
786 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
787 char prefix = pshader ? 'P' : 'V';
789 /* Prototype the subroutines */
790 for (i = 0; i < This->baseShader.limits.label; i++) {
791 if (reg_maps->labels[i])
792 shader_addline(buffer, "void subroutine%u();\n", i);
795 /* Declare the constants (aka uniforms) */
796 if (This->baseShader.limits.constant_float > 0) {
797 unsigned max_constantsF;
798 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
799 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
800 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
801 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
802 * a dx9 card, as long as it doesn't also use all the other constants.
804 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
805 * declare only the amount that we're assured to have.
807 * Thus we run into problems in these two cases:
808 * 1) The shader really uses more uniforms than supported
809 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
811 if(pshader) {
812 /* No indirect addressing here */
813 max_constantsF = GL_LIMITS(pshader_constantsF);
814 } else {
815 if(This->baseShader.reg_maps.usesrelconstF) {
816 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
817 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
818 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
819 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
821 * Writing gl_ClipPos requires one uniform for each clipplane as well.
823 max_constantsF = GL_LIMITS(vshader_constantsF) - 3 - GL_LIMITS(clipplanes);
824 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
825 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
826 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
827 * for now take this into account when calculating the number of available constants
829 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
830 /* Set by driver quirks in directx.c */
831 max_constantsF -= GLINFO_LOCATION.reserved_glsl_constants;
832 } else {
833 max_constantsF = GL_LIMITS(vshader_constantsF);
836 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
837 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
840 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
841 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
843 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
844 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
846 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
847 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
849 if(!pshader) {
850 shader_addline(buffer, "uniform vec4 posFixup;\n");
851 /* Predeclaration; This function is added at link time based on the pixel shader.
852 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
853 * that. We know the input to the reorder function at vertex shader compile time, so
854 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
855 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
856 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
857 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
858 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
859 * inout.
861 if (reg_maps->shader_version.major >= 3)
863 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
864 } else {
865 shader_addline(buffer, "void order_ps_input();\n");
867 } else {
868 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
869 if(!reg_maps->bumpmat[i]) {
870 continue;
873 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
875 if(reg_maps->luminanceparams) {
876 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
877 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
878 extra_constants_needed++;
881 extra_constants_needed++;
884 if(ps_args->srgb_correction) {
885 shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
886 srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
887 shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
888 srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
890 if(reg_maps->vpos || reg_maps->usesdsy) {
891 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
892 shader_addline(buffer, "uniform vec4 ycorrection;\n");
893 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
894 extra_constants_needed++;
895 } else {
896 /* This happens because we do not have proper tracking of the constant registers that are
897 * actually used, only the max limit of the shader version
899 FIXME("Cannot find a free uniform for vpos correction params\n");
900 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
901 device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
902 device->render_offscreen ? 1.0 : -1.0);
904 shader_addline(buffer, "vec4 vpos;\n");
908 /* Declare texture samplers */
909 for (i = 0; i < This->baseShader.limits.sampler; i++) {
910 if (reg_maps->sampler_type[i])
912 switch (reg_maps->sampler_type[i])
914 case WINED3DSTT_1D:
915 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
916 break;
917 case WINED3DSTT_2D:
918 if(device->stateBlock->textures[i] &&
919 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
920 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
921 } else {
922 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
925 if (pshader && ps_args->np2_fixup & (1 << i))
927 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
928 * while D3D has them in the (normalized) [0,1]x[0,1] range.
929 * samplerNP2Fixup stores texture dimensions and is updated through
930 * shader_glsl_load_np2fixup_constants when the sampler changes. */
931 shader_addline(buffer, "uniform vec2 %csamplerNP2Fixup%u;\n", prefix, i);
933 break;
934 case WINED3DSTT_CUBE:
935 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
936 break;
937 case WINED3DSTT_VOLUME:
938 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
939 break;
940 default:
941 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
942 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
943 break;
948 /* Declare address variables */
949 for (i = 0; i < This->baseShader.limits.address; i++) {
950 if (reg_maps->address[i])
951 shader_addline(buffer, "ivec4 A%d;\n", i);
954 /* Declare texture coordinate temporaries and initialize them */
955 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
956 if (reg_maps->texcoord[i])
957 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
960 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
961 * helper function shader that is linked in at link time
963 if (pshader && reg_maps->shader_version.major >= 3)
965 if (use_vs(device->stateBlock))
967 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
968 } else {
969 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
970 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
971 * pixel shader that reads the fixed function color into the packed input registers.
973 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
977 /* Declare output register temporaries */
978 if(This->baseShader.limits.packed_output) {
979 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
982 /* Declare temporary variables */
983 for(i = 0; i < This->baseShader.limits.temporary; i++) {
984 if (reg_maps->temporary[i])
985 shader_addline(buffer, "vec4 R%u;\n", i);
988 /* Declare attributes */
989 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
991 WORD map = reg_maps->input_registers;
993 for (i = 0; map; map >>= 1, ++i)
995 if (!(map & 1)) continue;
997 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1001 /* Declare loop registers aLx */
1002 for (i = 0; i < reg_maps->loop_depth; i++) {
1003 shader_addline(buffer, "int aL%u;\n", i);
1004 shader_addline(buffer, "int tmpInt%u;\n", i);
1007 /* Temporary variables for matrix operations */
1008 shader_addline(buffer, "vec4 tmp0;\n");
1009 shader_addline(buffer, "vec4 tmp1;\n");
1011 /* Local constants use a different name so they can be loaded once at shader link time
1012 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1013 * float -> string conversion can cause precision loss.
1015 if(!This->baseShader.load_local_constsF) {
1016 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1017 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1021 /* Start the main program */
1022 shader_addline(buffer, "void main() {\n");
1023 if(pshader && reg_maps->vpos) {
1024 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1025 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1026 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1027 * precision troubles when we just substract 0.5.
1029 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1031 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1033 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1034 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1035 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1036 * correctly on drivers that returns integer values.
1038 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1042 /*****************************************************************************
1043 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1045 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1046 ****************************************************************************/
1048 /* Prototypes */
1049 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1050 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1052 /** Used for opcode modifiers - They multiply the result by the specified amount */
1053 static const char * const shift_glsl_tab[] = {
1054 "", /* 0 (none) */
1055 "2.0 * ", /* 1 (x2) */
1056 "4.0 * ", /* 2 (x4) */
1057 "8.0 * ", /* 3 (x8) */
1058 "16.0 * ", /* 4 (x16) */
1059 "32.0 * ", /* 5 (x32) */
1060 "", /* 6 (x64) */
1061 "", /* 7 (x128) */
1062 "", /* 8 (d256) */
1063 "", /* 9 (d128) */
1064 "", /* 10 (d64) */
1065 "", /* 11 (d32) */
1066 "0.0625 * ", /* 12 (d16) */
1067 "0.125 * ", /* 13 (d8) */
1068 "0.25 * ", /* 14 (d4) */
1069 "0.5 * " /* 15 (d2) */
1072 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1073 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1075 out_str[0] = 0;
1077 switch (src_modifier)
1079 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1080 case WINED3DSPSM_DW:
1081 case WINED3DSPSM_NONE:
1082 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1083 break;
1084 case WINED3DSPSM_NEG:
1085 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1086 break;
1087 case WINED3DSPSM_NOT:
1088 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1089 break;
1090 case WINED3DSPSM_BIAS:
1091 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1092 break;
1093 case WINED3DSPSM_BIASNEG:
1094 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1095 break;
1096 case WINED3DSPSM_SIGN:
1097 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1098 break;
1099 case WINED3DSPSM_SIGNNEG:
1100 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1101 break;
1102 case WINED3DSPSM_COMP:
1103 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1104 break;
1105 case WINED3DSPSM_X2:
1106 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1107 break;
1108 case WINED3DSPSM_X2NEG:
1109 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1110 break;
1111 case WINED3DSPSM_ABS:
1112 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1113 break;
1114 case WINED3DSPSM_ABSNEG:
1115 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1116 break;
1117 default:
1118 FIXME("Unhandled modifier %u\n", src_modifier);
1119 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1123 /** Writes the GLSL variable name that corresponds to the register that the
1124 * DX opcode parameter is trying to access */
1125 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1126 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1128 /* oPos, oFog and oPts in D3D */
1129 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1131 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1132 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1133 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
1134 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1136 *is_color = FALSE;
1138 switch (reg->type)
1140 case WINED3DSPR_TEMP:
1141 sprintf(register_name, "R%u", reg->idx);
1142 break;
1144 case WINED3DSPR_INPUT:
1145 /* vertex shaders */
1146 if (!pshader)
1148 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1149 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1150 sprintf(register_name, "attrib%u", reg->idx);
1151 break;
1154 /* pixel shaders >= 3.0 */
1155 if (This->baseShader.reg_maps.shader_version.major >= 3)
1157 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1158 DWORD in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1160 if (reg->rel_addr)
1162 glsl_src_param_t rel_param;
1164 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1166 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1167 * operation there */
1168 if (idx)
1170 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1172 sprintf(register_name,
1173 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1174 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1175 rel_param.param_str, idx);
1177 else
1179 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1182 else
1184 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1186 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1187 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1188 rel_param.param_str);
1190 else
1192 sprintf(register_name, "IN[%s]", rel_param.param_str);
1196 else
1198 if (idx == in_count) sprintf(register_name, "gl_Color");
1199 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1200 else sprintf(register_name, "IN[%u]", idx);
1203 else
1205 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1206 else strcpy(register_name, "gl_SecondaryColor");
1207 break;
1209 break;
1211 case WINED3DSPR_CONST:
1213 const char prefix = pshader ? 'P' : 'V';
1215 /* Relative addressing */
1216 if (reg->rel_addr)
1218 glsl_src_param_t rel_param;
1219 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1220 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1221 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1223 else
1225 if (shader_constant_is_local(This, reg->idx))
1226 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1227 else
1228 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1231 break;
1233 case WINED3DSPR_CONSTINT:
1234 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1235 else sprintf(register_name, "VI[%u]", reg->idx);
1236 break;
1238 case WINED3DSPR_CONSTBOOL:
1239 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1240 else sprintf(register_name, "VB[%u]", reg->idx);
1241 break;
1243 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1244 if (pshader) sprintf(register_name, "T%u", reg->idx);
1245 else sprintf(register_name, "A%u", reg->idx);
1246 break;
1248 case WINED3DSPR_LOOP:
1249 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1250 break;
1252 case WINED3DSPR_SAMPLER:
1253 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1254 else sprintf(register_name, "Vsampler%u", reg->idx);
1255 break;
1257 case WINED3DSPR_COLOROUT:
1258 if (reg->idx >= GL_LIMITS(buffers))
1259 WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
1261 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) sprintf(register_name, "gl_FragData[%u]", reg->idx);
1262 /* On older cards with GLSL support like the GeforceFX there's only one buffer. */
1263 else sprintf(register_name, "gl_FragColor");
1264 break;
1266 case WINED3DSPR_RASTOUT:
1267 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1268 break;
1270 case WINED3DSPR_DEPTHOUT:
1271 sprintf(register_name, "gl_FragDepth");
1272 break;
1274 case WINED3DSPR_ATTROUT:
1275 if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1276 else sprintf(register_name, "gl_FrontSecondaryColor");
1277 break;
1279 case WINED3DSPR_TEXCRDOUT:
1280 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1281 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1282 else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1283 break;
1285 case WINED3DSPR_MISCTYPE:
1286 if (reg->idx == 0)
1288 /* vPos */
1289 sprintf(register_name, "vpos");
1291 else if (reg->idx == 1)
1293 /* Note that gl_FrontFacing is a bool, while vFace is
1294 * a float for which the sign determines front/back */
1295 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1297 else
1299 FIXME("Unhandled misctype register %d\n", reg->idx);
1300 sprintf(register_name, "unrecognized_register");
1302 break;
1304 case WINED3DSPR_IMMCONST:
1305 switch (reg->immconst_type)
1307 case WINED3D_IMMCONST_FLOAT:
1308 sprintf(register_name, "%.8e", *(float *)reg->immconst_data);
1309 break;
1311 case WINED3D_IMMCONST_FLOAT4:
1312 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1313 *(float *)&reg->immconst_data[0], *(float *)&reg->immconst_data[1],
1314 *(float *)&reg->immconst_data[2], *(float *)&reg->immconst_data[3]);
1315 break;
1317 default:
1318 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1319 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1321 break;
1323 default:
1324 FIXME("Unhandled register name Type(%d)\n", reg->type);
1325 sprintf(register_name, "unrecognized_register");
1326 break;
1330 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1332 *str++ = '.';
1333 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1334 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1335 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1336 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1337 *str = '\0';
1340 /* Get the GLSL write mask for the destination register */
1341 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1343 DWORD mask = param->write_mask;
1345 if (shader_is_scalar(&param->reg))
1347 mask = WINED3DSP_WRITEMASK_0;
1348 *write_mask = '\0';
1350 else
1352 shader_glsl_write_mask_to_str(mask, write_mask);
1355 return mask;
1358 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1359 unsigned int size = 0;
1361 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1362 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1363 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1364 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1366 return size;
1369 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1371 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1372 * but addressed as "rgba". To fix this we need to swap the register's x
1373 * and z components. */
1374 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1376 *str++ = '.';
1377 /* swizzle bits fields: wwzzyyxx */
1378 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1379 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1380 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1381 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1382 *str = '\0';
1385 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1386 BOOL fixup, DWORD mask, char *swizzle_str)
1388 if (shader_is_scalar(&param->reg))
1389 *swizzle_str = '\0';
1390 else
1391 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1394 /* From a given parameter token, generate the corresponding GLSL string.
1395 * Also, return the actual register name and swizzle in case the
1396 * caller needs this information as well. */
1397 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1398 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1400 BOOL is_color = FALSE;
1401 char swizzle_str[6];
1403 glsl_src->reg_name[0] = '\0';
1404 glsl_src->param_str[0] = '\0';
1405 swizzle_str[0] = '\0';
1407 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1408 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1409 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1412 /* From a given parameter token, generate the corresponding GLSL string.
1413 * Also, return the actual register name and swizzle in case the
1414 * caller needs this information as well. */
1415 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1416 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1418 BOOL is_color = FALSE;
1420 glsl_dst->mask_str[0] = '\0';
1421 glsl_dst->reg_name[0] = '\0';
1423 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1424 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1427 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1428 static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
1429 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1431 glsl_dst_param_t glsl_dst;
1432 DWORD mask;
1434 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1435 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1437 return mask;
1440 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1441 static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins)
1443 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1446 /** Process GLSL instruction modifiers */
1447 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1449 glsl_dst_param_t dst_param;
1450 DWORD modifiers;
1452 if (!ins->dst_count) return;
1454 modifiers = ins->dst[0].modifiers;
1455 if (!modifiers) return;
1457 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1459 if (modifiers & WINED3DSPDM_SATURATE)
1461 /* _SAT means to clamp the value of the register to between 0 and 1 */
1462 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1463 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1466 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1468 FIXME("_centroid modifier not handled\n");
1471 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1473 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1477 static inline const char *shader_get_comp_op(DWORD op)
1479 switch (op) {
1480 case COMPARISON_GT: return ">";
1481 case COMPARISON_EQ: return "==";
1482 case COMPARISON_GE: return ">=";
1483 case COMPARISON_LT: return "<";
1484 case COMPARISON_NE: return "!=";
1485 case COMPARISON_LE: return "<=";
1486 default:
1487 FIXME("Unrecognized comparison value: %u\n", op);
1488 return "(\?\?)";
1492 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1494 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1495 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1496 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1497 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1499 /* Note that there's no such thing as a projected cube texture. */
1500 switch(sampler_type) {
1501 case WINED3DSTT_1D:
1502 if(lod) {
1503 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1504 } else if(grad) {
1505 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1506 } else {
1507 sample_function->name = projected ? "texture1DProj" : "texture1D";
1509 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1510 break;
1511 case WINED3DSTT_2D:
1512 if(texrect) {
1513 if(lod) {
1514 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1515 } else if(grad) {
1516 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1517 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1519 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1520 } else {
1521 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1523 } else {
1524 if(lod) {
1525 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1526 } else if(grad) {
1527 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1528 } else {
1529 sample_function->name = projected ? "texture2DProj" : "texture2D";
1532 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1533 break;
1534 case WINED3DSTT_CUBE:
1535 if(lod) {
1536 sample_function->name = "textureCubeLod";
1537 } else if(grad) {
1538 sample_function->name = "textureCubeGradARB";
1539 } else {
1540 sample_function->name = "textureCube";
1542 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1543 break;
1544 case WINED3DSTT_VOLUME:
1545 if(lod) {
1546 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1547 } else if(grad) {
1548 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1549 } else {
1550 sample_function->name = projected ? "texture3DProj" : "texture3D";
1552 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1553 break;
1554 default:
1555 sample_function->name = "";
1556 sample_function->coord_mask = 0;
1557 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1558 break;
1562 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1563 BOOL sign_fixup, enum fixup_channel_source channel_source)
1565 switch(channel_source)
1567 case CHANNEL_SOURCE_ZERO:
1568 strcat(arguments, "0.0");
1569 break;
1571 case CHANNEL_SOURCE_ONE:
1572 strcat(arguments, "1.0");
1573 break;
1575 case CHANNEL_SOURCE_X:
1576 strcat(arguments, reg_name);
1577 strcat(arguments, ".x");
1578 break;
1580 case CHANNEL_SOURCE_Y:
1581 strcat(arguments, reg_name);
1582 strcat(arguments, ".y");
1583 break;
1585 case CHANNEL_SOURCE_Z:
1586 strcat(arguments, reg_name);
1587 strcat(arguments, ".z");
1588 break;
1590 case CHANNEL_SOURCE_W:
1591 strcat(arguments, reg_name);
1592 strcat(arguments, ".w");
1593 break;
1595 default:
1596 FIXME("Unhandled channel source %#x\n", channel_source);
1597 strcat(arguments, "undefined");
1598 break;
1601 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1604 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1606 struct wined3d_shader_dst_param dst;
1607 unsigned int mask_size, remaining;
1608 glsl_dst_param_t dst_param;
1609 char arguments[256];
1610 DWORD mask;
1612 mask = 0;
1613 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1614 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1615 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1616 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1617 mask &= ins->dst[0].write_mask;
1619 if (!mask) return; /* Nothing to do */
1621 if (is_yuv_fixup(fixup))
1623 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1624 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1625 return;
1628 mask_size = shader_glsl_get_write_mask_size(mask);
1630 dst = ins->dst[0];
1631 dst.write_mask = mask;
1632 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1634 arguments[0] = '\0';
1635 remaining = mask_size;
1636 if (mask & WINED3DSP_WRITEMASK_0)
1638 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1639 if (--remaining) strcat(arguments, ", ");
1641 if (mask & WINED3DSP_WRITEMASK_1)
1643 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1644 if (--remaining) strcat(arguments, ", ");
1646 if (mask & WINED3DSP_WRITEMASK_2)
1648 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1649 if (--remaining) strcat(arguments, ", ");
1651 if (mask & WINED3DSP_WRITEMASK_3)
1653 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1654 if (--remaining) strcat(arguments, ", ");
1657 if (mask_size > 1)
1659 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1660 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1662 else
1664 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1668 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1669 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1670 const char *dx, const char *dy,
1671 const char *bias, const char *coord_reg_fmt, ...)
1673 const char *sampler_base;
1674 char dst_swizzle[6];
1675 struct color_fixup_desc fixup;
1676 BOOL np2_fixup = FALSE;
1677 va_list args;
1679 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1681 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1683 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1684 fixup = priv->cur_ps_args->color_fixup[sampler];
1685 sampler_base = "Psampler";
1687 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
1688 if(bias) {
1689 FIXME("Biased sampling from NP2 textures is unsupported\n");
1690 } else {
1691 np2_fixup = TRUE;
1694 } else {
1695 sampler_base = "Vsampler";
1696 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1699 shader_glsl_append_dst(ins->ctx->buffer, ins);
1701 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1703 va_start(args, coord_reg_fmt);
1704 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1705 va_end(args);
1707 if(bias) {
1708 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1709 } else {
1710 if (np2_fixup) {
1711 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup%u)%s);\n", sampler, dst_swizzle);
1712 } else if(dx && dy) {
1713 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1714 } else {
1715 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1719 if(!is_identity_fixup(fixup)) {
1720 shader_glsl_color_correction(ins, fixup);
1724 /*****************************************************************************
1726 * Begin processing individual instruction opcodes
1728 ****************************************************************************/
1730 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1731 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1733 SHADER_BUFFER *buffer = ins->ctx->buffer;
1734 glsl_src_param_t src0_param;
1735 glsl_src_param_t src1_param;
1736 DWORD write_mask;
1737 char op;
1739 /* Determine the GLSL operator to use based on the opcode */
1740 switch (ins->handler_idx)
1742 case WINED3DSIH_MUL: op = '*'; break;
1743 case WINED3DSIH_ADD: op = '+'; break;
1744 case WINED3DSIH_SUB: op = '-'; break;
1745 default:
1746 op = ' ';
1747 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1748 break;
1751 write_mask = shader_glsl_append_dst(buffer, ins);
1752 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1753 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1754 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1757 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1758 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1760 SHADER_BUFFER *buffer = ins->ctx->buffer;
1761 glsl_src_param_t src0_param;
1762 DWORD write_mask;
1764 write_mask = shader_glsl_append_dst(buffer, ins);
1765 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1767 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1768 * shader versions WINED3DSIO_MOVA is used for this. */
1769 if (ins->ctx->reg_maps->shader_version.major == 1
1770 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1771 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1773 /* This is a simple floor() */
1774 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1775 if (mask_size > 1) {
1776 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1777 } else {
1778 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1781 else if(ins->handler_idx == WINED3DSIH_MOVA)
1783 /* We need to *round* to the nearest int here. */
1784 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1785 if (mask_size > 1) {
1786 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);
1787 } else {
1788 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1790 } else {
1791 shader_addline(buffer, "%s);\n", src0_param.param_str);
1795 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1796 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1798 SHADER_BUFFER *buffer = ins->ctx->buffer;
1799 glsl_src_param_t src0_param;
1800 glsl_src_param_t src1_param;
1801 DWORD dst_write_mask, src_write_mask;
1802 unsigned int dst_size = 0;
1804 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1805 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1807 /* dp3 works on vec3, dp4 on vec4 */
1808 if (ins->handler_idx == WINED3DSIH_DP4)
1810 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1811 } else {
1812 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1815 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1816 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1818 if (dst_size > 1) {
1819 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1820 } else {
1821 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1825 /* Note that this instruction has some restrictions. The destination write mask
1826 * can't contain the w component, and the source swizzles have to be .xyzw */
1827 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1829 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1830 glsl_src_param_t src0_param;
1831 glsl_src_param_t src1_param;
1832 char dst_mask[6];
1834 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1835 shader_glsl_append_dst(ins->ctx->buffer, ins);
1836 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1837 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1838 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1841 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1842 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1843 * GLSL uses the value as-is. */
1844 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1846 SHADER_BUFFER *buffer = ins->ctx->buffer;
1847 glsl_src_param_t src0_param;
1848 glsl_src_param_t src1_param;
1849 DWORD dst_write_mask;
1850 unsigned int dst_size;
1852 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1853 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1855 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1856 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1858 if (dst_size > 1) {
1859 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1860 } else {
1861 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1865 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1866 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1867 * GLSL uses the value as-is. */
1868 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1870 SHADER_BUFFER *buffer = ins->ctx->buffer;
1871 glsl_src_param_t src0_param;
1872 DWORD dst_write_mask;
1873 unsigned int dst_size;
1875 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1876 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1878 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1880 if (dst_size > 1) {
1881 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1882 } else {
1883 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1887 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1888 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1890 SHADER_BUFFER *buffer = ins->ctx->buffer;
1891 glsl_src_param_t src_param;
1892 const char *instruction;
1893 DWORD write_mask;
1894 unsigned i;
1896 /* Determine the GLSL function to use based on the opcode */
1897 /* TODO: Possibly make this a table for faster lookups */
1898 switch (ins->handler_idx)
1900 case WINED3DSIH_MIN: instruction = "min"; break;
1901 case WINED3DSIH_MAX: instruction = "max"; break;
1902 case WINED3DSIH_ABS: instruction = "abs"; break;
1903 case WINED3DSIH_FRC: instruction = "fract"; break;
1904 case WINED3DSIH_NRM: instruction = "normalize"; break;
1905 case WINED3DSIH_EXP: instruction = "exp2"; break;
1906 case WINED3DSIH_SGN: instruction = "sign"; break;
1907 case WINED3DSIH_DSX: instruction = "dFdx"; break;
1908 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1909 default: instruction = "";
1910 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1911 break;
1914 write_mask = shader_glsl_append_dst(buffer, ins);
1916 shader_addline(buffer, "%s(", instruction);
1918 if (ins->src_count)
1920 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1921 shader_addline(buffer, "%s", src_param.param_str);
1922 for (i = 1; i < ins->src_count; ++i)
1924 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1925 shader_addline(buffer, ", %s", src_param.param_str);
1929 shader_addline(buffer, "));\n");
1932 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1933 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1934 * dst.x = 2^(floor(src))
1935 * dst.y = src - floor(src)
1936 * dst.z = 2^src (partial precision is allowed, but optional)
1937 * dst.w = 1.0;
1938 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1939 * dst = 2^src; (partial precision is allowed, but optional)
1941 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
1943 glsl_src_param_t src_param;
1945 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
1947 if (ins->ctx->reg_maps->shader_version.major < 2)
1949 char dst_mask[6];
1951 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
1952 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
1953 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
1954 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
1956 shader_glsl_append_dst(ins->ctx->buffer, ins);
1957 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1958 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
1959 } else {
1960 DWORD write_mask;
1961 unsigned int mask_size;
1963 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1964 mask_size = shader_glsl_get_write_mask_size(write_mask);
1966 if (mask_size > 1) {
1967 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
1968 } else {
1969 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
1974 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
1975 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
1977 glsl_src_param_t src_param;
1978 DWORD write_mask;
1979 unsigned int mask_size;
1981 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
1982 mask_size = shader_glsl_get_write_mask_size(write_mask);
1983 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
1985 if (mask_size > 1) {
1986 shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
1987 } else {
1988 shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
1992 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
1994 SHADER_BUFFER *buffer = ins->ctx->buffer;
1995 glsl_src_param_t src_param;
1996 DWORD write_mask;
1997 unsigned int mask_size;
1999 write_mask = shader_glsl_append_dst(buffer, ins);
2000 mask_size = shader_glsl_get_write_mask_size(write_mask);
2002 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2004 if (mask_size > 1) {
2005 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
2006 } else {
2007 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
2011 /** Process signed comparison opcodes in GLSL. */
2012 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2014 glsl_src_param_t src0_param;
2015 glsl_src_param_t src1_param;
2016 DWORD write_mask;
2017 unsigned int mask_size;
2019 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2020 mask_size = shader_glsl_get_write_mask_size(write_mask);
2021 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2022 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2024 if (mask_size > 1) {
2025 const char *compare;
2027 switch(ins->handler_idx)
2029 case WINED3DSIH_SLT: compare = "lessThan"; break;
2030 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2031 default: compare = "";
2032 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2035 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2036 src0_param.param_str, src1_param.param_str);
2037 } else {
2038 switch(ins->handler_idx)
2040 case WINED3DSIH_SLT:
2041 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2042 * to return 0.0 but step returns 1.0 because step is not < x
2043 * An alternative is a bvec compare padded with an unused second component.
2044 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2045 * issue. Playing with not() is not possible either because not() does not accept
2046 * a scalar.
2048 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2049 src0_param.param_str, src1_param.param_str);
2050 break;
2051 case WINED3DSIH_SGE:
2052 /* Here we can use the step() function and safe a conditional */
2053 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2054 break;
2055 default:
2056 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2062 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2063 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2065 glsl_src_param_t src0_param;
2066 glsl_src_param_t src1_param;
2067 glsl_src_param_t src2_param;
2068 DWORD write_mask, cmp_channel = 0;
2069 unsigned int i, j;
2070 char mask_char[6];
2071 BOOL temp_destination = FALSE;
2073 if (shader_is_scalar(&ins->src[0].reg))
2075 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2077 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2078 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2079 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2081 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2082 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2083 } else {
2084 DWORD dst_mask = ins->dst[0].write_mask;
2085 struct wined3d_shader_dst_param dst = ins->dst[0];
2087 /* Cycle through all source0 channels */
2088 for (i=0; i<4; i++) {
2089 write_mask = 0;
2090 /* Find the destination channels which use the current source0 channel */
2091 for (j=0; j<4; j++) {
2092 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2094 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2095 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2098 dst.write_mask = dst_mask & write_mask;
2100 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2101 * The first lines may overwrite source parameters of the following lines.
2102 * Deal with that by using a temporary destination register if needed
2104 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2105 && ins->src[0].reg.type == ins->dst[0].reg.type)
2106 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2107 && ins->src[1].reg.type == ins->dst[0].reg.type)
2108 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2109 && ins->src[2].reg.type == ins->dst[0].reg.type))
2111 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2112 if (!write_mask) continue;
2113 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2114 temp_destination = TRUE;
2115 } else {
2116 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2117 if (!write_mask) continue;
2120 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2121 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2122 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2124 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2125 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2128 if(temp_destination) {
2129 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2130 shader_glsl_append_dst(ins->ctx->buffer, ins);
2131 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2137 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2138 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2139 * the compare is done per component of src0. */
2140 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2142 struct wined3d_shader_dst_param dst;
2143 glsl_src_param_t src0_param;
2144 glsl_src_param_t src1_param;
2145 glsl_src_param_t src2_param;
2146 DWORD write_mask, cmp_channel = 0;
2147 unsigned int i, j;
2148 DWORD dst_mask;
2149 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2150 ins->ctx->reg_maps->shader_version.minor);
2152 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2154 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2155 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2156 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2157 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2159 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2160 if (ins->coissue)
2162 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2163 } else {
2164 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2165 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2167 return;
2169 /* Cycle through all source0 channels */
2170 dst_mask = ins->dst[0].write_mask;
2171 dst = ins->dst[0];
2172 for (i=0; i<4; i++) {
2173 write_mask = 0;
2174 /* Find the destination channels which use the current source0 channel */
2175 for (j=0; j<4; j++) {
2176 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2178 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2179 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2183 dst.write_mask = dst_mask & write_mask;
2184 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2185 if (!write_mask) continue;
2187 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2188 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2189 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2191 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2192 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2196 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2197 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2199 glsl_src_param_t src0_param;
2200 glsl_src_param_t src1_param;
2201 glsl_src_param_t src2_param;
2202 DWORD write_mask;
2204 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2205 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2206 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2207 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2208 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2209 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2212 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2213 Vertex shaders to GLSL codes */
2214 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2216 int i;
2217 int nComponents = 0;
2218 struct wined3d_shader_dst_param tmp_dst = {{0}};
2219 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2220 struct wined3d_shader_instruction tmp_ins;
2222 memset(&tmp_ins, 0, sizeof(tmp_ins));
2224 /* Set constants for the temporary argument */
2225 tmp_ins.ctx = ins->ctx;
2226 tmp_ins.dst_count = 1;
2227 tmp_ins.dst = &tmp_dst;
2228 tmp_ins.src_count = 2;
2229 tmp_ins.src = tmp_src;
2231 switch(ins->handler_idx)
2233 case WINED3DSIH_M4x4:
2234 nComponents = 4;
2235 tmp_ins.handler_idx = WINED3DSIH_DP4;
2236 break;
2237 case WINED3DSIH_M4x3:
2238 nComponents = 3;
2239 tmp_ins.handler_idx = WINED3DSIH_DP4;
2240 break;
2241 case WINED3DSIH_M3x4:
2242 nComponents = 4;
2243 tmp_ins.handler_idx = WINED3DSIH_DP3;
2244 break;
2245 case WINED3DSIH_M3x3:
2246 nComponents = 3;
2247 tmp_ins.handler_idx = WINED3DSIH_DP3;
2248 break;
2249 case WINED3DSIH_M3x2:
2250 nComponents = 2;
2251 tmp_ins.handler_idx = WINED3DSIH_DP3;
2252 break;
2253 default:
2254 break;
2257 tmp_dst = ins->dst[0];
2258 tmp_src[0] = ins->src[0];
2259 tmp_src[1] = ins->src[1];
2260 for (i = 0; i < nComponents; ++i)
2262 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2263 shader_glsl_dot(&tmp_ins);
2264 ++tmp_src[1].reg.idx;
2269 The LRP instruction performs a component-wise linear interpolation
2270 between the second and third operands using the first operand as the
2271 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2272 This is equivalent to mix(src2, src1, src0);
2274 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2276 glsl_src_param_t src0_param;
2277 glsl_src_param_t src1_param;
2278 glsl_src_param_t src2_param;
2279 DWORD write_mask;
2281 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2283 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2284 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2285 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2287 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2288 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2291 /** Process the WINED3DSIO_LIT instruction in GLSL:
2292 * dst.x = dst.w = 1.0
2293 * dst.y = (src0.x > 0) ? src0.x
2294 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2295 * where src.w is clamped at +- 128
2297 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2299 glsl_src_param_t src0_param;
2300 glsl_src_param_t src1_param;
2301 glsl_src_param_t src3_param;
2302 char dst_mask[6];
2304 shader_glsl_append_dst(ins->ctx->buffer, ins);
2305 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2307 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2308 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2309 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2311 /* The sdk specifies the instruction like this
2312 * dst.x = 1.0;
2313 * if(src.x > 0.0) dst.y = src.x
2314 * else dst.y = 0.0.
2315 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2316 * else dst.z = 0.0;
2317 * dst.w = 1.0;
2319 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2320 * dst.x = 1.0 ... No further explanation needed
2321 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2322 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2323 * dst.w = 1.0. ... Nothing fancy.
2325 * So we still have one conditional in there. So do this:
2326 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2328 * 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),
2329 * 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.
2330 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2332 shader_addline(ins->ctx->buffer,
2333 "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",
2334 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2337 /** Process the WINED3DSIO_DST instruction in GLSL:
2338 * dst.x = 1.0
2339 * dst.y = src0.x * src0.y
2340 * dst.z = src0.z
2341 * dst.w = src1.w
2343 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2345 glsl_src_param_t src0y_param;
2346 glsl_src_param_t src0z_param;
2347 glsl_src_param_t src1y_param;
2348 glsl_src_param_t src1w_param;
2349 char dst_mask[6];
2351 shader_glsl_append_dst(ins->ctx->buffer, ins);
2352 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2354 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2355 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2356 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2357 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2359 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2360 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2363 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2364 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2365 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2367 * dst.x = cos(src0.?)
2368 * dst.y = sin(src0.?)
2369 * dst.z = dst.z
2370 * dst.w = dst.w
2372 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2374 glsl_src_param_t src0_param;
2375 DWORD write_mask;
2377 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2378 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2380 switch (write_mask) {
2381 case WINED3DSP_WRITEMASK_0:
2382 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2383 break;
2385 case WINED3DSP_WRITEMASK_1:
2386 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2387 break;
2389 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2390 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2391 break;
2393 default:
2394 ERR("Write mask should be .x, .y or .xy\n");
2395 break;
2399 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2400 * Start a for() loop where src1.y is the initial value of aL,
2401 * increment aL by src1.z for a total of src1.x iterations.
2402 * Need to use a temporary variable for this operation.
2404 /* FIXME: I don't think nested loops will work correctly this way. */
2405 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2407 glsl_src_param_t src1_param;
2408 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2409 const DWORD *control_values = NULL;
2410 const local_constant *constant;
2412 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2414 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2415 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2416 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2417 * addressing.
2419 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2421 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2422 if (constant->idx == ins->src[1].reg.idx)
2424 control_values = constant->value;
2425 break;
2430 if(control_values) {
2431 if(control_values[2] > 0) {
2432 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2433 shader->baseShader.cur_loop_depth, control_values[1],
2434 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2435 shader->baseShader.cur_loop_depth, control_values[2]);
2436 } else if(control_values[2] == 0) {
2437 shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2438 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2439 shader->baseShader.cur_loop_depth, control_values[0],
2440 shader->baseShader.cur_loop_depth);
2441 } else {
2442 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2443 shader->baseShader.cur_loop_depth, control_values[1],
2444 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2445 shader->baseShader.cur_loop_depth, control_values[2]);
2447 } else {
2448 shader_addline(ins->ctx->buffer,
2449 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2450 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2451 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2452 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2455 shader->baseShader.cur_loop_depth++;
2456 shader->baseShader.cur_loop_regno++;
2459 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2461 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2463 shader_addline(ins->ctx->buffer, "}\n");
2465 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2467 shader->baseShader.cur_loop_depth--;
2468 shader->baseShader.cur_loop_regno--;
2471 if (ins->handler_idx == WINED3DSIH_ENDREP)
2473 shader->baseShader.cur_loop_depth--;
2477 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2479 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2480 glsl_src_param_t src0_param;
2481 const DWORD *control_values = NULL;
2482 const local_constant *constant;
2484 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2485 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2487 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2489 if (constant->idx == ins->src[0].reg.idx)
2491 control_values = constant->value;
2492 break;
2497 if(control_values) {
2498 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2499 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2500 control_values[0], shader->baseShader.cur_loop_depth);
2501 } else {
2502 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2503 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2504 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2505 src0_param.param_str, shader->baseShader.cur_loop_depth);
2507 shader->baseShader.cur_loop_depth++;
2510 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2512 glsl_src_param_t src0_param;
2514 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2515 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2518 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2520 glsl_src_param_t src0_param;
2521 glsl_src_param_t src1_param;
2523 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2524 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2526 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2527 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2530 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2532 shader_addline(ins->ctx->buffer, "} else {\n");
2535 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2537 shader_addline(ins->ctx->buffer, "break;\n");
2540 /* FIXME: According to MSDN the compare is done per component. */
2541 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2543 glsl_src_param_t src0_param;
2544 glsl_src_param_t src1_param;
2546 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2547 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2549 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2550 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2553 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2555 shader_addline(ins->ctx->buffer, "}\n");
2556 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2559 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2561 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2564 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2566 glsl_src_param_t src1_param;
2568 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2569 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2572 /*********************************************
2573 * Pixel Shader Specific Code begins here
2574 ********************************************/
2575 static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
2577 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2578 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2579 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2580 ins->ctx->reg_maps->shader_version.minor);
2581 glsl_sample_function_t sample_function;
2582 DWORD sample_flags = 0;
2583 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2584 DWORD sampler_idx;
2585 DWORD mask = 0, swizzle;
2587 /* 1.0-1.4: Use destination register as sampler source.
2588 * 2.0+: Use provided sampler source. */
2589 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
2590 else sampler_idx = ins->src[1].reg.idx;
2591 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2593 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2595 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2597 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2598 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2599 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2600 switch (flags & ~WINED3DTTFF_PROJECTED) {
2601 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2602 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2603 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2604 case WINED3DTTFF_COUNT4:
2605 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2609 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2611 DWORD src_mod = ins->src[0].modifiers;
2613 if (src_mod == WINED3DSPSM_DZ) {
2614 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2615 mask = WINED3DSP_WRITEMASK_2;
2616 } else if (src_mod == WINED3DSPSM_DW) {
2617 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2618 mask = WINED3DSP_WRITEMASK_3;
2620 } else {
2621 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2623 /* ps 2.0 texldp instruction always divides by the fourth component. */
2624 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2625 mask = WINED3DSP_WRITEMASK_3;
2629 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2630 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2631 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2634 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2635 mask |= sample_function.coord_mask;
2637 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2638 else swizzle = ins->src[1].swizzle;
2640 /* 1.0-1.3: Use destination register as coordinate source.
2641 1.4+: Use provided coordinate source register. */
2642 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2644 char coord_mask[6];
2645 shader_glsl_write_mask_to_str(mask, coord_mask);
2646 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2647 "T%u%s", sampler_idx, coord_mask);
2648 } else {
2649 glsl_src_param_t coord_param;
2650 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2651 if (ins->flags & WINED3DSI_TEXLD_BIAS)
2653 glsl_src_param_t bias;
2654 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2655 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2656 "%s", coord_param.param_str);
2657 } else {
2658 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2659 "%s", coord_param.param_str);
2664 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2666 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2667 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2668 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
2669 glsl_sample_function_t sample_function;
2670 glsl_src_param_t coord_param, dx_param, dy_param;
2671 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2672 DWORD sampler_type;
2673 DWORD sampler_idx;
2674 DWORD swizzle = ins->src[1].swizzle;
2676 if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
2677 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2678 return pshader_glsl_tex(ins);
2681 sampler_idx = ins->src[1].reg.idx;
2682 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2683 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2684 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2685 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2688 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2689 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2690 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2691 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2693 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2694 "%s", coord_param.param_str);
2697 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2699 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2700 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2701 glsl_sample_function_t sample_function;
2702 glsl_src_param_t coord_param, lod_param;
2703 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2704 DWORD sampler_type;
2705 DWORD sampler_idx;
2706 DWORD swizzle = ins->src[1].swizzle;
2708 sampler_idx = ins->src[1].reg.idx;
2709 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2710 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2711 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2712 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2714 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2715 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2717 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2719 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2721 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2722 * However, they seem to work just fine in fragment shaders as well. */
2723 WARN("Using %s in fragment shader.\n", sample_function.name);
2725 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2726 "%s", coord_param.param_str);
2729 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2731 /* FIXME: Make this work for more than just 2D textures */
2732 SHADER_BUFFER *buffer = ins->ctx->buffer;
2733 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2735 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2737 char dst_mask[6];
2739 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2740 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2741 ins->dst[0].reg.idx, dst_mask);
2742 } else {
2743 DWORD reg = ins->src[0].reg.idx;
2744 DWORD src_mod = ins->src[0].modifiers;
2745 char dst_swizzle[6];
2747 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2749 if (src_mod == WINED3DSPSM_DZ) {
2750 glsl_src_param_t div_param;
2751 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2752 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2754 if (mask_size > 1) {
2755 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2756 } else {
2757 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2759 } else if (src_mod == WINED3DSPSM_DW) {
2760 glsl_src_param_t div_param;
2761 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2762 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2764 if (mask_size > 1) {
2765 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2766 } else {
2767 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2769 } else {
2770 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2775 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2776 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2777 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2778 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2780 glsl_src_param_t src0_param;
2781 glsl_sample_function_t sample_function;
2782 DWORD sampler_idx = ins->dst[0].reg.idx;
2783 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2784 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2785 UINT mask_size;
2787 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2789 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2790 * scalar, and projected sampling would require 4.
2792 * It is a dependent read - not valid with conditional NP2 textures
2794 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2795 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2797 switch(mask_size)
2799 case 1:
2800 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2801 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2802 break;
2804 case 2:
2805 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2806 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2807 break;
2809 case 3:
2810 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2811 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2812 break;
2814 default:
2815 FIXME("Unexpected mask size %u\n", mask_size);
2816 break;
2820 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2821 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2822 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2824 glsl_src_param_t src0_param;
2825 DWORD dstreg = ins->dst[0].reg.idx;
2826 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2827 DWORD dst_mask;
2828 unsigned int mask_size;
2830 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2831 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2832 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2834 if (mask_size > 1) {
2835 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2836 } else {
2837 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2841 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2842 * Calculate the depth as dst.x / dst.y */
2843 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2845 glsl_dst_param_t dst_param;
2847 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2849 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2850 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2851 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2852 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2853 * >= 1.0 or < 0.0
2855 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2856 dst_param.reg_name, dst_param.reg_name);
2859 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2860 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2861 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2862 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2864 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2866 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2867 DWORD dstreg = ins->dst[0].reg.idx;
2868 glsl_src_param_t src0_param;
2870 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2872 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2873 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2876 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2877 * Calculate the 1st of a 2-row matrix multiplication. */
2878 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2880 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2881 DWORD reg = ins->dst[0].reg.idx;
2882 SHADER_BUFFER *buffer = ins->ctx->buffer;
2883 glsl_src_param_t src0_param;
2885 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2886 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2889 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2890 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2891 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2893 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2894 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2895 DWORD reg = ins->dst[0].reg.idx;
2896 SHADER_BUFFER *buffer = ins->ctx->buffer;
2897 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2898 glsl_src_param_t src0_param;
2900 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2901 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2902 current_state->texcoord_w[current_state->current_row++] = reg;
2905 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2907 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2908 DWORD reg = ins->dst[0].reg.idx;
2909 SHADER_BUFFER *buffer = ins->ctx->buffer;
2910 glsl_src_param_t src0_param;
2911 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2912 glsl_sample_function_t sample_function;
2914 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2915 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2917 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2919 /* Sample the texture using the calculated coordinates */
2920 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
2923 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2924 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2925 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
2927 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2928 glsl_src_param_t src0_param;
2929 DWORD reg = ins->dst[0].reg.idx;
2930 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2931 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2932 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2933 glsl_sample_function_t sample_function;
2935 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2936 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2938 /* Dependent read, not valid with conditional NP2 */
2939 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2941 /* Sample the texture using the calculated coordinates */
2942 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
2944 current_state->current_row = 0;
2947 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2948 * Perform the 3rd row of a 3x3 matrix multiply */
2949 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
2951 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2952 glsl_src_param_t src0_param;
2953 char dst_mask[6];
2954 DWORD reg = ins->dst[0].reg.idx;
2955 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2956 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2958 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2960 shader_glsl_append_dst(ins->ctx->buffer, ins);
2961 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2962 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
2964 current_state->current_row = 0;
2967 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
2968 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
2969 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
2971 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2972 DWORD reg = ins->dst[0].reg.idx;
2973 glsl_src_param_t src0_param;
2974 glsl_src_param_t src1_param;
2975 SHADER_BUFFER *buffer = ins->ctx->buffer;
2976 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2977 WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
2978 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2979 glsl_sample_function_t sample_function;
2981 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2982 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2984 /* Perform the last matrix multiply operation */
2985 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2986 /* Reflection calculation */
2987 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
2989 /* Dependent read, not valid with conditional NP2 */
2990 shader_glsl_get_sample_function(stype, 0, &sample_function);
2992 /* Sample the texture */
2993 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
2995 current_state->current_row = 0;
2998 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
2999 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3000 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3002 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3003 DWORD reg = ins->dst[0].reg.idx;
3004 SHADER_BUFFER *buffer = ins->ctx->buffer;
3005 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3006 glsl_src_param_t src0_param;
3007 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3008 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3009 glsl_sample_function_t sample_function;
3011 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3013 /* Perform the last matrix multiply operation */
3014 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3016 /* Construct the eye-ray vector from w coordinates */
3017 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3018 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3019 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3021 /* Dependent read, not valid with conditional NP2 */
3022 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3024 /* Sample the texture using the calculated coordinates */
3025 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3027 current_state->current_row = 0;
3030 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3031 * Apply a fake bump map transform.
3032 * texbem is pshader <= 1.3 only, this saves a few version checks
3034 static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3036 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3037 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3038 glsl_sample_function_t sample_function;
3039 glsl_src_param_t coord_param;
3040 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
3041 DWORD sampler_idx;
3042 DWORD mask;
3043 DWORD flags;
3044 char coord_mask[6];
3046 sampler_idx = ins->dst[0].reg.idx;
3047 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3049 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3050 /* Dependent read, not valid with conditional NP2 */
3051 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3052 mask = sample_function.coord_mask;
3054 shader_glsl_write_mask_to_str(mask, coord_mask);
3056 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3057 * so we can't let the GL handle this.
3059 if (flags & WINED3DTTFF_PROJECTED) {
3060 DWORD div_mask=0;
3061 char coord_div_mask[3];
3062 switch (flags & ~WINED3DTTFF_PROJECTED) {
3063 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3064 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3065 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3066 case WINED3DTTFF_COUNT4:
3067 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3069 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3070 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3073 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3075 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3076 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3077 coord_param.param_str, coord_mask);
3079 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3081 glsl_src_param_t luminance_param;
3082 glsl_dst_param_t dst_param;
3084 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3085 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3087 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3088 dst_param.reg_name, dst_param.mask_str,
3089 luminance_param.param_str, sampler_idx, sampler_idx);
3093 static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
3095 glsl_src_param_t src0_param, src1_param;
3096 DWORD sampler_idx = ins->dst[0].reg.idx;
3098 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3099 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3101 shader_glsl_append_dst(ins->ctx->buffer, ins);
3102 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3103 src0_param.param_str, sampler_idx, src1_param.param_str);
3106 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3107 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3108 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3110 glsl_src_param_t src0_param;
3111 DWORD sampler_idx = ins->dst[0].reg.idx;
3112 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3113 glsl_sample_function_t sample_function;
3115 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3117 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3118 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3119 "%s.wx", src0_param.reg_name);
3122 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3123 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3124 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3126 glsl_src_param_t src0_param;
3127 DWORD sampler_idx = ins->dst[0].reg.idx;
3128 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3129 glsl_sample_function_t sample_function;
3131 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3133 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3134 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3135 "%s.yz", src0_param.reg_name);
3138 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3139 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3140 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3142 glsl_src_param_t src0_param;
3143 DWORD sampler_idx = ins->dst[0].reg.idx;
3144 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3145 glsl_sample_function_t sample_function;
3147 /* Dependent read, not valid with conditional NP2 */
3148 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3149 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3151 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3152 "%s", src0_param.param_str);
3155 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3156 * If any of the first 3 components are < 0, discard this pixel */
3157 static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3159 glsl_dst_param_t dst_param;
3161 /* The argument is a destination parameter, and no writemasks are allowed */
3162 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3163 if (ins->ctx->reg_maps->shader_version.major >= 2)
3165 /* 2.0 shaders compare all 4 components in texkill */
3166 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3167 } else {
3168 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3169 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3170 * 4 components are defined, only the first 3 are used
3172 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3176 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3177 * dst = dot2(src0, src1) + src2 */
3178 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3180 glsl_src_param_t src0_param;
3181 glsl_src_param_t src1_param;
3182 glsl_src_param_t src2_param;
3183 DWORD write_mask;
3184 unsigned int mask_size;
3186 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3187 mask_size = shader_glsl_get_write_mask_size(write_mask);
3189 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3190 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3191 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3193 if (mask_size > 1) {
3194 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3195 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3196 } else {
3197 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3198 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3202 static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer,
3203 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3204 enum vertexprocessing_mode vertexprocessing)
3206 unsigned int i;
3207 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3208 WORD map = reg_maps->input_registers;
3210 for (i = 0; map; map >>= 1, ++i)
3212 const char *semantic_name;
3213 UINT semantic_idx;
3214 char reg_mask[6];
3216 /* Unused */
3217 if (!(map & 1)) continue;
3219 semantic_name = input_signature[i].semantic_name;
3220 semantic_idx = input_signature[i].semantic_idx;
3221 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3223 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3225 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3226 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3227 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3228 else
3229 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3230 This->input_reg_map[i], reg_mask, reg_mask);
3232 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3234 if (semantic_idx == 0)
3235 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3236 This->input_reg_map[i], reg_mask, reg_mask);
3237 else if (semantic_idx == 1)
3238 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3239 This->input_reg_map[i], reg_mask, reg_mask);
3240 else
3241 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3242 This->input_reg_map[i], reg_mask, reg_mask);
3244 else
3246 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3247 This->input_reg_map[i], reg_mask, reg_mask);
3252 /*********************************************
3253 * Vertex Shader Specific Code begins here
3254 ********************************************/
3256 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3257 glsl_program_key_t key;
3259 key.vshader = entry->vshader;
3260 key.pshader = entry->pshader;
3261 key.vs_args = entry->vs_args;
3262 key.ps_args = entry->ps_args;
3264 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3266 ERR("Failed to insert program entry.\n");
3270 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3271 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3272 struct ps_compile_args *ps_args) {
3273 struct wine_rb_entry *entry;
3274 glsl_program_key_t key;
3276 key.vshader = vshader;
3277 key.pshader = pshader;
3278 key.vs_args = *vs_args;
3279 key.ps_args = *ps_args;
3281 entry = wine_rb_get(&priv->program_lookup, &key);
3282 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3285 /* GL locking is done by the caller */
3286 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
3287 struct glsl_shader_prog_link *entry)
3289 glsl_program_key_t key;
3291 key.vshader = entry->vshader;
3292 key.pshader = entry->pshader;
3293 key.vs_args = entry->vs_args;
3294 key.ps_args = entry->ps_args;
3295 wine_rb_remove(&priv->program_lookup, &key);
3297 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3298 if (entry->vshader) list_remove(&entry->vshader_entry);
3299 if (entry->pshader) list_remove(&entry->pshader_entry);
3300 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3301 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3302 HeapFree(GetProcessHeap(), 0, entry);
3305 static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
3306 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3307 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3309 unsigned int i, j;
3310 const char *semantic_name_in, *semantic_name_out;
3311 UINT semantic_idx_in, semantic_idx_out;
3312 DWORD *set;
3313 DWORD in_idx;
3314 DWORD in_count = vec4_varyings(3, gl_info);
3315 char reg_mask[6], reg_mask_out[6];
3316 char destination[50];
3317 WORD input_map, output_map;
3319 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3321 if (!output_signature)
3323 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3324 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3325 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3328 input_map = reg_maps_in->input_registers;
3329 for (i = 0; input_map; input_map >>= 1, ++i)
3331 if (!(input_map & 1)) continue;
3333 in_idx = map[i];
3334 if (in_idx >= (in_count + 2)) {
3335 FIXME("More input varyings declared than supported, expect issues\n");
3336 continue;
3338 else if (map[i] == ~0U)
3340 /* Declared, but not read register */
3341 continue;
3344 if (in_idx == in_count) {
3345 sprintf(destination, "gl_FrontColor");
3346 } else if (in_idx == in_count + 1) {
3347 sprintf(destination, "gl_FrontSecondaryColor");
3348 } else {
3349 sprintf(destination, "IN[%u]", in_idx);
3352 semantic_name_in = input_signature[i].semantic_name;
3353 semantic_idx_in = input_signature[i].semantic_idx;
3354 set[map[i]] = input_signature[i].mask;
3355 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3357 if (!output_signature)
3359 if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3361 if (semantic_idx_in == 0)
3362 shader_addline(buffer, "%s%s = front_color%s;\n",
3363 destination, reg_mask, reg_mask);
3364 else if (semantic_idx_in == 1)
3365 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3366 destination, reg_mask, reg_mask);
3367 else
3368 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3369 destination, reg_mask, reg_mask);
3371 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3373 if (semantic_idx_in < 8)
3375 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3376 destination, reg_mask, semantic_idx_in, reg_mask);
3378 else
3380 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3381 destination, reg_mask, reg_mask);
3384 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3386 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3387 destination, reg_mask, reg_mask);
3389 else
3391 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3392 destination, reg_mask, reg_mask);
3394 } else {
3395 BOOL found = FALSE;
3397 output_map = reg_maps_out->output_registers;
3398 for (j = 0; output_map; output_map >>= 1, ++j)
3400 if (!(output_map & 1)) continue;
3402 semantic_name_out = output_signature[j].semantic_name;
3403 semantic_idx_out = output_signature[j].semantic_idx;
3404 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3406 if (semantic_idx_in == semantic_idx_out
3407 && !strcmp(semantic_name_in, semantic_name_out))
3409 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3410 destination, reg_mask, j, reg_mask);
3411 found = TRUE;
3414 if(!found) {
3415 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3416 destination, reg_mask, reg_mask);
3421 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3422 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3423 * input varyings are assigned above, if the optimizer works properly.
3425 for(i = 0; i < in_count + 2; i++) {
3426 if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3428 unsigned int size = 0;
3429 memset(reg_mask, 0, sizeof(reg_mask));
3430 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3431 reg_mask[size] = 'x';
3432 size++;
3434 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3435 reg_mask[size] = 'y';
3436 size++;
3438 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3439 reg_mask[size] = 'z';
3440 size++;
3442 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3443 reg_mask[size] = 'w';
3444 size++;
3447 if (i == in_count) {
3448 sprintf(destination, "gl_FrontColor");
3449 } else if (i == in_count + 1) {
3450 sprintf(destination, "gl_FrontSecondaryColor");
3451 } else {
3452 sprintf(destination, "IN[%u]", i);
3455 if (size == 1) {
3456 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3457 } else {
3458 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3463 HeapFree(GetProcessHeap(), 0, set);
3466 /* GL locking is done by the caller */
3467 static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
3468 IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3470 GLhandleARB ret = 0;
3471 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3472 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3473 IWineD3DDeviceImpl *device;
3474 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3475 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3476 unsigned int i;
3477 SHADER_BUFFER buffer;
3478 const char *semantic_name;
3479 UINT semantic_idx;
3480 char reg_mask[6];
3481 const struct wined3d_shader_signature_element *output_signature;
3483 shader_buffer_init(&buffer);
3485 shader_addline(&buffer, "#version 120\n");
3487 if(vs_major < 3 && ps_major < 3) {
3488 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3489 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3491 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3492 if((GLINFO_LOCATION).set_texcoord_w && ps_major == 0 && vs_major > 0 &&
3493 !device->frag_pipe->ffp_proj_control) {
3494 shader_addline(&buffer, "void order_ps_input() {\n");
3495 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3496 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3497 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3498 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3501 shader_addline(&buffer, "}\n");
3502 } else {
3503 shader_addline(&buffer, "void order_ps_input() { /* do nothing */ }\n");
3505 } else if(ps_major < 3 && vs_major >= 3) {
3506 WORD map = vs->baseShader.reg_maps.output_registers;
3508 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3509 output_signature = vs->output_signature;
3511 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3512 for (i = 0; map; map >>= 1, ++i)
3514 DWORD write_mask;
3516 if (!(map & 1)) continue;
3518 semantic_name = output_signature[i].semantic_name;
3519 semantic_idx = output_signature[i].semantic_idx;
3520 write_mask = output_signature[i].mask;
3521 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3523 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3525 if (semantic_idx == 0)
3526 shader_addline(&buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3527 else if (semantic_idx == 1)
3528 shader_addline(&buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3530 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3532 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3534 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3536 if (semantic_idx < 8)
3538 if (!(GLINFO_LOCATION).set_texcoord_w || ps_major > 0) write_mask |= WINED3DSP_WRITEMASK_3;
3540 shader_addline(&buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3541 semantic_idx, reg_mask, i, reg_mask);
3542 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3543 shader_addline(&buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3546 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3548 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3550 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3552 shader_addline(&buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3555 shader_addline(&buffer, "}\n");
3557 } else if(ps_major >= 3 && vs_major >= 3) {
3558 WORD map = vs->baseShader.reg_maps.output_registers;
3560 output_signature = vs->output_signature;
3562 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3563 shader_addline(&buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3564 shader_addline(&buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3566 /* First, sort out position and point size. Those are not passed to the pixel shader */
3567 for (i = 0; map; map >>= 1, ++i)
3569 if (!(map & 1)) continue;
3571 semantic_name = output_signature[i].semantic_name;
3572 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3574 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3576 shader_addline(&buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3578 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3580 shader_addline(&buffer, "gl_PointSize = OUT[%u].x;\n", i);
3584 /* Then, fix the pixel shader input */
3585 handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->input_signature,
3586 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3588 shader_addline(&buffer, "}\n");
3589 } else if(ps_major >= 3 && vs_major < 3) {
3590 shader_addline(&buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3591 shader_addline(&buffer, "void order_ps_input() {\n");
3592 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3593 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3594 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3596 handle_ps3_input(&buffer, gl_info, ps->input_reg_map, ps->input_signature,
3597 &ps->baseShader.reg_maps, NULL, NULL);
3598 shader_addline(&buffer, "}\n");
3599 } else {
3600 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3603 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3604 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3605 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
3606 checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
3607 GL_EXTCALL(glCompileShaderARB(ret));
3608 checkGLcall("glCompileShaderARB(ret)");
3610 shader_buffer_free(&buffer);
3611 return ret;
3614 /* GL locking is done by the caller */
3615 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3616 GLhandleARB programId, char prefix)
3618 const local_constant *lconst;
3619 GLint tmp_loc;
3620 const float *value;
3621 char glsl_name[8];
3623 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3624 value = (const float *)lconst->value;
3625 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3626 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3627 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3629 checkGLcall("Hardcoding local constants\n");
3632 /* GL locking is done by the caller */
3633 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This,
3634 SHADER_BUFFER *buffer, const struct ps_compile_args *args)
3636 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3637 CONST DWORD *function = This->baseShader.function;
3638 const char *fragcolor;
3639 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3640 struct shader_glsl_ctx_priv priv_ctx;
3642 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3643 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3645 memset(&priv_ctx, 0, sizeof(priv_ctx));
3646 priv_ctx.cur_ps_args = args;
3648 shader_addline(buffer, "#version 120\n");
3650 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3651 shader_addline(buffer, "#extension GL_ARB_draw_buffers : enable\n");
3653 if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
3654 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3656 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3657 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3658 * drivers write a warning if we don't do so
3660 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3663 /* Base Declarations */
3664 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, args);
3666 /* Pack 3.0 inputs */
3667 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3669 pshader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
3672 /* Base Shader Body */
3673 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3675 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3676 if (reg_maps->shader_version.major < 2)
3678 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3679 if(GL_SUPPORT(ARB_DRAW_BUFFERS))
3680 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3681 else
3682 shader_addline(buffer, "gl_FragColor = R0;\n");
3685 if(GL_SUPPORT(ARB_DRAW_BUFFERS)) {
3686 fragcolor = "gl_FragData[0]";
3687 } else {
3688 fragcolor = "gl_FragColor";
3690 if(args->srgb_correction) {
3691 shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3692 fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
3693 srgb_sub_high, srgb_sub_high, srgb_sub_high);
3694 shader_addline(buffer, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor);
3695 shader_addline(buffer, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor, fragcolor);
3696 shader_addline(buffer, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor, fragcolor);
3697 shader_addline(buffer, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor, fragcolor);
3698 shader_addline(buffer, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor, fragcolor);
3700 /* Pixel shader < 3.0 do not replace the fog stage.
3701 * This implements linear fog computation and blending.
3702 * TODO: non linear fog
3703 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3704 * -1/(e-s) and e/(e-s) respectively.
3706 if (reg_maps->shader_version.major < 3)
3708 switch(args->fog) {
3709 case FOG_OFF: break;
3710 case FOG_LINEAR:
3711 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3712 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3713 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3714 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3715 break;
3716 case FOG_EXP:
3717 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3718 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3719 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3720 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3721 break;
3722 case FOG_EXP2:
3723 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3724 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3725 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3726 shader_addline(buffer, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor, fragcolor);
3727 break;
3731 shader_addline(buffer, "}\n");
3733 TRACE("Compiling shader object %u\n", shader_obj);
3734 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3735 GL_EXTCALL(glCompileShaderARB(shader_obj));
3736 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3738 /* Store the shader object */
3739 return shader_obj;
3742 /* GL locking is done by the caller */
3743 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShaderImpl *This,
3744 SHADER_BUFFER *buffer, const struct vs_compile_args *args)
3746 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3747 CONST DWORD *function = This->baseShader.function;
3748 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3749 struct shader_glsl_ctx_priv priv_ctx;
3751 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3752 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3754 shader_addline(buffer, "#version 120\n");
3756 memset(&priv_ctx, 0, sizeof(priv_ctx));
3757 priv_ctx.cur_vs_args = args;
3759 /* Base Declarations */
3760 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, NULL);
3762 /* Base Shader Body */
3763 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
3765 /* Unpack 3.0 outputs */
3766 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
3767 else shader_addline(buffer, "order_ps_input();\n");
3769 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3770 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3771 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3772 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3774 if(args->fog_src == VS_FOG_Z) {
3775 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3776 } else if (!reg_maps->fog) {
3777 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3780 /* Write the final position.
3782 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3783 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3784 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3785 * contains 1.0 to allow a mad.
3787 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3788 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3789 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
3791 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3793 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3794 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3795 * which is the same as z = z * 2 - w.
3797 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3799 shader_addline(buffer, "}\n");
3801 TRACE("Compiling shader object %u\n", shader_obj);
3802 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3803 GL_EXTCALL(glCompileShaderARB(shader_obj));
3804 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3806 return shader_obj;
3809 static GLhandleARB find_glsl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
3811 UINT i;
3812 DWORD new_size;
3813 struct glsl_ps_compiled_shader *new_array;
3814 SHADER_BUFFER buffer;
3815 struct glsl_pshader_private *shader_data;
3816 GLhandleARB ret;
3818 if(!shader->backend_priv) {
3819 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3821 shader_data = shader->backend_priv;
3823 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3824 * so a linear search is more performant than a hashmap or a binary search
3825 * (cache coherency etc)
3827 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3828 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3829 return shader_data->gl_shaders[i].prgId;
3833 TRACE("No matching GL shader found, compiling a new shader\n");
3834 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3835 if (shader_data->num_gl_shaders)
3837 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3838 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3839 new_size * sizeof(*shader_data->gl_shaders));
3840 } else {
3841 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3842 new_size = 1;
3845 if(!new_array) {
3846 ERR("Out of memory\n");
3847 return 0;
3849 shader_data->gl_shaders = new_array;
3850 shader_data->shader_array_size = new_size;
3853 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3855 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3856 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3858 shader_buffer_init(&buffer);
3859 ret = shader_glsl_generate_pshader(shader, &buffer, args);
3860 shader_buffer_free(&buffer);
3861 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3863 return ret;
3866 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
3867 const DWORD use_map) {
3868 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
3869 return stored->fog_src == new->fog_src;
3872 static GLhandleARB find_glsl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
3874 UINT i;
3875 DWORD new_size;
3876 struct glsl_vs_compiled_shader *new_array;
3877 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3878 SHADER_BUFFER buffer;
3879 struct glsl_vshader_private *shader_data;
3880 GLhandleARB ret;
3882 if(!shader->backend_priv) {
3883 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3885 shader_data = shader->backend_priv;
3887 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3888 * so a linear search is more performant than a hashmap or a binary search
3889 * (cache coherency etc)
3891 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3892 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
3893 return shader_data->gl_shaders[i].prgId;
3897 TRACE("No matching GL shader found, compiling a new shader\n");
3899 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3900 if (shader_data->num_gl_shaders)
3902 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3903 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3904 new_size * sizeof(*shader_data->gl_shaders));
3905 } else {
3906 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3907 new_size = 1;
3910 if(!new_array) {
3911 ERR("Out of memory\n");
3912 return 0;
3914 shader_data->gl_shaders = new_array;
3915 shader_data->shader_array_size = new_size;
3918 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3920 shader_buffer_init(&buffer);
3921 ret = shader_glsl_generate_vshader(shader, &buffer, args);
3922 shader_buffer_free(&buffer);
3923 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3925 return ret;
3928 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3929 * It sets the programId on the current StateBlock (because it should be called
3930 * inside of the DrawPrimitive() part of the render loop).
3932 * If a program for the given combination does not exist, create one, and store
3933 * the program in the hash table. If it creates a program, it will link the
3934 * given objects, too.
3937 /* GL locking is done by the caller */
3938 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3939 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3940 struct shader_glsl_priv *priv = This->shader_priv;
3941 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3942 IWineD3DPixelShader *pshader = use_ps ? This->stateBlock->pixelShader : NULL;
3943 IWineD3DVertexShader *vshader = use_vs ? This->stateBlock->vertexShader : NULL;
3944 struct glsl_shader_prog_link *entry = NULL;
3945 GLhandleARB programId = 0;
3946 GLhandleARB reorder_shader_id = 0;
3947 unsigned int i;
3948 char glsl_name[8];
3949 struct ps_compile_args ps_compile_args;
3950 struct vs_compile_args vs_compile_args;
3952 if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, This->stateBlock, &vs_compile_args);
3953 if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, This->stateBlock, &ps_compile_args);
3955 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
3956 if (entry) {
3957 priv->glsl_program = entry;
3958 return;
3961 /* If we get to this point, then no matching program exists, so we create one */
3962 programId = GL_EXTCALL(glCreateProgramObjectARB());
3963 TRACE("Created new GLSL shader program %u\n", programId);
3965 /* Create the entry */
3966 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
3967 entry->programId = programId;
3968 entry->vshader = vshader;
3969 entry->pshader = pshader;
3970 entry->vs_args = vs_compile_args;
3971 entry->ps_args = ps_compile_args;
3972 entry->constant_version = 0;
3973 /* Add the hash table entry */
3974 add_glsl_program_entry(priv, entry);
3976 /* Set the current program */
3977 priv->glsl_program = entry;
3979 /* Attach GLSL vshader */
3980 if (vshader)
3982 GLhandleARB vshader_id = find_glsl_vshader((IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
3983 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
3984 char tmp_name[10];
3986 reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
3987 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
3988 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
3989 checkGLcall("glAttachObjectARB");
3990 /* Flag the reorder function for deletion, then it will be freed automatically when the program
3991 * is destroyed
3993 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
3995 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
3996 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
3997 checkGLcall("glAttachObjectARB");
3999 /* Bind vertex attributes to a corresponding index number to match
4000 * the same index numbers as ARB_vertex_programs (makes loading
4001 * vertex attributes simpler). With this method, we can use the
4002 * exact same code to load the attributes later for both ARB and
4003 * GLSL shaders.
4005 * We have to do this here because we need to know the Program ID
4006 * in order to make the bindings work, and it has to be done prior
4007 * to linking the GLSL program. */
4008 for (i = 0; map; map >>= 1, ++i)
4010 if (!(map & 1)) continue;
4012 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4013 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4015 checkGLcall("glBindAttribLocationARB");
4017 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4020 /* Attach GLSL pshader */
4021 if (pshader)
4023 GLhandleARB pshader_id = find_glsl_pshader((IWineD3DPixelShaderImpl *)pshader, &ps_compile_args);
4024 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4025 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4026 checkGLcall("glAttachObjectARB");
4028 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4031 /* Link the program */
4032 TRACE("Linking GLSL shader program %u\n", programId);
4033 GL_EXTCALL(glLinkProgramARB(programId));
4034 print_glsl_info_log(&GLINFO_LOCATION, programId);
4036 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
4037 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
4038 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4039 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4041 for (i = 0; i < MAX_CONST_I; ++i) {
4042 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4043 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4045 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
4046 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
4047 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4048 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4050 for (i = 0; i < MAX_CONST_I; ++i) {
4051 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4052 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4055 if(pshader) {
4056 char name[32];
4057 WORD map;
4059 for(i = 0; i < MAX_TEXTURES; i++) {
4060 sprintf(name, "bumpenvmat%u", i);
4061 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4062 sprintf(name, "luminancescale%u", i);
4063 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4064 sprintf(name, "luminanceoffset%u", i);
4065 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4068 map = ps_compile_args.np2_fixup;
4069 for (i = 0; map; map >>= 1, ++i)
4071 if (!(map & 1)) continue;
4073 sprintf(name, "PsamplerNP2Fixup%u", i);
4074 entry->np2Fixup_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4078 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4079 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4080 checkGLcall("Find glsl program uniform locations");
4082 if (pshader
4083 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4084 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4086 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4087 entry->vertex_color_clamp = GL_FALSE;
4088 } else {
4089 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4092 /* Set the shader to allow uniform loading on it */
4093 GL_EXTCALL(glUseProgramObjectARB(programId));
4094 checkGLcall("glUseProgramObjectARB(programId)");
4096 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4097 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4098 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4099 * vertex shader with fixed function pixel processing is used we make sure that the card
4100 * supports enough samplers to allow the max number of vertex samplers with all possible
4101 * fixed function fragment processing setups. So once the program is linked these samplers
4102 * won't change.
4104 if (vshader) shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
4105 if (pshader) shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
4107 /* If the local constants do not have to be loaded with the environment constants,
4108 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4109 * later
4111 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
4112 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4114 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
4115 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4119 /* GL locking is done by the caller */
4120 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
4122 GLhandleARB program_id;
4123 GLhandleARB vshader_id, pshader_id;
4124 static const char *blt_vshader[] =
4126 "#version 120\n"
4127 "void main(void)\n"
4128 "{\n"
4129 " gl_Position = gl_Vertex;\n"
4130 " gl_FrontColor = vec4(1.0);\n"
4131 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4132 "}\n"
4135 static const char *blt_pshaders[tex_type_count] =
4137 /* tex_1d */
4138 NULL,
4139 /* tex_2d */
4140 "#version 120\n"
4141 "uniform sampler2D sampler;\n"
4142 "void main(void)\n"
4143 "{\n"
4144 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4145 "}\n",
4146 /* tex_3d */
4147 NULL,
4148 /* tex_cube */
4149 "#version 120\n"
4150 "uniform samplerCube sampler;\n"
4151 "void main(void)\n"
4152 "{\n"
4153 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4154 "}\n",
4155 /* tex_rect */
4156 "#version 120\n"
4157 "#extension GL_ARB_texture_rectangle : enable\n"
4158 "uniform sampler2DRect sampler;\n"
4159 "void main(void)\n"
4160 "{\n"
4161 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4162 "}\n",
4165 if (!blt_pshaders[tex_type])
4167 FIXME("tex_type %#x not supported\n", tex_type);
4168 tex_type = tex_2d;
4171 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4172 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4173 GL_EXTCALL(glCompileShaderARB(vshader_id));
4175 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4176 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
4177 GL_EXTCALL(glCompileShaderARB(pshader_id));
4179 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4180 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4181 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4182 GL_EXTCALL(glLinkProgramARB(program_id));
4184 print_glsl_info_log(&GLINFO_LOCATION, program_id);
4186 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4187 * is destroyed
4189 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4190 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4191 return program_id;
4194 /* GL locking is done by the caller */
4195 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
4196 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4197 struct shader_glsl_priv *priv = This->shader_priv;
4198 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4199 GLhandleARB program_id = 0;
4200 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4202 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4204 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
4205 else priv->glsl_program = NULL;
4207 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4209 if (old_vertex_color_clamp != current_vertex_color_clamp) {
4210 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4211 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4212 checkGLcall("glClampColorARB");
4213 } else {
4214 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4218 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4219 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4220 GL_EXTCALL(glUseProgramObjectARB(program_id));
4221 checkGLcall("glUseProgramObjectARB");
4224 /* GL locking is done by the caller */
4225 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4226 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4227 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4228 struct shader_glsl_priv *priv = This->shader_priv;
4229 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
4231 if (!*blt_program) {
4232 GLint loc;
4233 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
4234 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4235 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4236 GL_EXTCALL(glUniform1iARB(loc, 0));
4237 } else {
4238 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4242 /* GL locking is done by the caller */
4243 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4244 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4245 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4246 struct shader_glsl_priv *priv = This->shader_priv;
4247 GLhandleARB program_id;
4249 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4250 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4252 GL_EXTCALL(glUseProgramObjectARB(program_id));
4253 checkGLcall("glUseProgramObjectARB");
4256 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4257 const struct list *linked_programs;
4258 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4259 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4260 struct shader_glsl_priv *priv = device->shader_priv;
4261 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
4262 IWineD3DPixelShaderImpl *ps = NULL;
4263 IWineD3DVertexShaderImpl *vs = NULL;
4265 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4266 * can be called from IWineD3DBaseShader::Release
4268 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4270 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4272 if(pshader) {
4273 struct glsl_pshader_private *shader_data;
4274 ps = (IWineD3DPixelShaderImpl *) This;
4275 shader_data = ps->backend_priv;
4276 if(!shader_data || shader_data->num_gl_shaders == 0)
4278 HeapFree(GetProcessHeap(), 0, shader_data);
4279 ps->backend_priv = NULL;
4280 return;
4283 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4285 ENTER_GL();
4286 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
4287 LEAVE_GL();
4289 } else {
4290 struct glsl_vshader_private *shader_data;
4291 vs = (IWineD3DVertexShaderImpl *) This;
4292 shader_data = vs->backend_priv;
4293 if(!shader_data || shader_data->num_gl_shaders == 0)
4295 HeapFree(GetProcessHeap(), 0, shader_data);
4296 vs->backend_priv = NULL;
4297 return;
4300 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4302 ENTER_GL();
4303 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
4304 LEAVE_GL();
4308 linked_programs = &This->baseShader.linked_programs;
4310 TRACE("Deleting linked programs\n");
4311 if (linked_programs->next) {
4312 struct glsl_shader_prog_link *entry, *entry2;
4314 ENTER_GL();
4315 if(pshader) {
4316 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4317 delete_glsl_program_entry(priv, gl_info, entry);
4319 } else {
4320 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4321 delete_glsl_program_entry(priv, gl_info, entry);
4324 LEAVE_GL();
4327 if(pshader) {
4328 UINT i;
4329 struct glsl_pshader_private *shader_data = ps->backend_priv;
4331 ENTER_GL();
4332 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4333 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4334 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4335 checkGLcall("glDeleteObjectARB");
4337 LEAVE_GL();
4338 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4339 HeapFree(GetProcessHeap(), 0, shader_data);
4340 ps->backend_priv = NULL;
4341 } else {
4342 UINT i;
4343 struct glsl_vshader_private *shader_data = vs->backend_priv;
4345 ENTER_GL();
4346 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4347 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4348 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4349 checkGLcall("glDeleteObjectARB");
4351 LEAVE_GL();
4352 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4353 HeapFree(GetProcessHeap(), 0, shader_data);
4354 vs->backend_priv = NULL;
4358 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4360 const glsl_program_key_t *k = key;
4361 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4362 const struct glsl_shader_prog_link, program_lookup_entry);
4363 int cmp;
4365 if (k->vshader > prog->vshader) return 1;
4366 else if (k->vshader < prog->vshader) return -1;
4368 if (k->pshader > prog->pshader) return 1;
4369 else if (k->pshader < prog->pshader) return -1;
4371 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4372 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4374 return 0;
4377 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4379 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4380 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4382 if (!mem)
4384 ERR("Failed to allocate memory\n");
4385 return FALSE;
4388 heap->entries = mem;
4389 heap->entries[1].version = 0;
4390 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4391 heap->size = 1;
4393 return TRUE;
4396 static void constant_heap_free(struct constant_heap *heap)
4398 HeapFree(GetProcessHeap(), 0, heap->entries);
4401 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4403 wined3d_rb_alloc,
4404 wined3d_rb_realloc,
4405 wined3d_rb_free,
4406 glsl_program_key_compare,
4409 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4410 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4411 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4412 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4413 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
4415 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4416 if (!priv->stack)
4418 ERR("Failed to allocate memory.\n");
4419 HeapFree(GetProcessHeap(), 0, priv);
4420 return E_OUTOFMEMORY;
4423 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
4425 ERR("Failed to initialize vertex shader constant heap\n");
4426 HeapFree(GetProcessHeap(), 0, priv->stack);
4427 HeapFree(GetProcessHeap(), 0, priv);
4428 return E_OUTOFMEMORY;
4431 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
4433 ERR("Failed to initialize pixel shader constant heap\n");
4434 constant_heap_free(&priv->vconst_heap);
4435 HeapFree(GetProcessHeap(), 0, priv->stack);
4436 HeapFree(GetProcessHeap(), 0, priv);
4437 return E_OUTOFMEMORY;
4440 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4442 ERR("Failed to initialize rbtree.\n");
4443 constant_heap_free(&priv->pconst_heap);
4444 constant_heap_free(&priv->vconst_heap);
4445 HeapFree(GetProcessHeap(), 0, priv->stack);
4446 HeapFree(GetProcessHeap(), 0, priv);
4447 return E_OUTOFMEMORY;
4450 priv->next_constant_version = 1;
4452 This->shader_priv = priv;
4453 return WINED3D_OK;
4456 static void shader_glsl_free(IWineD3DDevice *iface) {
4457 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4458 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4459 struct shader_glsl_priv *priv = This->shader_priv;
4460 int i;
4462 ENTER_GL();
4463 for (i = 0; i < tex_type_count; ++i)
4465 if (priv->depth_blt_program[i])
4467 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4470 LEAVE_GL();
4472 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4473 constant_heap_free(&priv->pconst_heap);
4474 constant_heap_free(&priv->vconst_heap);
4475 HeapFree(GetProcessHeap(), 0, priv->stack);
4477 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4478 This->shader_priv = NULL;
4481 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4482 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4483 return FALSE;
4486 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4488 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4489 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4490 * vs_nv_version which is based on NV_vertex_program.
4491 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4492 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4493 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4494 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4496 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4497 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4498 else
4499 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4500 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4501 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4503 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4504 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4505 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4506 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4507 * in max native instructions. Intel and others also offer the info in this extension but they
4508 * don't support GLSL (at least on Windows).
4510 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4511 * of instructions is 512 or less we have to do with ps2.0 hardware.
4512 * 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.
4514 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4515 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4516 else
4517 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4519 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4521 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4522 * Direct3D minimum requirement.
4524 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4525 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4527 * The problem is that the refrast clamps temporary results in the shader to
4528 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4529 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4530 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4531 * offer a way to query this.
4533 pCaps->PixelShader1xMaxValue = 8.0;
4534 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4536 pCaps->VSClipping = TRUE;
4539 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4541 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4543 TRACE("Checking support for fixup:\n");
4544 dump_color_fixup_desc(fixup);
4547 /* We support everything except YUV conversions. */
4548 if (!is_yuv_fixup(fixup))
4550 TRACE("[OK]\n");
4551 return TRUE;
4554 TRACE("[FAILED]\n");
4555 return FALSE;
4558 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4560 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4561 /* WINED3DSIH_ADD */ shader_glsl_arith,
4562 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4563 /* WINED3DSIH_BREAK */ shader_glsl_break,
4564 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4565 /* WINED3DSIH_BREAKP */ NULL,
4566 /* WINED3DSIH_CALL */ shader_glsl_call,
4567 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4568 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4569 /* WINED3DSIH_CND */ shader_glsl_cnd,
4570 /* WINED3DSIH_CRS */ shader_glsl_cross,
4571 /* WINED3DSIH_DCL */ NULL,
4572 /* WINED3DSIH_DEF */ NULL,
4573 /* WINED3DSIH_DEFB */ NULL,
4574 /* WINED3DSIH_DEFI */ NULL,
4575 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4576 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4577 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4578 /* WINED3DSIH_DST */ shader_glsl_dst,
4579 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4580 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4581 /* WINED3DSIH_ELSE */ shader_glsl_else,
4582 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4583 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4584 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4585 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4586 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4587 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4588 /* WINED3DSIH_IF */ shader_glsl_if,
4589 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4590 /* WINED3DSIH_LABEL */ shader_glsl_label,
4591 /* WINED3DSIH_LIT */ shader_glsl_lit,
4592 /* WINED3DSIH_LOG */ shader_glsl_log,
4593 /* WINED3DSIH_LOGP */ shader_glsl_log,
4594 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4595 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4596 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4597 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4598 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4599 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4600 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4601 /* WINED3DSIH_MAD */ shader_glsl_mad,
4602 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4603 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4604 /* WINED3DSIH_MOV */ shader_glsl_mov,
4605 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4606 /* WINED3DSIH_MUL */ shader_glsl_arith,
4607 /* WINED3DSIH_NOP */ NULL,
4608 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4609 /* WINED3DSIH_PHASE */ NULL,
4610 /* WINED3DSIH_POW */ shader_glsl_pow,
4611 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4612 /* WINED3DSIH_REP */ shader_glsl_rep,
4613 /* WINED3DSIH_RET */ NULL,
4614 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4615 /* WINED3DSIH_SETP */ NULL,
4616 /* WINED3DSIH_SGE */ shader_glsl_compare,
4617 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4618 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4619 /* WINED3DSIH_SLT */ shader_glsl_compare,
4620 /* WINED3DSIH_SUB */ shader_glsl_arith,
4621 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4622 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4623 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4624 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4625 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4626 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4627 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4628 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4629 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
4630 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4631 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4632 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4633 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4634 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4635 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4636 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4637 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4638 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4639 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4640 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4641 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4642 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4645 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
4646 SHADER_HANDLER hw_fct;
4648 /* Select handler */
4649 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
4651 /* Unhandled opcode */
4652 if (!hw_fct)
4654 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4655 return;
4657 hw_fct(ins);
4659 shader_glsl_add_instruction_modifiers(ins);
4662 const shader_backend_t glsl_shader_backend = {
4663 shader_glsl_handle_instruction,
4664 shader_glsl_select,
4665 shader_glsl_select_depth_blt,
4666 shader_glsl_deselect_depth_blt,
4667 shader_glsl_update_float_vertex_constants,
4668 shader_glsl_update_float_pixel_constants,
4669 shader_glsl_load_constants,
4670 shader_glsl_load_np2fixup_constants,
4671 shader_glsl_destroy,
4672 shader_glsl_alloc,
4673 shader_glsl_free,
4674 shader_glsl_dirty_const,
4675 shader_glsl_get_caps,
4676 shader_glsl_color_fixup_supported,