wined3d: Take geometry shaders into account in shader_glsl_load_constantsB().
[wine.git] / dlls / wined3d / glsl_shader.c
blob83511aab8857e16b6ef4838583bb79eff409e958
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 wined3d_shader_buffer shader_buffer;
87 struct wine_rb_tree program_lookup;
88 struct glsl_shader_prog_link *glsl_program;
89 struct constant_heap vconst_heap;
90 struct constant_heap pconst_heap;
91 unsigned char *stack;
92 GLhandleARB depth_blt_program[tex_type_count];
93 UINT next_constant_version;
96 /* Struct to maintain data about a linked GLSL program */
97 struct glsl_shader_prog_link {
98 struct wine_rb_entry program_lookup_entry;
99 struct list vshader_entry;
100 struct list pshader_entry;
101 GLhandleARB programId;
102 GLint *vuniformF_locations;
103 GLint *puniformF_locations;
104 GLint vuniformI_locations[MAX_CONST_I];
105 GLint puniformI_locations[MAX_CONST_I];
106 GLint posFixup_location;
107 GLint np2Fixup_location;
108 GLint bumpenvmat_location[MAX_TEXTURES];
109 GLint luminancescale_location[MAX_TEXTURES];
110 GLint luminanceoffset_location[MAX_TEXTURES];
111 GLint ycorrection_location;
112 GLenum vertex_color_clamp;
113 IWineD3DVertexShader *vshader;
114 IWineD3DPixelShader *pshader;
115 struct vs_compile_args vs_args;
116 struct ps_compile_args ps_args;
117 UINT constant_version;
118 const struct ps_np2fixup_info *np2Fixup_info;
121 typedef struct {
122 IWineD3DVertexShader *vshader;
123 IWineD3DPixelShader *pshader;
124 struct ps_compile_args ps_args;
125 struct vs_compile_args vs_args;
126 } glsl_program_key_t;
128 struct shader_glsl_ctx_priv {
129 const struct vs_compile_args *cur_vs_args;
130 const struct ps_compile_args *cur_ps_args;
131 struct ps_np2fixup_info *cur_np2fixup_info;
134 struct glsl_ps_compiled_shader
136 struct ps_compile_args args;
137 struct ps_np2fixup_info np2fixup;
138 GLhandleARB prgId;
141 struct glsl_pshader_private
143 struct glsl_ps_compiled_shader *gl_shaders;
144 UINT num_gl_shaders, shader_array_size;
147 struct glsl_vs_compiled_shader
149 struct vs_compile_args args;
150 GLhandleARB prgId;
153 struct glsl_vshader_private
155 struct glsl_vs_compiled_shader *gl_shaders;
156 UINT num_gl_shaders, shader_array_size;
159 /* Extract a line from the info log.
160 * Note that this modifies the source string. */
161 static char *get_info_log_line(char **ptr)
163 char *p, *q;
165 p = *ptr;
166 if (!(q = strstr(p, "\n")))
168 if (!*p) return NULL;
169 *ptr += strlen(p);
170 return p;
172 *q = '\0';
173 *ptr = q + 1;
175 return p;
178 /** Prints the GLSL info log which will contain error messages if they exist */
179 /* GL locking is done by the caller */
180 static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
182 int infologLength = 0;
183 char *infoLog;
184 unsigned int i;
185 BOOL is_spam;
187 static const char * const spam[] =
189 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
190 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
191 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
192 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
193 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
194 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
195 "Fragment shader was successfully compiled to run on hardware.\n"
196 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
197 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
200 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
202 GL_EXTCALL(glGetObjectParameterivARB(obj,
203 GL_OBJECT_INFO_LOG_LENGTH_ARB,
204 &infologLength));
206 /* A size of 1 is just a null-terminated string, so the log should be bigger than
207 * that if there are errors. */
208 if (infologLength > 1)
210 char *ptr, *line;
212 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
213 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
215 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
216 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
217 is_spam = FALSE;
219 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
220 if(strcmp(infoLog, spam[i]) == 0) {
221 is_spam = TRUE;
222 break;
226 ptr = infoLog;
227 if (is_spam)
229 TRACE("Spam received from GLSL shader #%u:\n", obj);
230 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
232 else
234 FIXME("Error received from GLSL shader #%u:\n", obj);
235 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
237 HeapFree(GetProcessHeap(), 0, infoLog);
242 * Loads (pixel shader) samplers
244 /* GL locking is done by the caller */
245 static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
247 GLint name_loc;
248 int i;
249 char sampler_name[20];
251 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
252 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
253 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
254 if (name_loc != -1) {
255 DWORD mapped_unit = tex_unit_map[i];
256 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
258 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
259 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
260 checkGLcall("glUniform1iARB");
261 } else {
262 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
268 /* GL locking is done by the caller */
269 static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
271 GLint name_loc;
272 char sampler_name[20];
273 int i;
275 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
276 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
277 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
278 if (name_loc != -1) {
279 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
280 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
282 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
283 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
284 checkGLcall("glUniform1iARB");
285 } else {
286 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
292 /* GL locking is done by the caller */
293 static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
294 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
296 int stack_idx = 0;
297 unsigned int heap_idx = 1;
298 unsigned int idx;
300 if (heap->entries[heap_idx].version <= version) return;
302 idx = heap->entries[heap_idx].idx;
303 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
304 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
306 while (stack_idx >= 0)
308 /* Note that we fall through to the next case statement. */
309 switch(stack[stack_idx])
311 case HEAP_NODE_TRAVERSE_LEFT:
313 unsigned int left_idx = heap_idx << 1;
314 if (left_idx < heap->size && heap->entries[left_idx].version > version)
316 heap_idx = left_idx;
317 idx = heap->entries[heap_idx].idx;
318 if (constant_locations[idx] != -1)
319 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
321 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
322 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
323 break;
327 case HEAP_NODE_TRAVERSE_RIGHT:
329 unsigned int right_idx = (heap_idx << 1) + 1;
330 if (right_idx < heap->size && heap->entries[right_idx].version > version)
332 heap_idx = right_idx;
333 idx = heap->entries[heap_idx].idx;
334 if (constant_locations[idx] != -1)
335 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
337 stack[stack_idx++] = HEAP_NODE_POP;
338 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
339 break;
343 case HEAP_NODE_POP:
345 heap_idx >>= 1;
346 --stack_idx;
347 break;
351 checkGLcall("walk_constant_heap()");
354 /* GL locking is done by the caller */
355 static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint location, const GLfloat *data)
357 GLfloat clamped_constant[4];
359 if (location == -1) return;
361 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
362 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
363 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
364 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
366 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
369 /* GL locking is done by the caller */
370 static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
371 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
373 int stack_idx = 0;
374 unsigned int heap_idx = 1;
375 unsigned int idx;
377 if (heap->entries[heap_idx].version <= version) return;
379 idx = heap->entries[heap_idx].idx;
380 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
381 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
383 while (stack_idx >= 0)
385 /* Note that we fall through to the next case statement. */
386 switch(stack[stack_idx])
388 case HEAP_NODE_TRAVERSE_LEFT:
390 unsigned int left_idx = heap_idx << 1;
391 if (left_idx < heap->size && heap->entries[left_idx].version > version)
393 heap_idx = left_idx;
394 idx = heap->entries[heap_idx].idx;
395 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
397 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
398 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
399 break;
403 case HEAP_NODE_TRAVERSE_RIGHT:
405 unsigned int right_idx = (heap_idx << 1) + 1;
406 if (right_idx < heap->size && heap->entries[right_idx].version > version)
408 heap_idx = right_idx;
409 idx = heap->entries[heap_idx].idx;
410 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
412 stack[stack_idx++] = HEAP_NODE_POP;
413 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
414 break;
418 case HEAP_NODE_POP:
420 heap_idx >>= 1;
421 --stack_idx;
422 break;
426 checkGLcall("walk_constant_heap_clamped()");
429 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
430 /* GL locking is done by the caller */
431 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
432 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
433 unsigned char *stack, UINT version)
435 const local_constant *lconst;
437 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
438 if (This->baseShader.reg_maps.shader_version.major == 1
439 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
440 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
441 else
442 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
444 if (!This->baseShader.load_local_constsF)
446 TRACE("No need to load local float constants for this shader\n");
447 return;
450 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
451 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
453 GLint location = constant_locations[lconst->idx];
454 /* We found this uniform name in the program - go ahead and send the data */
455 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
457 checkGLcall("glUniform4fvARB()");
460 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
461 /* GL locking is done by the caller */
462 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
463 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
465 unsigned int i;
466 struct list* ptr;
468 for (i = 0; constants_set; constants_set >>= 1, ++i)
470 if (!(constants_set & 1)) continue;
472 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
473 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
475 /* We found this uniform name in the program - go ahead and send the data */
476 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
477 checkGLcall("glUniform4ivARB");
480 /* Load immediate constants */
481 ptr = list_head(&This->baseShader.constantsI);
482 while (ptr) {
483 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
484 unsigned int idx = lconst->idx;
485 const GLint *values = (const GLint *)lconst->value;
487 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
488 values[0], values[1], values[2], values[3]);
490 /* We found this uniform name in the program - go ahead and send the data */
491 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
492 checkGLcall("glUniform4ivARB");
493 ptr = list_next(&This->baseShader.constantsI, ptr);
497 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
498 /* GL locking is done by the caller */
499 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
500 GLhandleARB programId, const BOOL *constants, WORD constants_set)
502 GLint tmp_loc;
503 unsigned int i;
504 char tmp_name[8];
505 const char *prefix;
506 struct list* ptr;
508 switch (This->baseShader.reg_maps.shader_version.type)
510 case WINED3D_SHADER_TYPE_VERTEX:
511 prefix = "VB";
512 break;
514 case WINED3D_SHADER_TYPE_GEOMETRY:
515 prefix = "GB";
516 break;
518 case WINED3D_SHADER_TYPE_PIXEL:
519 prefix = "PB";
520 break;
522 default:
523 FIXME("Unknown shader type %#x.\n",
524 This->baseShader.reg_maps.shader_version.type);
525 prefix = "UB";
526 break;
529 /* TODO: Benchmark and see if it would be beneficial to store the
530 * locations of the constants to avoid looking up each time */
531 for (i = 0; constants_set; constants_set >>= 1, ++i)
533 if (!(constants_set & 1)) continue;
535 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
537 /* TODO: Benchmark and see if it would be beneficial to store the
538 * locations of the constants to avoid looking up each time */
539 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
540 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
541 if (tmp_loc != -1)
543 /* We found this uniform name in the program - go ahead and send the data */
544 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
545 checkGLcall("glUniform1ivARB");
549 /* Load immediate constants */
550 ptr = list_head(&This->baseShader.constantsB);
551 while (ptr) {
552 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
553 unsigned int idx = lconst->idx;
554 const GLint *values = (const GLint *)lconst->value;
556 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
558 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
559 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
560 if (tmp_loc != -1) {
561 /* We found this uniform name in the program - go ahead and send the data */
562 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
563 checkGLcall("glUniform1ivARB");
565 ptr = list_next(&This->baseShader.constantsB, ptr);
569 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
571 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
575 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
577 /* GL locking is done by the caller (state handler) */
578 static void shader_glsl_load_np2fixup_constants(
579 IWineD3DDevice* device,
580 char usePixelShader,
581 char useVertexShader) {
583 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
584 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
586 if (!prog) {
587 /* No GLSL program set - nothing to do. */
588 return;
591 if (!usePixelShader) {
592 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
593 return;
596 if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
597 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
598 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
599 UINT i;
600 UINT fixup = prog->ps_args.np2_fixup;
601 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
603 for (i = 0; fixup; fixup >>= 1, ++i) {
604 const unsigned char idx = prog->np2Fixup_info->idx[i];
605 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
606 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
608 if (!tex) {
609 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
610 continue;
613 if (idx % 2) {
614 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
615 } else {
616 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
620 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
625 * Loads the app-supplied constants into the currently set GLSL program.
627 /* GL locking is done by the caller (state handler) */
628 static void shader_glsl_load_constants(
629 IWineD3DDevice* device,
630 char usePixelShader,
631 char useVertexShader) {
633 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
634 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
635 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
636 const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
638 GLhandleARB programId;
639 struct glsl_shader_prog_link *prog = priv->glsl_program;
640 UINT constant_version;
641 int i;
643 if (!prog) {
644 /* No GLSL program set - nothing to do. */
645 return;
647 programId = prog->programId;
648 constant_version = prog->constant_version;
650 if (useVertexShader) {
651 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
653 /* Load DirectX 9 float constants/uniforms for vertex shader */
654 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
655 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
657 /* Load DirectX 9 integer constants/uniforms for vertex shader */
658 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
659 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
661 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
662 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
663 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
665 /* Upload the position fixup params */
666 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
667 checkGLcall("glUniform4fvARB");
670 if (usePixelShader) {
672 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
674 /* Load DirectX 9 float constants/uniforms for pixel shader */
675 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
676 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
678 /* Load DirectX 9 integer constants/uniforms for pixel shader */
679 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
680 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
682 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
683 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
684 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
686 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
687 * It can't be 0 for a valid texbem instruction.
689 for(i = 0; i < MAX_TEXTURES; i++) {
690 const float *data;
692 if(prog->bumpenvmat_location[i] == -1) continue;
694 data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
695 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
696 checkGLcall("glUniformMatrix2fvARB");
698 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
699 * is set too, so we can check that in the needsbumpmat check
701 if(prog->luminancescale_location[i] != -1) {
702 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
703 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
705 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
706 checkGLcall("glUniform1fvARB");
707 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
708 checkGLcall("glUniform1fvARB");
712 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
713 float correction_params[4];
714 if(deviceImpl->render_offscreen) {
715 correction_params[0] = 0.0f;
716 correction_params[1] = 1.0f;
717 } else {
718 /* position is window relative, not viewport relative */
719 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
720 correction_params[1] = -1.0f;
722 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
726 if (priv->next_constant_version == UINT_MAX)
728 TRACE("Max constant version reached, resetting to 0.\n");
729 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
730 priv->next_constant_version = 1;
732 else
734 prog->constant_version = priv->next_constant_version++;
738 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
739 unsigned int heap_idx, DWORD new_version)
741 struct constant_entry *entries = heap->entries;
742 unsigned int *positions = heap->positions;
743 unsigned int parent_idx;
745 while (heap_idx > 1)
747 parent_idx = heap_idx >> 1;
749 if (new_version <= entries[parent_idx].version) break;
751 entries[heap_idx] = entries[parent_idx];
752 positions[entries[parent_idx].idx] = heap_idx;
753 heap_idx = parent_idx;
756 entries[heap_idx].version = new_version;
757 entries[heap_idx].idx = idx;
758 positions[idx] = heap_idx;
761 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
763 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
764 struct shader_glsl_priv *priv = This->shader_priv;
765 struct constant_heap *heap = &priv->vconst_heap;
766 UINT i;
768 for (i = start; i < count + start; ++i)
770 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
771 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
772 else
773 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
777 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
779 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
780 struct shader_glsl_priv *priv = This->shader_priv;
781 struct constant_heap *heap = &priv->pconst_heap;
782 UINT i;
784 for (i = start; i < count + start; ++i)
786 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
787 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
788 else
789 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
793 static unsigned int vec4_varyings(DWORD shader_major, const WineD3D_GL_Info *gl_info)
795 unsigned int ret = GL_LIMITS(glsl_varyings) / 4;
796 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
797 if(shader_major > 3) return ret;
799 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
800 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
801 return ret;
804 /** Generate the variable & register declarations for the GLSL output target */
805 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
806 struct wined3d_shader_buffer *buffer, const WineD3D_GL_Info *gl_info,
807 struct shader_glsl_ctx_priv *ctx_priv)
809 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
810 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
811 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
812 unsigned int i, extra_constants_needed = 0;
813 const local_constant *lconst;
815 /* There are some minor differences between pixel and vertex shaders */
816 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
817 char prefix = pshader ? 'P' : 'V';
819 /* Prototype the subroutines */
820 for (i = 0; i < This->baseShader.limits.label; i++) {
821 if (reg_maps->labels[i])
822 shader_addline(buffer, "void subroutine%u();\n", i);
825 /* Declare the constants (aka uniforms) */
826 if (This->baseShader.limits.constant_float > 0) {
827 unsigned max_constantsF;
828 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
829 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
830 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
831 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
832 * a dx9 card, as long as it doesn't also use all the other constants.
834 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
835 * declare only the amount that we're assured to have.
837 * Thus we run into problems in these two cases:
838 * 1) The shader really uses more uniforms than supported
839 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
841 if(pshader) {
842 /* No indirect addressing here */
843 max_constantsF = GL_LIMITS(pshader_constantsF);
844 } else {
845 if(This->baseShader.reg_maps.usesrelconstF) {
846 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
847 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
848 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
849 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
851 * Writing gl_ClipPos requires one uniform for each clipplane as well.
853 max_constantsF = GL_LIMITS(vshader_constantsF) - 3 - GL_LIMITS(clipplanes);
854 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
855 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
856 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
857 * for now take this into account when calculating the number of available constants
859 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
860 /* Set by driver quirks in directx.c */
861 max_constantsF -= GLINFO_LOCATION.reserved_glsl_constants;
862 } else {
863 max_constantsF = GL_LIMITS(vshader_constantsF);
866 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
867 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
870 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
871 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
873 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
874 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
876 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
877 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
879 if(!pshader) {
880 shader_addline(buffer, "uniform vec4 posFixup;\n");
881 /* Predeclaration; This function is added at link time based on the pixel shader.
882 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
883 * that. We know the input to the reorder function at vertex shader compile time, so
884 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
885 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
886 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
887 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
888 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
889 * inout.
891 if (reg_maps->shader_version.major >= 3)
893 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
894 } else {
895 shader_addline(buffer, "void order_ps_input();\n");
897 } else {
898 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
899 if(!reg_maps->bumpmat[i]) {
900 continue;
903 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
905 if(reg_maps->luminanceparams) {
906 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
907 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
908 extra_constants_needed++;
911 extra_constants_needed++;
914 if (ps_args->srgb_correction)
916 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
917 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
918 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
919 srgb_cmp);
921 if(reg_maps->vpos || reg_maps->usesdsy) {
922 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
923 shader_addline(buffer, "uniform vec4 ycorrection;\n");
924 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
925 extra_constants_needed++;
926 } else {
927 /* This happens because we do not have proper tracking of the constant registers that are
928 * actually used, only the max limit of the shader version
930 FIXME("Cannot find a free uniform for vpos correction params\n");
931 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
932 device->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
933 device->render_offscreen ? 1.0f : -1.0f);
935 shader_addline(buffer, "vec4 vpos;\n");
939 /* Declare texture samplers */
940 for (i = 0; i < This->baseShader.limits.sampler; i++) {
941 if (reg_maps->sampler_type[i])
943 switch (reg_maps->sampler_type[i])
945 case WINED3DSTT_1D:
946 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
947 break;
948 case WINED3DSTT_2D:
949 if(device->stateBlock->textures[i] &&
950 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
951 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
952 } else {
953 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
955 break;
956 case WINED3DSTT_CUBE:
957 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
958 break;
959 case WINED3DSTT_VOLUME:
960 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
961 break;
962 default:
963 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
964 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
965 break;
970 /* Declare uniforms for NP2 texcoord fixup:
971 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
972 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
973 * Modern cards just skip the code anyway, so put it inside a seperate loop. */
974 if (pshader && ps_args->np2_fixup) {
976 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
977 UINT cur = 0;
979 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
980 * while D3D has them in the (normalized) [0,1]x[0,1] range.
981 * samplerNP2Fixup stores texture dimensions and is updated through
982 * shader_glsl_load_np2fixup_constants when the sampler changes. */
984 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
985 if (reg_maps->sampler_type[i]) {
986 if (!(ps_args->np2_fixup & (1 << i))) continue;
988 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
989 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
990 continue;
993 fixup->idx[i] = cur++;
997 fixup->num_consts = (cur + 1) >> 1;
998 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1001 /* Declare address variables */
1002 for (i = 0; i < This->baseShader.limits.address; i++) {
1003 if (reg_maps->address[i])
1004 shader_addline(buffer, "ivec4 A%d;\n", i);
1007 /* Declare texture coordinate temporaries and initialize them */
1008 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
1009 if (reg_maps->texcoord[i])
1010 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1013 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1014 * helper function shader that is linked in at link time
1016 if (pshader && reg_maps->shader_version.major >= 3)
1018 if (use_vs(device->stateBlock))
1020 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1021 } else {
1022 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1023 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1024 * pixel shader that reads the fixed function color into the packed input registers.
1026 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1030 /* Declare output register temporaries */
1031 if(This->baseShader.limits.packed_output) {
1032 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1035 /* Declare temporary variables */
1036 for(i = 0; i < This->baseShader.limits.temporary; i++) {
1037 if (reg_maps->temporary[i])
1038 shader_addline(buffer, "vec4 R%u;\n", i);
1041 /* Declare attributes */
1042 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1044 WORD map = reg_maps->input_registers;
1046 for (i = 0; map; map >>= 1, ++i)
1048 if (!(map & 1)) continue;
1050 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1054 /* Declare loop registers aLx */
1055 for (i = 0; i < reg_maps->loop_depth; i++) {
1056 shader_addline(buffer, "int aL%u;\n", i);
1057 shader_addline(buffer, "int tmpInt%u;\n", i);
1060 /* Temporary variables for matrix operations */
1061 shader_addline(buffer, "vec4 tmp0;\n");
1062 shader_addline(buffer, "vec4 tmp1;\n");
1064 /* Local constants use a different name so they can be loaded once at shader link time
1065 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1066 * float -> string conversion can cause precision loss.
1068 if(!This->baseShader.load_local_constsF) {
1069 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1070 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1074 /* Start the main program */
1075 shader_addline(buffer, "void main() {\n");
1076 if(pshader && reg_maps->vpos) {
1077 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1078 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1079 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1080 * precision troubles when we just substract 0.5.
1082 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1084 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1086 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1087 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1088 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1089 * correctly on drivers that returns integer values.
1091 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1095 /*****************************************************************************
1096 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1098 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1099 ****************************************************************************/
1101 /* Prototypes */
1102 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1103 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1105 /** Used for opcode modifiers - They multiply the result by the specified amount */
1106 static const char * const shift_glsl_tab[] = {
1107 "", /* 0 (none) */
1108 "2.0 * ", /* 1 (x2) */
1109 "4.0 * ", /* 2 (x4) */
1110 "8.0 * ", /* 3 (x8) */
1111 "16.0 * ", /* 4 (x16) */
1112 "32.0 * ", /* 5 (x32) */
1113 "", /* 6 (x64) */
1114 "", /* 7 (x128) */
1115 "", /* 8 (d256) */
1116 "", /* 9 (d128) */
1117 "", /* 10 (d64) */
1118 "", /* 11 (d32) */
1119 "0.0625 * ", /* 12 (d16) */
1120 "0.125 * ", /* 13 (d8) */
1121 "0.25 * ", /* 14 (d4) */
1122 "0.5 * " /* 15 (d2) */
1125 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1126 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1128 out_str[0] = 0;
1130 switch (src_modifier)
1132 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1133 case WINED3DSPSM_DW:
1134 case WINED3DSPSM_NONE:
1135 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1136 break;
1137 case WINED3DSPSM_NEG:
1138 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1139 break;
1140 case WINED3DSPSM_NOT:
1141 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1142 break;
1143 case WINED3DSPSM_BIAS:
1144 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1145 break;
1146 case WINED3DSPSM_BIASNEG:
1147 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1148 break;
1149 case WINED3DSPSM_SIGN:
1150 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1151 break;
1152 case WINED3DSPSM_SIGNNEG:
1153 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1154 break;
1155 case WINED3DSPSM_COMP:
1156 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1157 break;
1158 case WINED3DSPSM_X2:
1159 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1160 break;
1161 case WINED3DSPSM_X2NEG:
1162 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1163 break;
1164 case WINED3DSPSM_ABS:
1165 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1166 break;
1167 case WINED3DSPSM_ABSNEG:
1168 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1169 break;
1170 default:
1171 FIXME("Unhandled modifier %u\n", src_modifier);
1172 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1176 /** Writes the GLSL variable name that corresponds to the register that the
1177 * DX opcode parameter is trying to access */
1178 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1179 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1181 /* oPos, oFog and oPts in D3D */
1182 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1184 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1185 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1186 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
1187 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1189 *is_color = FALSE;
1191 switch (reg->type)
1193 case WINED3DSPR_TEMP:
1194 sprintf(register_name, "R%u", reg->idx);
1195 break;
1197 case WINED3DSPR_INPUT:
1198 /* vertex shaders */
1199 if (!pshader)
1201 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1202 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1203 sprintf(register_name, "attrib%u", reg->idx);
1204 break;
1207 /* pixel shaders >= 3.0 */
1208 if (This->baseShader.reg_maps.shader_version.major >= 3)
1210 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1211 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1213 if (reg->rel_addr)
1215 glsl_src_param_t rel_param;
1217 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1219 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1220 * operation there */
1221 if (idx)
1223 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1225 sprintf(register_name,
1226 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1227 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1228 rel_param.param_str, idx);
1230 else
1232 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1235 else
1237 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1239 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1240 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1241 rel_param.param_str);
1243 else
1245 sprintf(register_name, "IN[%s]", rel_param.param_str);
1249 else
1251 if (idx == in_count) sprintf(register_name, "gl_Color");
1252 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1253 else sprintf(register_name, "IN[%u]", idx);
1256 else
1258 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1259 else strcpy(register_name, "gl_SecondaryColor");
1260 break;
1262 break;
1264 case WINED3DSPR_CONST:
1266 const char prefix = pshader ? 'P' : 'V';
1268 /* Relative addressing */
1269 if (reg->rel_addr)
1271 glsl_src_param_t rel_param;
1272 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1273 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1274 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1276 else
1278 if (shader_constant_is_local(This, reg->idx))
1279 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1280 else
1281 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1284 break;
1286 case WINED3DSPR_CONSTINT:
1287 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1288 else sprintf(register_name, "VI[%u]", reg->idx);
1289 break;
1291 case WINED3DSPR_CONSTBOOL:
1292 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1293 else sprintf(register_name, "VB[%u]", reg->idx);
1294 break;
1296 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1297 if (pshader) sprintf(register_name, "T%u", reg->idx);
1298 else sprintf(register_name, "A%u", reg->idx);
1299 break;
1301 case WINED3DSPR_LOOP:
1302 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1303 break;
1305 case WINED3DSPR_SAMPLER:
1306 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1307 else sprintf(register_name, "Vsampler%u", reg->idx);
1308 break;
1310 case WINED3DSPR_COLOROUT:
1311 if (reg->idx >= GL_LIMITS(buffers))
1312 WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
1314 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1315 break;
1317 case WINED3DSPR_RASTOUT:
1318 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1319 break;
1321 case WINED3DSPR_DEPTHOUT:
1322 sprintf(register_name, "gl_FragDepth");
1323 break;
1325 case WINED3DSPR_ATTROUT:
1326 if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1327 else sprintf(register_name, "gl_FrontSecondaryColor");
1328 break;
1330 case WINED3DSPR_TEXCRDOUT:
1331 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1332 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1333 else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1334 break;
1336 case WINED3DSPR_MISCTYPE:
1337 if (reg->idx == 0)
1339 /* vPos */
1340 sprintf(register_name, "vpos");
1342 else if (reg->idx == 1)
1344 /* Note that gl_FrontFacing is a bool, while vFace is
1345 * a float for which the sign determines front/back */
1346 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1348 else
1350 FIXME("Unhandled misctype register %d\n", reg->idx);
1351 sprintf(register_name, "unrecognized_register");
1353 break;
1355 case WINED3DSPR_IMMCONST:
1356 switch (reg->immconst_type)
1358 case WINED3D_IMMCONST_FLOAT:
1359 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1360 break;
1362 case WINED3D_IMMCONST_FLOAT4:
1363 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1364 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1365 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1366 break;
1368 default:
1369 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1370 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1372 break;
1374 default:
1375 FIXME("Unhandled register name Type(%d)\n", reg->type);
1376 sprintf(register_name, "unrecognized_register");
1377 break;
1381 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1383 *str++ = '.';
1384 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1385 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1386 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1387 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1388 *str = '\0';
1391 /* Get the GLSL write mask for the destination register */
1392 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1394 DWORD mask = param->write_mask;
1396 if (shader_is_scalar(&param->reg))
1398 mask = WINED3DSP_WRITEMASK_0;
1399 *write_mask = '\0';
1401 else
1403 shader_glsl_write_mask_to_str(mask, write_mask);
1406 return mask;
1409 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1410 unsigned int size = 0;
1412 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1413 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1414 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1415 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1417 return size;
1420 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1422 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1423 * but addressed as "rgba". To fix this we need to swap the register's x
1424 * and z components. */
1425 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1427 *str++ = '.';
1428 /* swizzle bits fields: wwzzyyxx */
1429 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1430 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1431 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1432 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1433 *str = '\0';
1436 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1437 BOOL fixup, DWORD mask, char *swizzle_str)
1439 if (shader_is_scalar(&param->reg))
1440 *swizzle_str = '\0';
1441 else
1442 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1445 /* From a given parameter token, generate the corresponding GLSL string.
1446 * Also, return the actual register name and swizzle in case the
1447 * caller needs this information as well. */
1448 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1449 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1451 BOOL is_color = FALSE;
1452 char swizzle_str[6];
1454 glsl_src->reg_name[0] = '\0';
1455 glsl_src->param_str[0] = '\0';
1456 swizzle_str[0] = '\0';
1458 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1459 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1460 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1463 /* From a given parameter token, generate the corresponding GLSL string.
1464 * Also, return the actual register name and swizzle in case the
1465 * caller needs this information as well. */
1466 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1467 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1469 BOOL is_color = FALSE;
1471 glsl_dst->mask_str[0] = '\0';
1472 glsl_dst->reg_name[0] = '\0';
1474 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1475 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1478 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1479 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1480 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1482 glsl_dst_param_t glsl_dst;
1483 DWORD mask;
1485 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1486 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1488 return mask;
1491 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1492 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1494 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1497 /** Process GLSL instruction modifiers */
1498 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1500 glsl_dst_param_t dst_param;
1501 DWORD modifiers;
1503 if (!ins->dst_count) return;
1505 modifiers = ins->dst[0].modifiers;
1506 if (!modifiers) return;
1508 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1510 if (modifiers & WINED3DSPDM_SATURATE)
1512 /* _SAT means to clamp the value of the register to between 0 and 1 */
1513 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1514 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1517 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1519 FIXME("_centroid modifier not handled\n");
1522 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1524 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1528 static inline const char *shader_get_comp_op(DWORD op)
1530 switch (op) {
1531 case COMPARISON_GT: return ">";
1532 case COMPARISON_EQ: return "==";
1533 case COMPARISON_GE: return ">=";
1534 case COMPARISON_LT: return "<";
1535 case COMPARISON_NE: return "!=";
1536 case COMPARISON_LE: return "<=";
1537 default:
1538 FIXME("Unrecognized comparison value: %u\n", op);
1539 return "(\?\?)";
1543 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1545 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1546 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1547 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1548 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1550 /* Note that there's no such thing as a projected cube texture. */
1551 switch(sampler_type) {
1552 case WINED3DSTT_1D:
1553 if(lod) {
1554 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1555 } else if(grad) {
1556 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1557 } else {
1558 sample_function->name = projected ? "texture1DProj" : "texture1D";
1560 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1561 break;
1562 case WINED3DSTT_2D:
1563 if(texrect) {
1564 if(lod) {
1565 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1566 } else if(grad) {
1567 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1568 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1570 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1571 } else {
1572 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1574 } else {
1575 if(lod) {
1576 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1577 } else if(grad) {
1578 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1579 } else {
1580 sample_function->name = projected ? "texture2DProj" : "texture2D";
1583 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1584 break;
1585 case WINED3DSTT_CUBE:
1586 if(lod) {
1587 sample_function->name = "textureCubeLod";
1588 } else if(grad) {
1589 sample_function->name = "textureCubeGradARB";
1590 } else {
1591 sample_function->name = "textureCube";
1593 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1594 break;
1595 case WINED3DSTT_VOLUME:
1596 if(lod) {
1597 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1598 } else if(grad) {
1599 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1600 } else {
1601 sample_function->name = projected ? "texture3DProj" : "texture3D";
1603 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1604 break;
1605 default:
1606 sample_function->name = "";
1607 sample_function->coord_mask = 0;
1608 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1609 break;
1613 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1614 BOOL sign_fixup, enum fixup_channel_source channel_source)
1616 switch(channel_source)
1618 case CHANNEL_SOURCE_ZERO:
1619 strcat(arguments, "0.0");
1620 break;
1622 case CHANNEL_SOURCE_ONE:
1623 strcat(arguments, "1.0");
1624 break;
1626 case CHANNEL_SOURCE_X:
1627 strcat(arguments, reg_name);
1628 strcat(arguments, ".x");
1629 break;
1631 case CHANNEL_SOURCE_Y:
1632 strcat(arguments, reg_name);
1633 strcat(arguments, ".y");
1634 break;
1636 case CHANNEL_SOURCE_Z:
1637 strcat(arguments, reg_name);
1638 strcat(arguments, ".z");
1639 break;
1641 case CHANNEL_SOURCE_W:
1642 strcat(arguments, reg_name);
1643 strcat(arguments, ".w");
1644 break;
1646 default:
1647 FIXME("Unhandled channel source %#x\n", channel_source);
1648 strcat(arguments, "undefined");
1649 break;
1652 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1655 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1657 struct wined3d_shader_dst_param dst;
1658 unsigned int mask_size, remaining;
1659 glsl_dst_param_t dst_param;
1660 char arguments[256];
1661 DWORD mask;
1663 mask = 0;
1664 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1665 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1666 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1667 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1668 mask &= ins->dst[0].write_mask;
1670 if (!mask) return; /* Nothing to do */
1672 if (is_yuv_fixup(fixup))
1674 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1675 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1676 return;
1679 mask_size = shader_glsl_get_write_mask_size(mask);
1681 dst = ins->dst[0];
1682 dst.write_mask = mask;
1683 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1685 arguments[0] = '\0';
1686 remaining = mask_size;
1687 if (mask & WINED3DSP_WRITEMASK_0)
1689 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1690 if (--remaining) strcat(arguments, ", ");
1692 if (mask & WINED3DSP_WRITEMASK_1)
1694 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1695 if (--remaining) strcat(arguments, ", ");
1697 if (mask & WINED3DSP_WRITEMASK_2)
1699 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1700 if (--remaining) strcat(arguments, ", ");
1702 if (mask & WINED3DSP_WRITEMASK_3)
1704 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1705 if (--remaining) strcat(arguments, ", ");
1708 if (mask_size > 1)
1710 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1711 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1713 else
1715 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1719 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1720 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1721 const char *dx, const char *dy,
1722 const char *bias, const char *coord_reg_fmt, ...)
1724 const char *sampler_base;
1725 char dst_swizzle[6];
1726 struct color_fixup_desc fixup;
1727 BOOL np2_fixup = FALSE;
1728 va_list args;
1730 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1732 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1734 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1735 fixup = priv->cur_ps_args->color_fixup[sampler];
1736 sampler_base = "Psampler";
1738 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
1739 if(bias) {
1740 FIXME("Biased sampling from NP2 textures is unsupported\n");
1741 } else {
1742 np2_fixup = TRUE;
1745 } else {
1746 sampler_base = "Vsampler";
1747 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1750 shader_glsl_append_dst(ins->ctx->buffer, ins);
1752 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1754 va_start(args, coord_reg_fmt);
1755 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1756 va_end(args);
1758 if(bias) {
1759 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1760 } else {
1761 if (np2_fixup) {
1762 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1763 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
1765 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
1766 (idx % 2) ? "zw" : "xy", dst_swizzle);
1767 } else if(dx && dy) {
1768 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1769 } else {
1770 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1774 if(!is_identity_fixup(fixup)) {
1775 shader_glsl_color_correction(ins, fixup);
1779 /*****************************************************************************
1781 * Begin processing individual instruction opcodes
1783 ****************************************************************************/
1785 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1786 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1788 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1789 glsl_src_param_t src0_param;
1790 glsl_src_param_t src1_param;
1791 DWORD write_mask;
1792 char op;
1794 /* Determine the GLSL operator to use based on the opcode */
1795 switch (ins->handler_idx)
1797 case WINED3DSIH_MUL: op = '*'; break;
1798 case WINED3DSIH_ADD: op = '+'; break;
1799 case WINED3DSIH_SUB: op = '-'; break;
1800 default:
1801 op = ' ';
1802 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1803 break;
1806 write_mask = shader_glsl_append_dst(buffer, ins);
1807 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1808 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1809 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1812 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1813 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1815 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1816 glsl_src_param_t src0_param;
1817 DWORD write_mask;
1819 write_mask = shader_glsl_append_dst(buffer, ins);
1820 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1822 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1823 * shader versions WINED3DSIO_MOVA is used for this. */
1824 if (ins->ctx->reg_maps->shader_version.major == 1
1825 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1826 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1828 /* This is a simple floor() */
1829 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1830 if (mask_size > 1) {
1831 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1832 } else {
1833 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1836 else if(ins->handler_idx == WINED3DSIH_MOVA)
1838 /* We need to *round* to the nearest int here. */
1839 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1840 if (mask_size > 1) {
1841 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);
1842 } else {
1843 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1845 } else {
1846 shader_addline(buffer, "%s);\n", src0_param.param_str);
1850 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1851 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1853 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1854 glsl_src_param_t src0_param;
1855 glsl_src_param_t src1_param;
1856 DWORD dst_write_mask, src_write_mask;
1857 unsigned int dst_size = 0;
1859 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1860 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1862 /* dp3 works on vec3, dp4 on vec4 */
1863 if (ins->handler_idx == WINED3DSIH_DP4)
1865 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1866 } else {
1867 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1870 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1871 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1873 if (dst_size > 1) {
1874 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1875 } else {
1876 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1880 /* Note that this instruction has some restrictions. The destination write mask
1881 * can't contain the w component, and the source swizzles have to be .xyzw */
1882 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1884 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1885 glsl_src_param_t src0_param;
1886 glsl_src_param_t src1_param;
1887 char dst_mask[6];
1889 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1890 shader_glsl_append_dst(ins->ctx->buffer, ins);
1891 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1892 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1893 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1896 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1897 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1898 * GLSL uses the value as-is. */
1899 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1901 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1902 glsl_src_param_t src0_param;
1903 glsl_src_param_t src1_param;
1904 DWORD dst_write_mask;
1905 unsigned int dst_size;
1907 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1908 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1910 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1911 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1913 if (dst_size > 1) {
1914 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1915 } else {
1916 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1920 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1921 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1922 * GLSL uses the value as-is. */
1923 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1925 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1926 glsl_src_param_t src0_param;
1927 DWORD dst_write_mask;
1928 unsigned int dst_size;
1930 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1931 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1933 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1935 if (dst_size > 1) {
1936 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1937 } else {
1938 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1942 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1943 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1945 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1946 glsl_src_param_t src_param;
1947 const char *instruction;
1948 DWORD write_mask;
1949 unsigned i;
1951 /* Determine the GLSL function to use based on the opcode */
1952 /* TODO: Possibly make this a table for faster lookups */
1953 switch (ins->handler_idx)
1955 case WINED3DSIH_MIN: instruction = "min"; break;
1956 case WINED3DSIH_MAX: instruction = "max"; break;
1957 case WINED3DSIH_ABS: instruction = "abs"; break;
1958 case WINED3DSIH_FRC: instruction = "fract"; break;
1959 case WINED3DSIH_NRM: instruction = "normalize"; break;
1960 case WINED3DSIH_EXP: instruction = "exp2"; break;
1961 case WINED3DSIH_SGN: instruction = "sign"; break;
1962 case WINED3DSIH_DSX: instruction = "dFdx"; break;
1963 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1964 default: instruction = "";
1965 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1966 break;
1969 write_mask = shader_glsl_append_dst(buffer, ins);
1971 shader_addline(buffer, "%s(", instruction);
1973 if (ins->src_count)
1975 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1976 shader_addline(buffer, "%s", src_param.param_str);
1977 for (i = 1; i < ins->src_count; ++i)
1979 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1980 shader_addline(buffer, ", %s", src_param.param_str);
1984 shader_addline(buffer, "));\n");
1987 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1988 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1989 * dst.x = 2^(floor(src))
1990 * dst.y = src - floor(src)
1991 * dst.z = 2^src (partial precision is allowed, but optional)
1992 * dst.w = 1.0;
1993 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1994 * dst = 2^src; (partial precision is allowed, but optional)
1996 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
1998 glsl_src_param_t src_param;
2000 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2002 if (ins->ctx->reg_maps->shader_version.major < 2)
2004 char dst_mask[6];
2006 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2007 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2008 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2009 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2011 shader_glsl_append_dst(ins->ctx->buffer, ins);
2012 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2013 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2014 } else {
2015 DWORD write_mask;
2016 unsigned int mask_size;
2018 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2019 mask_size = shader_glsl_get_write_mask_size(write_mask);
2021 if (mask_size > 1) {
2022 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2023 } else {
2024 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2029 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2030 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2032 glsl_src_param_t src_param;
2033 DWORD write_mask;
2034 unsigned int mask_size;
2036 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2037 mask_size = shader_glsl_get_write_mask_size(write_mask);
2038 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2040 if (mask_size > 1) {
2041 shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
2042 } else {
2043 shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
2047 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2049 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2050 glsl_src_param_t src_param;
2051 DWORD write_mask;
2052 unsigned int mask_size;
2054 write_mask = shader_glsl_append_dst(buffer, ins);
2055 mask_size = shader_glsl_get_write_mask_size(write_mask);
2057 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2059 if (mask_size > 1) {
2060 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
2061 } else {
2062 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
2066 /** Process signed comparison opcodes in GLSL. */
2067 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2069 glsl_src_param_t src0_param;
2070 glsl_src_param_t src1_param;
2071 DWORD write_mask;
2072 unsigned int mask_size;
2074 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2075 mask_size = shader_glsl_get_write_mask_size(write_mask);
2076 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2077 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2079 if (mask_size > 1) {
2080 const char *compare;
2082 switch(ins->handler_idx)
2084 case WINED3DSIH_SLT: compare = "lessThan"; break;
2085 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2086 default: compare = "";
2087 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2090 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2091 src0_param.param_str, src1_param.param_str);
2092 } else {
2093 switch(ins->handler_idx)
2095 case WINED3DSIH_SLT:
2096 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2097 * to return 0.0 but step returns 1.0 because step is not < x
2098 * An alternative is a bvec compare padded with an unused second component.
2099 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2100 * issue. Playing with not() is not possible either because not() does not accept
2101 * a scalar.
2103 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2104 src0_param.param_str, src1_param.param_str);
2105 break;
2106 case WINED3DSIH_SGE:
2107 /* Here we can use the step() function and safe a conditional */
2108 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2109 break;
2110 default:
2111 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2117 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2118 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2120 glsl_src_param_t src0_param;
2121 glsl_src_param_t src1_param;
2122 glsl_src_param_t src2_param;
2123 DWORD write_mask, cmp_channel = 0;
2124 unsigned int i, j;
2125 char mask_char[6];
2126 BOOL temp_destination = FALSE;
2128 if (shader_is_scalar(&ins->src[0].reg))
2130 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2132 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2133 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2134 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2136 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2137 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2138 } else {
2139 DWORD dst_mask = ins->dst[0].write_mask;
2140 struct wined3d_shader_dst_param dst = ins->dst[0];
2142 /* Cycle through all source0 channels */
2143 for (i=0; i<4; i++) {
2144 write_mask = 0;
2145 /* Find the destination channels which use the current source0 channel */
2146 for (j=0; j<4; j++) {
2147 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2149 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2150 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2153 dst.write_mask = dst_mask & write_mask;
2155 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2156 * The first lines may overwrite source parameters of the following lines.
2157 * Deal with that by using a temporary destination register if needed
2159 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2160 && ins->src[0].reg.type == ins->dst[0].reg.type)
2161 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2162 && ins->src[1].reg.type == ins->dst[0].reg.type)
2163 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2164 && ins->src[2].reg.type == ins->dst[0].reg.type))
2166 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2167 if (!write_mask) continue;
2168 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2169 temp_destination = TRUE;
2170 } else {
2171 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2172 if (!write_mask) continue;
2175 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2176 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2177 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2179 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2180 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2183 if(temp_destination) {
2184 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2185 shader_glsl_append_dst(ins->ctx->buffer, ins);
2186 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2192 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2193 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2194 * the compare is done per component of src0. */
2195 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2197 struct wined3d_shader_dst_param dst;
2198 glsl_src_param_t src0_param;
2199 glsl_src_param_t src1_param;
2200 glsl_src_param_t src2_param;
2201 DWORD write_mask, cmp_channel = 0;
2202 unsigned int i, j;
2203 DWORD dst_mask;
2204 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2205 ins->ctx->reg_maps->shader_version.minor);
2207 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2209 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2210 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2211 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2212 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2214 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2215 if (ins->coissue)
2217 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2218 } else {
2219 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2220 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2222 return;
2224 /* Cycle through all source0 channels */
2225 dst_mask = ins->dst[0].write_mask;
2226 dst = ins->dst[0];
2227 for (i=0; i<4; i++) {
2228 write_mask = 0;
2229 /* Find the destination channels which use the current source0 channel */
2230 for (j=0; j<4; j++) {
2231 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2233 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2234 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2238 dst.write_mask = dst_mask & write_mask;
2239 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2240 if (!write_mask) continue;
2242 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2243 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2244 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2246 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2247 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2251 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2252 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2254 glsl_src_param_t src0_param;
2255 glsl_src_param_t src1_param;
2256 glsl_src_param_t src2_param;
2257 DWORD write_mask;
2259 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2260 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2261 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2262 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2263 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2264 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2267 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2268 Vertex shaders to GLSL codes */
2269 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2271 int i;
2272 int nComponents = 0;
2273 struct wined3d_shader_dst_param tmp_dst = {{0}};
2274 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2275 struct wined3d_shader_instruction tmp_ins;
2277 memset(&tmp_ins, 0, sizeof(tmp_ins));
2279 /* Set constants for the temporary argument */
2280 tmp_ins.ctx = ins->ctx;
2281 tmp_ins.dst_count = 1;
2282 tmp_ins.dst = &tmp_dst;
2283 tmp_ins.src_count = 2;
2284 tmp_ins.src = tmp_src;
2286 switch(ins->handler_idx)
2288 case WINED3DSIH_M4x4:
2289 nComponents = 4;
2290 tmp_ins.handler_idx = WINED3DSIH_DP4;
2291 break;
2292 case WINED3DSIH_M4x3:
2293 nComponents = 3;
2294 tmp_ins.handler_idx = WINED3DSIH_DP4;
2295 break;
2296 case WINED3DSIH_M3x4:
2297 nComponents = 4;
2298 tmp_ins.handler_idx = WINED3DSIH_DP3;
2299 break;
2300 case WINED3DSIH_M3x3:
2301 nComponents = 3;
2302 tmp_ins.handler_idx = WINED3DSIH_DP3;
2303 break;
2304 case WINED3DSIH_M3x2:
2305 nComponents = 2;
2306 tmp_ins.handler_idx = WINED3DSIH_DP3;
2307 break;
2308 default:
2309 break;
2312 tmp_dst = ins->dst[0];
2313 tmp_src[0] = ins->src[0];
2314 tmp_src[1] = ins->src[1];
2315 for (i = 0; i < nComponents; ++i)
2317 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2318 shader_glsl_dot(&tmp_ins);
2319 ++tmp_src[1].reg.idx;
2324 The LRP instruction performs a component-wise linear interpolation
2325 between the second and third operands using the first operand as the
2326 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2327 This is equivalent to mix(src2, src1, src0);
2329 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2331 glsl_src_param_t src0_param;
2332 glsl_src_param_t src1_param;
2333 glsl_src_param_t src2_param;
2334 DWORD write_mask;
2336 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2338 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2339 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2340 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2342 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2343 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2346 /** Process the WINED3DSIO_LIT instruction in GLSL:
2347 * dst.x = dst.w = 1.0
2348 * dst.y = (src0.x > 0) ? src0.x
2349 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2350 * where src.w is clamped at +- 128
2352 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2354 glsl_src_param_t src0_param;
2355 glsl_src_param_t src1_param;
2356 glsl_src_param_t src3_param;
2357 char dst_mask[6];
2359 shader_glsl_append_dst(ins->ctx->buffer, ins);
2360 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2362 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2363 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2364 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2366 /* The sdk specifies the instruction like this
2367 * dst.x = 1.0;
2368 * if(src.x > 0.0) dst.y = src.x
2369 * else dst.y = 0.0.
2370 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2371 * else dst.z = 0.0;
2372 * dst.w = 1.0;
2374 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2375 * dst.x = 1.0 ... No further explanation needed
2376 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2377 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2378 * dst.w = 1.0. ... Nothing fancy.
2380 * So we still have one conditional in there. So do this:
2381 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2383 * 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),
2384 * 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.
2385 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2387 shader_addline(ins->ctx->buffer,
2388 "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",
2389 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2392 /** Process the WINED3DSIO_DST instruction in GLSL:
2393 * dst.x = 1.0
2394 * dst.y = src0.x * src0.y
2395 * dst.z = src0.z
2396 * dst.w = src1.w
2398 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2400 glsl_src_param_t src0y_param;
2401 glsl_src_param_t src0z_param;
2402 glsl_src_param_t src1y_param;
2403 glsl_src_param_t src1w_param;
2404 char dst_mask[6];
2406 shader_glsl_append_dst(ins->ctx->buffer, ins);
2407 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2409 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2410 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2411 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2412 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2414 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2415 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2418 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2419 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2420 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2422 * dst.x = cos(src0.?)
2423 * dst.y = sin(src0.?)
2424 * dst.z = dst.z
2425 * dst.w = dst.w
2427 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2429 glsl_src_param_t src0_param;
2430 DWORD write_mask;
2432 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2433 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2435 switch (write_mask) {
2436 case WINED3DSP_WRITEMASK_0:
2437 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2438 break;
2440 case WINED3DSP_WRITEMASK_1:
2441 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2442 break;
2444 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2445 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2446 break;
2448 default:
2449 ERR("Write mask should be .x, .y or .xy\n");
2450 break;
2454 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2455 * Start a for() loop where src1.y is the initial value of aL,
2456 * increment aL by src1.z for a total of src1.x iterations.
2457 * Need to use a temporary variable for this operation.
2459 /* FIXME: I don't think nested loops will work correctly this way. */
2460 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2462 glsl_src_param_t src1_param;
2463 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2464 const DWORD *control_values = NULL;
2465 const local_constant *constant;
2467 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2469 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2470 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2471 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2472 * addressing.
2474 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2476 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2477 if (constant->idx == ins->src[1].reg.idx)
2479 control_values = constant->value;
2480 break;
2485 if(control_values) {
2486 if(control_values[2] > 0) {
2487 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2488 shader->baseShader.cur_loop_depth, control_values[1],
2489 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2490 shader->baseShader.cur_loop_depth, control_values[2]);
2491 } else if(control_values[2] == 0) {
2492 shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2493 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2494 shader->baseShader.cur_loop_depth, control_values[0],
2495 shader->baseShader.cur_loop_depth);
2496 } else {
2497 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2498 shader->baseShader.cur_loop_depth, control_values[1],
2499 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2500 shader->baseShader.cur_loop_depth, control_values[2]);
2502 } else {
2503 shader_addline(ins->ctx->buffer,
2504 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2505 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2506 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2507 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2510 shader->baseShader.cur_loop_depth++;
2511 shader->baseShader.cur_loop_regno++;
2514 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2516 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2518 shader_addline(ins->ctx->buffer, "}\n");
2520 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2522 shader->baseShader.cur_loop_depth--;
2523 shader->baseShader.cur_loop_regno--;
2526 if (ins->handler_idx == WINED3DSIH_ENDREP)
2528 shader->baseShader.cur_loop_depth--;
2532 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2534 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2535 glsl_src_param_t src0_param;
2536 const DWORD *control_values = NULL;
2537 const local_constant *constant;
2539 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2540 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2542 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2544 if (constant->idx == ins->src[0].reg.idx)
2546 control_values = constant->value;
2547 break;
2552 if(control_values) {
2553 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2554 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2555 control_values[0], shader->baseShader.cur_loop_depth);
2556 } else {
2557 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2558 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2559 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2560 src0_param.param_str, shader->baseShader.cur_loop_depth);
2562 shader->baseShader.cur_loop_depth++;
2565 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2567 glsl_src_param_t src0_param;
2569 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2570 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2573 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2575 glsl_src_param_t src0_param;
2576 glsl_src_param_t src1_param;
2578 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2579 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2581 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2582 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2585 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2587 shader_addline(ins->ctx->buffer, "} else {\n");
2590 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2592 shader_addline(ins->ctx->buffer, "break;\n");
2595 /* FIXME: According to MSDN the compare is done per component. */
2596 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2598 glsl_src_param_t src0_param;
2599 glsl_src_param_t src1_param;
2601 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2602 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2604 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2605 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2608 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2610 shader_addline(ins->ctx->buffer, "}\n");
2611 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2614 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2616 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2619 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2621 glsl_src_param_t src1_param;
2623 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2624 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2627 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
2629 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2630 * function only suppresses the unhandled instruction warning
2634 /*********************************************
2635 * Pixel Shader Specific Code begins here
2636 ********************************************/
2637 static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
2639 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2640 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2641 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2642 ins->ctx->reg_maps->shader_version.minor);
2643 glsl_sample_function_t sample_function;
2644 DWORD sample_flags = 0;
2645 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2646 DWORD sampler_idx;
2647 DWORD mask = 0, swizzle;
2649 /* 1.0-1.4: Use destination register as sampler source.
2650 * 2.0+: Use provided sampler source. */
2651 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
2652 else sampler_idx = ins->src[1].reg.idx;
2653 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2655 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2657 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2659 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2660 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2661 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2662 switch (flags & ~WINED3DTTFF_PROJECTED) {
2663 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2664 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2665 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2666 case WINED3DTTFF_COUNT4:
2667 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2671 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2673 DWORD src_mod = ins->src[0].modifiers;
2675 if (src_mod == WINED3DSPSM_DZ) {
2676 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2677 mask = WINED3DSP_WRITEMASK_2;
2678 } else if (src_mod == WINED3DSPSM_DW) {
2679 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2680 mask = WINED3DSP_WRITEMASK_3;
2682 } else {
2683 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2685 /* ps 2.0 texldp instruction always divides by the fourth component. */
2686 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2687 mask = WINED3DSP_WRITEMASK_3;
2691 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2692 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2693 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2696 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2697 mask |= sample_function.coord_mask;
2699 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2700 else swizzle = ins->src[1].swizzle;
2702 /* 1.0-1.3: Use destination register as coordinate source.
2703 1.4+: Use provided coordinate source register. */
2704 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2706 char coord_mask[6];
2707 shader_glsl_write_mask_to_str(mask, coord_mask);
2708 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2709 "T%u%s", sampler_idx, coord_mask);
2710 } else {
2711 glsl_src_param_t coord_param;
2712 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2713 if (ins->flags & WINED3DSI_TEXLD_BIAS)
2715 glsl_src_param_t bias;
2716 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2717 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2718 "%s", coord_param.param_str);
2719 } else {
2720 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2721 "%s", coord_param.param_str);
2726 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2728 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2729 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2730 const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
2731 glsl_sample_function_t sample_function;
2732 glsl_src_param_t coord_param, dx_param, dy_param;
2733 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2734 DWORD sampler_type;
2735 DWORD sampler_idx;
2736 DWORD swizzle = ins->src[1].swizzle;
2738 if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
2739 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2740 return pshader_glsl_tex(ins);
2743 sampler_idx = ins->src[1].reg.idx;
2744 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2745 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2746 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2747 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2750 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2751 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2752 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2753 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2755 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2756 "%s", coord_param.param_str);
2759 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2761 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2762 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2763 glsl_sample_function_t sample_function;
2764 glsl_src_param_t coord_param, lod_param;
2765 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2766 DWORD sampler_type;
2767 DWORD sampler_idx;
2768 DWORD swizzle = ins->src[1].swizzle;
2770 sampler_idx = ins->src[1].reg.idx;
2771 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2772 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2773 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2774 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2776 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2777 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2779 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2781 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2783 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2784 * However, they seem to work just fine in fragment shaders as well. */
2785 WARN("Using %s in fragment shader.\n", sample_function.name);
2787 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2788 "%s", coord_param.param_str);
2791 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2793 /* FIXME: Make this work for more than just 2D textures */
2794 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2795 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2797 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2799 char dst_mask[6];
2801 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2802 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2803 ins->dst[0].reg.idx, dst_mask);
2804 } else {
2805 DWORD reg = ins->src[0].reg.idx;
2806 DWORD src_mod = ins->src[0].modifiers;
2807 char dst_swizzle[6];
2809 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2811 if (src_mod == WINED3DSPSM_DZ) {
2812 glsl_src_param_t div_param;
2813 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2814 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2816 if (mask_size > 1) {
2817 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2818 } else {
2819 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2821 } else if (src_mod == WINED3DSPSM_DW) {
2822 glsl_src_param_t div_param;
2823 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2824 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2826 if (mask_size > 1) {
2827 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2828 } else {
2829 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2831 } else {
2832 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2837 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2838 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2839 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2840 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2842 glsl_src_param_t src0_param;
2843 glsl_sample_function_t sample_function;
2844 DWORD sampler_idx = ins->dst[0].reg.idx;
2845 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2846 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2847 UINT mask_size;
2849 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2851 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2852 * scalar, and projected sampling would require 4.
2854 * It is a dependent read - not valid with conditional NP2 textures
2856 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2857 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2859 switch(mask_size)
2861 case 1:
2862 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2863 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2864 break;
2866 case 2:
2867 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2868 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2869 break;
2871 case 3:
2872 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2873 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2874 break;
2876 default:
2877 FIXME("Unexpected mask size %u\n", mask_size);
2878 break;
2882 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2883 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2884 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2886 glsl_src_param_t src0_param;
2887 DWORD dstreg = ins->dst[0].reg.idx;
2888 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2889 DWORD dst_mask;
2890 unsigned int mask_size;
2892 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2893 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2894 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2896 if (mask_size > 1) {
2897 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2898 } else {
2899 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2903 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2904 * Calculate the depth as dst.x / dst.y */
2905 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2907 glsl_dst_param_t dst_param;
2909 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2911 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2912 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2913 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2914 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2915 * >= 1.0 or < 0.0
2917 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2918 dst_param.reg_name, dst_param.reg_name);
2921 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2922 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2923 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2924 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2926 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2928 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2929 DWORD dstreg = ins->dst[0].reg.idx;
2930 glsl_src_param_t src0_param;
2932 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2934 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2935 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2938 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2939 * Calculate the 1st of a 2-row matrix multiplication. */
2940 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2942 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2943 DWORD reg = ins->dst[0].reg.idx;
2944 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2945 glsl_src_param_t src0_param;
2947 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2948 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2951 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2952 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2953 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2955 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2956 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2957 DWORD reg = ins->dst[0].reg.idx;
2958 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2959 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2960 glsl_src_param_t src0_param;
2962 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2963 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2964 current_state->texcoord_w[current_state->current_row++] = reg;
2967 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2969 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2970 DWORD reg = ins->dst[0].reg.idx;
2971 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2972 glsl_src_param_t src0_param;
2973 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2974 glsl_sample_function_t sample_function;
2976 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2977 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2979 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2981 /* Sample the texture using the calculated coordinates */
2982 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
2985 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2986 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2987 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
2989 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2990 glsl_src_param_t src0_param;
2991 DWORD reg = ins->dst[0].reg.idx;
2992 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2993 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2994 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2995 glsl_sample_function_t sample_function;
2997 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2998 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3000 /* Dependent read, not valid with conditional NP2 */
3001 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3003 /* Sample the texture using the calculated coordinates */
3004 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3006 current_state->current_row = 0;
3009 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3010 * Perform the 3rd row of a 3x3 matrix multiply */
3011 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3013 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3014 glsl_src_param_t src0_param;
3015 char dst_mask[6];
3016 DWORD reg = ins->dst[0].reg.idx;
3017 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3018 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
3020 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3022 shader_glsl_append_dst(ins->ctx->buffer, ins);
3023 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3024 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3026 current_state->current_row = 0;
3029 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3030 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3031 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3033 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3034 DWORD reg = ins->dst[0].reg.idx;
3035 glsl_src_param_t src0_param;
3036 glsl_src_param_t src1_param;
3037 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3038 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3039 WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
3040 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3041 glsl_sample_function_t sample_function;
3043 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3044 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3046 /* Perform the last matrix multiply operation */
3047 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3048 /* Reflection calculation */
3049 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3051 /* Dependent read, not valid with conditional NP2 */
3052 shader_glsl_get_sample_function(stype, 0, &sample_function);
3054 /* Sample the texture */
3055 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3057 current_state->current_row = 0;
3060 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3061 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3062 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3064 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3065 DWORD reg = ins->dst[0].reg.idx;
3066 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3067 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3068 glsl_src_param_t src0_param;
3069 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3070 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3071 glsl_sample_function_t sample_function;
3073 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3075 /* Perform the last matrix multiply operation */
3076 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3078 /* Construct the eye-ray vector from w coordinates */
3079 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3080 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3081 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3083 /* Dependent read, not valid with conditional NP2 */
3084 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3086 /* Sample the texture using the calculated coordinates */
3087 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3089 current_state->current_row = 0;
3092 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3093 * Apply a fake bump map transform.
3094 * texbem is pshader <= 1.3 only, this saves a few version checks
3096 static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3098 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3099 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3100 glsl_sample_function_t sample_function;
3101 glsl_src_param_t coord_param;
3102 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
3103 DWORD sampler_idx;
3104 DWORD mask;
3105 DWORD flags;
3106 char coord_mask[6];
3108 sampler_idx = ins->dst[0].reg.idx;
3109 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3111 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3112 /* Dependent read, not valid with conditional NP2 */
3113 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3114 mask = sample_function.coord_mask;
3116 shader_glsl_write_mask_to_str(mask, coord_mask);
3118 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3119 * so we can't let the GL handle this.
3121 if (flags & WINED3DTTFF_PROJECTED) {
3122 DWORD div_mask=0;
3123 char coord_div_mask[3];
3124 switch (flags & ~WINED3DTTFF_PROJECTED) {
3125 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3126 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3127 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3128 case WINED3DTTFF_COUNT4:
3129 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3131 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3132 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3135 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3137 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3138 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3139 coord_param.param_str, coord_mask);
3141 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3143 glsl_src_param_t luminance_param;
3144 glsl_dst_param_t dst_param;
3146 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3147 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3149 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3150 dst_param.reg_name, dst_param.mask_str,
3151 luminance_param.param_str, sampler_idx, sampler_idx);
3155 static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
3157 glsl_src_param_t src0_param, src1_param;
3158 DWORD sampler_idx = ins->dst[0].reg.idx;
3160 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3161 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3163 shader_glsl_append_dst(ins->ctx->buffer, ins);
3164 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3165 src0_param.param_str, sampler_idx, src1_param.param_str);
3168 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3169 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3170 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3172 glsl_src_param_t src0_param;
3173 DWORD sampler_idx = ins->dst[0].reg.idx;
3174 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3175 glsl_sample_function_t sample_function;
3177 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3179 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3180 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3181 "%s.wx", src0_param.reg_name);
3184 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3185 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3186 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3188 glsl_src_param_t src0_param;
3189 DWORD sampler_idx = ins->dst[0].reg.idx;
3190 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3191 glsl_sample_function_t sample_function;
3193 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3195 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3196 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3197 "%s.yz", src0_param.reg_name);
3200 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3201 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3202 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3204 glsl_src_param_t src0_param;
3205 DWORD sampler_idx = ins->dst[0].reg.idx;
3206 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3207 glsl_sample_function_t sample_function;
3209 /* Dependent read, not valid with conditional NP2 */
3210 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3211 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3213 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3214 "%s", src0_param.param_str);
3217 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3218 * If any of the first 3 components are < 0, discard this pixel */
3219 static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3221 glsl_dst_param_t dst_param;
3223 /* The argument is a destination parameter, and no writemasks are allowed */
3224 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3225 if (ins->ctx->reg_maps->shader_version.major >= 2)
3227 /* 2.0 shaders compare all 4 components in texkill */
3228 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3229 } else {
3230 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3231 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3232 * 4 components are defined, only the first 3 are used
3234 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3238 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3239 * dst = dot2(src0, src1) + src2 */
3240 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3242 glsl_src_param_t src0_param;
3243 glsl_src_param_t src1_param;
3244 glsl_src_param_t src2_param;
3245 DWORD write_mask;
3246 unsigned int mask_size;
3248 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3249 mask_size = shader_glsl_get_write_mask_size(write_mask);
3251 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3252 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3253 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3255 if (mask_size > 1) {
3256 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3257 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3258 } else {
3259 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3260 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3264 static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3265 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3266 enum vertexprocessing_mode vertexprocessing)
3268 unsigned int i;
3269 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3270 WORD map = reg_maps->input_registers;
3272 for (i = 0; map; map >>= 1, ++i)
3274 const char *semantic_name;
3275 UINT semantic_idx;
3276 char reg_mask[6];
3278 /* Unused */
3279 if (!(map & 1)) continue;
3281 semantic_name = input_signature[i].semantic_name;
3282 semantic_idx = input_signature[i].semantic_idx;
3283 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3285 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3287 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3288 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3289 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3290 else
3291 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3292 This->input_reg_map[i], reg_mask, reg_mask);
3294 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3296 if (semantic_idx == 0)
3297 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3298 This->input_reg_map[i], reg_mask, reg_mask);
3299 else if (semantic_idx == 1)
3300 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3301 This->input_reg_map[i], reg_mask, reg_mask);
3302 else
3303 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3304 This->input_reg_map[i], reg_mask, reg_mask);
3306 else
3308 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3309 This->input_reg_map[i], reg_mask, reg_mask);
3314 /*********************************************
3315 * Vertex Shader Specific Code begins here
3316 ********************************************/
3318 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3319 glsl_program_key_t key;
3321 key.vshader = entry->vshader;
3322 key.pshader = entry->pshader;
3323 key.vs_args = entry->vs_args;
3324 key.ps_args = entry->ps_args;
3326 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3328 ERR("Failed to insert program entry.\n");
3332 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3333 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3334 struct ps_compile_args *ps_args) {
3335 struct wine_rb_entry *entry;
3336 glsl_program_key_t key;
3338 key.vshader = vshader;
3339 key.pshader = pshader;
3340 key.vs_args = *vs_args;
3341 key.ps_args = *ps_args;
3343 entry = wine_rb_get(&priv->program_lookup, &key);
3344 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3347 /* GL locking is done by the caller */
3348 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
3349 struct glsl_shader_prog_link *entry)
3351 glsl_program_key_t key;
3353 key.vshader = entry->vshader;
3354 key.pshader = entry->pshader;
3355 key.vs_args = entry->vs_args;
3356 key.ps_args = entry->ps_args;
3357 wine_rb_remove(&priv->program_lookup, &key);
3359 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3360 if (entry->vshader) list_remove(&entry->vshader_entry);
3361 if (entry->pshader) list_remove(&entry->pshader_entry);
3362 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3363 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3364 HeapFree(GetProcessHeap(), 0, entry);
3367 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
3368 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3369 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3371 unsigned int i, j;
3372 const char *semantic_name_in, *semantic_name_out;
3373 UINT semantic_idx_in, semantic_idx_out;
3374 DWORD *set;
3375 DWORD in_idx;
3376 unsigned int in_count = vec4_varyings(3, gl_info);
3377 char reg_mask[6], reg_mask_out[6];
3378 char destination[50];
3379 WORD input_map, output_map;
3381 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3383 if (!output_signature)
3385 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3386 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3387 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3390 input_map = reg_maps_in->input_registers;
3391 for (i = 0; input_map; input_map >>= 1, ++i)
3393 if (!(input_map & 1)) continue;
3395 in_idx = map[i];
3396 if (in_idx >= (in_count + 2)) {
3397 FIXME("More input varyings declared than supported, expect issues\n");
3398 continue;
3400 else if (map[i] == ~0U)
3402 /* Declared, but not read register */
3403 continue;
3406 if (in_idx == in_count) {
3407 sprintf(destination, "gl_FrontColor");
3408 } else if (in_idx == in_count + 1) {
3409 sprintf(destination, "gl_FrontSecondaryColor");
3410 } else {
3411 sprintf(destination, "IN[%u]", in_idx);
3414 semantic_name_in = input_signature[i].semantic_name;
3415 semantic_idx_in = input_signature[i].semantic_idx;
3416 set[map[i]] = input_signature[i].mask;
3417 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3419 if (!output_signature)
3421 if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3423 if (semantic_idx_in == 0)
3424 shader_addline(buffer, "%s%s = front_color%s;\n",
3425 destination, reg_mask, reg_mask);
3426 else if (semantic_idx_in == 1)
3427 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3428 destination, reg_mask, reg_mask);
3429 else
3430 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3431 destination, reg_mask, reg_mask);
3433 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3435 if (semantic_idx_in < 8)
3437 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3438 destination, reg_mask, semantic_idx_in, reg_mask);
3440 else
3442 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3443 destination, reg_mask, reg_mask);
3446 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3448 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3449 destination, reg_mask, reg_mask);
3451 else
3453 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3454 destination, reg_mask, reg_mask);
3456 } else {
3457 BOOL found = FALSE;
3459 output_map = reg_maps_out->output_registers;
3460 for (j = 0; output_map; output_map >>= 1, ++j)
3462 if (!(output_map & 1)) continue;
3464 semantic_name_out = output_signature[j].semantic_name;
3465 semantic_idx_out = output_signature[j].semantic_idx;
3466 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3468 if (semantic_idx_in == semantic_idx_out
3469 && !strcmp(semantic_name_in, semantic_name_out))
3471 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3472 destination, reg_mask, j, reg_mask);
3473 found = TRUE;
3476 if(!found) {
3477 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3478 destination, reg_mask, reg_mask);
3483 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3484 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3485 * input varyings are assigned above, if the optimizer works properly.
3487 for(i = 0; i < in_count + 2; i++) {
3488 if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3490 unsigned int size = 0;
3491 memset(reg_mask, 0, sizeof(reg_mask));
3492 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3493 reg_mask[size] = 'x';
3494 size++;
3496 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3497 reg_mask[size] = 'y';
3498 size++;
3500 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3501 reg_mask[size] = 'z';
3502 size++;
3504 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3505 reg_mask[size] = 'w';
3506 size++;
3509 if (i == in_count) {
3510 sprintf(destination, "gl_FrontColor");
3511 } else if (i == in_count + 1) {
3512 sprintf(destination, "gl_FrontSecondaryColor");
3513 } else {
3514 sprintf(destination, "IN[%u]", i);
3517 if (size == 1) {
3518 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3519 } else {
3520 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3525 HeapFree(GetProcessHeap(), 0, set);
3528 /* GL locking is done by the caller */
3529 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3530 IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
3532 GLhandleARB ret = 0;
3533 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3534 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3535 IWineD3DDeviceImpl *device;
3536 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3537 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3538 unsigned int i;
3539 const char *semantic_name;
3540 UINT semantic_idx;
3541 char reg_mask[6];
3542 const struct wined3d_shader_signature_element *output_signature;
3544 shader_buffer_clear(buffer);
3546 shader_addline(buffer, "#version 120\n");
3548 if(vs_major < 3 && ps_major < 3) {
3549 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3550 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3552 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3553 if (((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
3554 && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
3556 shader_addline(buffer, "void order_ps_input() {\n");
3557 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3558 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3559 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3560 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3563 shader_addline(buffer, "}\n");
3564 } else {
3565 shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
3567 } else if(ps_major < 3 && vs_major >= 3) {
3568 WORD map = vs->baseShader.reg_maps.output_registers;
3570 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3571 output_signature = vs->output_signature;
3573 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3574 for (i = 0; map; map >>= 1, ++i)
3576 DWORD write_mask;
3578 if (!(map & 1)) continue;
3580 semantic_name = output_signature[i].semantic_name;
3581 semantic_idx = output_signature[i].semantic_idx;
3582 write_mask = output_signature[i].mask;
3583 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3585 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3587 if (semantic_idx == 0)
3588 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3589 else if (semantic_idx == 1)
3590 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3592 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3594 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3596 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3598 if (semantic_idx < 8)
3600 if (!((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3601 write_mask |= WINED3DSP_WRITEMASK_3;
3603 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3604 semantic_idx, reg_mask, i, reg_mask);
3605 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3606 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3609 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3611 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3613 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3615 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3618 shader_addline(buffer, "}\n");
3620 } else if(ps_major >= 3 && vs_major >= 3) {
3621 WORD map = vs->baseShader.reg_maps.output_registers;
3623 output_signature = vs->output_signature;
3625 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3626 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3627 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3629 /* First, sort out position and point size. Those are not passed to the pixel shader */
3630 for (i = 0; map; map >>= 1, ++i)
3632 if (!(map & 1)) continue;
3634 semantic_name = output_signature[i].semantic_name;
3635 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3637 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3639 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3641 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3643 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3647 /* Then, fix the pixel shader input */
3648 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3649 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3651 shader_addline(buffer, "}\n");
3652 } else if(ps_major >= 3 && vs_major < 3) {
3653 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3654 shader_addline(buffer, "void order_ps_input() {\n");
3655 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3656 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3657 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3659 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3660 &ps->baseShader.reg_maps, NULL, NULL);
3661 shader_addline(buffer, "}\n");
3662 } else {
3663 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3666 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3667 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3668 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
3669 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3670 GL_EXTCALL(glCompileShaderARB(ret));
3671 checkGLcall("glCompileShaderARB(ret)");
3673 return ret;
3676 /* GL locking is done by the caller */
3677 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
3678 GLhandleARB programId, char prefix)
3680 const local_constant *lconst;
3681 GLint tmp_loc;
3682 const float *value;
3683 char glsl_name[8];
3685 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3686 value = (const float *)lconst->value;
3687 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3688 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3689 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3691 checkGLcall("Hardcoding local constants");
3694 /* GL locking is done by the caller */
3695 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3696 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3698 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3699 CONST DWORD *function = This->baseShader.function;
3700 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3701 struct shader_glsl_ctx_priv priv_ctx;
3703 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3704 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3706 memset(&priv_ctx, 0, sizeof(priv_ctx));
3707 priv_ctx.cur_ps_args = args;
3708 priv_ctx.cur_np2fixup_info = np2fixup_info;
3710 shader_addline(buffer, "#version 120\n");
3712 if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
3713 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3715 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3716 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3717 * drivers write a warning if we don't do so
3719 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3722 /* Base Declarations */
3723 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, &priv_ctx);
3725 /* Pack 3.0 inputs */
3726 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3728 pshader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
3731 /* Base Shader Body */
3732 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3734 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3735 if (reg_maps->shader_version.major < 2)
3737 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3738 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3741 if (args->srgb_correction)
3743 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
3744 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
3745 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
3746 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
3747 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
3748 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
3750 /* Pixel shader < 3.0 do not replace the fog stage.
3751 * This implements linear fog computation and blending.
3752 * TODO: non linear fog
3753 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3754 * -1/(e-s) and e/(e-s) respectively.
3756 if (reg_maps->shader_version.major < 3)
3758 switch(args->fog) {
3759 case FOG_OFF: break;
3760 case FOG_LINEAR:
3761 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3762 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3763 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3764 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3765 break;
3766 case FOG_EXP:
3767 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3768 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3769 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3770 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3771 break;
3772 case FOG_EXP2:
3773 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3774 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3775 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3776 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3777 break;
3781 shader_addline(buffer, "}\n");
3783 TRACE("Compiling shader object %u\n", shader_obj);
3784 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3785 GL_EXTCALL(glCompileShaderARB(shader_obj));
3786 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3788 /* Store the shader object */
3789 return shader_obj;
3792 /* GL locking is done by the caller */
3793 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShaderImpl *This,
3794 struct wined3d_shader_buffer *buffer, const struct vs_compile_args *args)
3796 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3797 CONST DWORD *function = This->baseShader.function;
3798 const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3799 struct shader_glsl_ctx_priv priv_ctx;
3801 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3802 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3804 shader_addline(buffer, "#version 120\n");
3806 memset(&priv_ctx, 0, sizeof(priv_ctx));
3807 priv_ctx.cur_vs_args = args;
3809 /* Base Declarations */
3810 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, &priv_ctx);
3812 /* Base Shader Body */
3813 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
3815 /* Unpack 3.0 outputs */
3816 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
3817 else shader_addline(buffer, "order_ps_input();\n");
3819 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3820 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3821 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3822 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3824 if(args->fog_src == VS_FOG_Z) {
3825 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3826 } else if (!reg_maps->fog) {
3827 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3830 /* Write the final position.
3832 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3833 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3834 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3835 * contains 1.0 to allow a mad.
3837 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3838 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3839 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
3841 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3843 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3844 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3845 * which is the same as z = z * 2 - w.
3847 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3849 shader_addline(buffer, "}\n");
3851 TRACE("Compiling shader object %u\n", shader_obj);
3852 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3853 GL_EXTCALL(glCompileShaderARB(shader_obj));
3854 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3856 return shader_obj;
3859 static GLhandleARB find_glsl_pshader(struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
3860 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
3862 UINT i;
3863 DWORD new_size;
3864 struct glsl_ps_compiled_shader *new_array;
3865 struct glsl_pshader_private *shader_data;
3866 struct ps_np2fixup_info *np2fixup = NULL;
3867 GLhandleARB ret;
3869 if(!shader->backend_priv) {
3870 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3872 shader_data = shader->backend_priv;
3874 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3875 * so a linear search is more performant than a hashmap or a binary search
3876 * (cache coherency etc)
3878 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3879 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3880 if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
3881 return shader_data->gl_shaders[i].prgId;
3885 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
3886 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3887 if (shader_data->num_gl_shaders)
3889 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3890 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3891 new_size * sizeof(*shader_data->gl_shaders));
3892 } else {
3893 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3894 new_size = 1;
3897 if(!new_array) {
3898 ERR("Out of memory\n");
3899 return 0;
3901 shader_data->gl_shaders = new_array;
3902 shader_data->shader_array_size = new_size;
3905 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3907 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
3908 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
3910 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3911 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3913 shader_buffer_clear(buffer);
3914 ret = shader_glsl_generate_pshader(shader, buffer, args, np2fixup);
3915 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3916 *np2fixup_info = np2fixup;
3918 return ret;
3921 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
3922 const DWORD use_map) {
3923 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
3924 return stored->fog_src == new->fog_src;
3927 static GLhandleARB find_glsl_vshader(struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
3928 const struct vs_compile_args *args)
3930 UINT i;
3931 DWORD new_size;
3932 struct glsl_vs_compiled_shader *new_array;
3933 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3934 struct glsl_vshader_private *shader_data;
3935 GLhandleARB ret;
3937 if(!shader->backend_priv) {
3938 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3940 shader_data = shader->backend_priv;
3942 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3943 * so a linear search is more performant than a hashmap or a binary search
3944 * (cache coherency etc)
3946 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3947 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
3948 return shader_data->gl_shaders[i].prgId;
3952 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
3954 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3955 if (shader_data->num_gl_shaders)
3957 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3958 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3959 new_size * sizeof(*shader_data->gl_shaders));
3960 } else {
3961 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3962 new_size = 1;
3965 if(!new_array) {
3966 ERR("Out of memory\n");
3967 return 0;
3969 shader_data->gl_shaders = new_array;
3970 shader_data->shader_array_size = new_size;
3973 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3975 shader_buffer_clear(buffer);
3976 ret = shader_glsl_generate_vshader(shader, buffer, args);
3977 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3979 return ret;
3982 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3983 * It sets the programId on the current StateBlock (because it should be called
3984 * inside of the DrawPrimitive() part of the render loop).
3986 * If a program for the given combination does not exist, create one, and store
3987 * the program in the hash table. If it creates a program, it will link the
3988 * given objects, too.
3991 /* GL locking is done by the caller */
3992 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3993 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3994 struct shader_glsl_priv *priv = This->shader_priv;
3995 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
3996 IWineD3DPixelShader *pshader = use_ps ? This->stateBlock->pixelShader : NULL;
3997 IWineD3DVertexShader *vshader = use_vs ? This->stateBlock->vertexShader : NULL;
3998 struct glsl_shader_prog_link *entry = NULL;
3999 GLhandleARB programId = 0;
4000 GLhandleARB reorder_shader_id = 0;
4001 unsigned int i;
4002 char glsl_name[8];
4003 struct ps_compile_args ps_compile_args;
4004 struct vs_compile_args vs_compile_args;
4006 if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, This->stateBlock, &vs_compile_args);
4007 if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, This->stateBlock, &ps_compile_args);
4009 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4010 if (entry) {
4011 priv->glsl_program = entry;
4012 return;
4015 /* If we get to this point, then no matching program exists, so we create one */
4016 programId = GL_EXTCALL(glCreateProgramObjectARB());
4017 TRACE("Created new GLSL shader program %u\n", programId);
4019 /* Create the entry */
4020 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4021 entry->programId = programId;
4022 entry->vshader = vshader;
4023 entry->pshader = pshader;
4024 entry->vs_args = vs_compile_args;
4025 entry->ps_args = ps_compile_args;
4026 entry->constant_version = 0;
4027 entry->np2Fixup_info = NULL;
4028 /* Add the hash table entry */
4029 add_glsl_program_entry(priv, entry);
4031 /* Set the current program */
4032 priv->glsl_program = entry;
4034 /* Attach GLSL vshader */
4035 if (vshader)
4037 GLhandleARB vshader_id = find_glsl_vshader(&priv->shader_buffer, (IWineD3DVertexShaderImpl *)vshader,
4038 &vs_compile_args);
4039 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4040 char tmp_name[10];
4042 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4043 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4044 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4045 checkGLcall("glAttachObjectARB");
4046 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4047 * is destroyed
4049 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4051 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4052 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4053 checkGLcall("glAttachObjectARB");
4055 /* Bind vertex attributes to a corresponding index number to match
4056 * the same index numbers as ARB_vertex_programs (makes loading
4057 * vertex attributes simpler). With this method, we can use the
4058 * exact same code to load the attributes later for both ARB and
4059 * GLSL shaders.
4061 * We have to do this here because we need to know the Program ID
4062 * in order to make the bindings work, and it has to be done prior
4063 * to linking the GLSL program. */
4064 for (i = 0; map; map >>= 1, ++i)
4066 if (!(map & 1)) continue;
4068 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4069 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4071 checkGLcall("glBindAttribLocationARB");
4073 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4076 /* Attach GLSL pshader */
4077 if (pshader)
4079 GLhandleARB pshader_id = find_glsl_pshader(&priv->shader_buffer, (IWineD3DPixelShaderImpl *)pshader,
4080 &ps_compile_args, &entry->np2Fixup_info);
4081 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4082 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4083 checkGLcall("glAttachObjectARB");
4085 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4088 /* Link the program */
4089 TRACE("Linking GLSL shader program %u\n", programId);
4090 GL_EXTCALL(glLinkProgramARB(programId));
4091 print_glsl_info_log(&GLINFO_LOCATION, programId);
4093 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
4094 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
4095 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4096 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4098 for (i = 0; i < MAX_CONST_I; ++i) {
4099 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4100 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4102 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
4103 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
4104 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4105 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4107 for (i = 0; i < MAX_CONST_I; ++i) {
4108 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4109 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4112 if(pshader) {
4113 char name[32];
4115 for(i = 0; i < MAX_TEXTURES; i++) {
4116 sprintf(name, "bumpenvmat%u", i);
4117 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4118 sprintf(name, "luminancescale%u", i);
4119 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4120 sprintf(name, "luminanceoffset%u", i);
4121 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4124 if (ps_compile_args.np2_fixup) {
4125 if (entry->np2Fixup_info) {
4126 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4127 } else {
4128 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4133 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4134 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4135 checkGLcall("Find glsl program uniform locations");
4137 if (pshader
4138 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4139 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4141 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4142 entry->vertex_color_clamp = GL_FALSE;
4143 } else {
4144 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4147 /* Set the shader to allow uniform loading on it */
4148 GL_EXTCALL(glUseProgramObjectARB(programId));
4149 checkGLcall("glUseProgramObjectARB(programId)");
4151 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4152 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4153 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4154 * vertex shader with fixed function pixel processing is used we make sure that the card
4155 * supports enough samplers to allow the max number of vertex samplers with all possible
4156 * fixed function fragment processing setups. So once the program is linked these samplers
4157 * won't change.
4159 if (vshader) shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
4160 if (pshader) shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
4162 /* If the local constants do not have to be loaded with the environment constants,
4163 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4164 * later
4166 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
4167 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4169 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
4170 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4174 /* GL locking is done by the caller */
4175 static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
4177 GLhandleARB program_id;
4178 GLhandleARB vshader_id, pshader_id;
4179 static const char *blt_vshader[] =
4181 "#version 120\n"
4182 "void main(void)\n"
4183 "{\n"
4184 " gl_Position = gl_Vertex;\n"
4185 " gl_FrontColor = vec4(1.0);\n"
4186 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4187 "}\n"
4190 static const char *blt_pshaders[tex_type_count] =
4192 /* tex_1d */
4193 NULL,
4194 /* tex_2d */
4195 "#version 120\n"
4196 "uniform sampler2D sampler;\n"
4197 "void main(void)\n"
4198 "{\n"
4199 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4200 "}\n",
4201 /* tex_3d */
4202 NULL,
4203 /* tex_cube */
4204 "#version 120\n"
4205 "uniform samplerCube sampler;\n"
4206 "void main(void)\n"
4207 "{\n"
4208 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4209 "}\n",
4210 /* tex_rect */
4211 "#version 120\n"
4212 "#extension GL_ARB_texture_rectangle : enable\n"
4213 "uniform sampler2DRect sampler;\n"
4214 "void main(void)\n"
4215 "{\n"
4216 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4217 "}\n",
4220 if (!blt_pshaders[tex_type])
4222 FIXME("tex_type %#x not supported\n", tex_type);
4223 tex_type = tex_2d;
4226 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4227 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4228 GL_EXTCALL(glCompileShaderARB(vshader_id));
4230 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4231 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
4232 GL_EXTCALL(glCompileShaderARB(pshader_id));
4234 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4235 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4236 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4237 GL_EXTCALL(glLinkProgramARB(program_id));
4239 print_glsl_info_log(&GLINFO_LOCATION, program_id);
4241 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4242 * is destroyed
4244 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4245 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4246 return program_id;
4249 /* GL locking is done by the caller */
4250 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
4251 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4252 struct shader_glsl_priv *priv = This->shader_priv;
4253 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4254 GLhandleARB program_id = 0;
4255 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4257 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4259 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
4260 else priv->glsl_program = NULL;
4262 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4264 if (old_vertex_color_clamp != current_vertex_color_clamp) {
4265 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4266 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4267 checkGLcall("glClampColorARB");
4268 } else {
4269 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4273 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4274 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4275 GL_EXTCALL(glUseProgramObjectARB(program_id));
4276 checkGLcall("glUseProgramObjectARB");
4278 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4279 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4280 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4281 if (priv->glsl_program && priv->glsl_program->np2Fixup_info) {
4282 This->shader_backend->shader_load_np2fixup_constants(iface, usePS, useVS);
4286 /* GL locking is done by the caller */
4287 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4288 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4289 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4290 struct shader_glsl_priv *priv = This->shader_priv;
4291 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
4293 if (!*blt_program) {
4294 GLint loc;
4295 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
4296 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4297 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4298 GL_EXTCALL(glUniform1iARB(loc, 0));
4299 } else {
4300 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4304 /* GL locking is done by the caller */
4305 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4306 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4307 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4308 struct shader_glsl_priv *priv = This->shader_priv;
4309 GLhandleARB program_id;
4311 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4312 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4314 GL_EXTCALL(glUseProgramObjectARB(program_id));
4315 checkGLcall("glUseProgramObjectARB");
4318 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4319 const struct list *linked_programs;
4320 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4321 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4322 struct shader_glsl_priv *priv = device->shader_priv;
4323 const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
4324 IWineD3DPixelShaderImpl *ps = NULL;
4325 IWineD3DVertexShaderImpl *vs = NULL;
4327 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4328 * can be called from IWineD3DBaseShader::Release
4330 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4332 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4334 if(pshader) {
4335 struct glsl_pshader_private *shader_data;
4336 ps = (IWineD3DPixelShaderImpl *) This;
4337 shader_data = ps->backend_priv;
4338 if(!shader_data || shader_data->num_gl_shaders == 0)
4340 HeapFree(GetProcessHeap(), 0, shader_data);
4341 ps->backend_priv = NULL;
4342 return;
4345 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4347 ENTER_GL();
4348 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
4349 LEAVE_GL();
4351 } else {
4352 struct glsl_vshader_private *shader_data;
4353 vs = (IWineD3DVertexShaderImpl *) This;
4354 shader_data = vs->backend_priv;
4355 if(!shader_data || shader_data->num_gl_shaders == 0)
4357 HeapFree(GetProcessHeap(), 0, shader_data);
4358 vs->backend_priv = NULL;
4359 return;
4362 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4364 ENTER_GL();
4365 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
4366 LEAVE_GL();
4370 linked_programs = &This->baseShader.linked_programs;
4372 TRACE("Deleting linked programs\n");
4373 if (linked_programs->next) {
4374 struct glsl_shader_prog_link *entry, *entry2;
4376 ENTER_GL();
4377 if(pshader) {
4378 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4379 delete_glsl_program_entry(priv, gl_info, entry);
4381 } else {
4382 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4383 delete_glsl_program_entry(priv, gl_info, entry);
4386 LEAVE_GL();
4389 if(pshader) {
4390 UINT i;
4391 struct glsl_pshader_private *shader_data = ps->backend_priv;
4393 ENTER_GL();
4394 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4395 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4396 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4397 checkGLcall("glDeleteObjectARB");
4399 LEAVE_GL();
4400 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4401 HeapFree(GetProcessHeap(), 0, shader_data);
4402 ps->backend_priv = NULL;
4403 } else {
4404 UINT i;
4405 struct glsl_vshader_private *shader_data = vs->backend_priv;
4407 ENTER_GL();
4408 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4409 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4410 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4411 checkGLcall("glDeleteObjectARB");
4413 LEAVE_GL();
4414 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4415 HeapFree(GetProcessHeap(), 0, shader_data);
4416 vs->backend_priv = NULL;
4420 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4422 const glsl_program_key_t *k = key;
4423 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4424 const struct glsl_shader_prog_link, program_lookup_entry);
4425 int cmp;
4427 if (k->vshader > prog->vshader) return 1;
4428 else if (k->vshader < prog->vshader) return -1;
4430 if (k->pshader > prog->pshader) return 1;
4431 else if (k->pshader < prog->pshader) return -1;
4433 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4434 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4436 return 0;
4439 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4441 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4442 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4444 if (!mem)
4446 ERR("Failed to allocate memory\n");
4447 return FALSE;
4450 heap->entries = mem;
4451 heap->entries[1].version = 0;
4452 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4453 heap->size = 1;
4455 return TRUE;
4458 static void constant_heap_free(struct constant_heap *heap)
4460 HeapFree(GetProcessHeap(), 0, heap->entries);
4463 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4465 wined3d_rb_alloc,
4466 wined3d_rb_realloc,
4467 wined3d_rb_free,
4468 glsl_program_key_compare,
4471 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4472 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4473 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4474 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4475 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
4477 if (!shader_buffer_init(&priv->shader_buffer))
4479 ERR("Failed to initialize shader buffer.\n");
4480 goto fail;
4483 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4484 if (!priv->stack)
4486 ERR("Failed to allocate memory.\n");
4487 goto fail;
4490 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
4492 ERR("Failed to initialize vertex shader constant heap\n");
4493 goto fail;
4496 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
4498 ERR("Failed to initialize pixel shader constant heap\n");
4499 goto fail;
4502 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4504 ERR("Failed to initialize rbtree.\n");
4505 goto fail;
4508 priv->next_constant_version = 1;
4510 This->shader_priv = priv;
4511 return WINED3D_OK;
4513 fail:
4514 constant_heap_free(&priv->pconst_heap);
4515 constant_heap_free(&priv->vconst_heap);
4516 HeapFree(GetProcessHeap(), 0, priv->stack);
4517 shader_buffer_free(&priv->shader_buffer);
4518 HeapFree(GetProcessHeap(), 0, priv);
4519 return E_OUTOFMEMORY;
4522 /* Context activation is done by the caller. */
4523 static void shader_glsl_free(IWineD3DDevice *iface) {
4524 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4525 const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
4526 struct shader_glsl_priv *priv = This->shader_priv;
4527 int i;
4529 ENTER_GL();
4530 for (i = 0; i < tex_type_count; ++i)
4532 if (priv->depth_blt_program[i])
4534 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4537 LEAVE_GL();
4539 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4540 constant_heap_free(&priv->pconst_heap);
4541 constant_heap_free(&priv->vconst_heap);
4542 HeapFree(GetProcessHeap(), 0, priv->stack);
4544 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4545 This->shader_priv = NULL;
4548 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4549 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4550 return FALSE;
4553 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
4555 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4556 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4557 * vs_nv_version which is based on NV_vertex_program.
4558 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4559 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4560 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4561 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4563 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4564 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4565 else
4566 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4567 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4568 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4570 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4571 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4572 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4573 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4574 * in max native instructions. Intel and others also offer the info in this extension but they
4575 * don't support GLSL (at least on Windows).
4577 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4578 * of instructions is 512 or less we have to do with ps2.0 hardware.
4579 * 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.
4581 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4582 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4583 else
4584 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4586 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4588 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4589 * Direct3D minimum requirement.
4591 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4592 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4594 * The problem is that the refrast clamps temporary results in the shader to
4595 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4596 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4597 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4598 * offer a way to query this.
4600 pCaps->PixelShader1xMaxValue = 8.0;
4601 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4603 pCaps->VSClipping = TRUE;
4606 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4608 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4610 TRACE("Checking support for fixup:\n");
4611 dump_color_fixup_desc(fixup);
4614 /* We support everything except YUV conversions. */
4615 if (!is_yuv_fixup(fixup))
4617 TRACE("[OK]\n");
4618 return TRUE;
4621 TRACE("[FAILED]\n");
4622 return FALSE;
4625 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4627 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4628 /* WINED3DSIH_ADD */ shader_glsl_arith,
4629 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4630 /* WINED3DSIH_BREAK */ shader_glsl_break,
4631 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4632 /* WINED3DSIH_BREAKP */ NULL,
4633 /* WINED3DSIH_CALL */ shader_glsl_call,
4634 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4635 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4636 /* WINED3DSIH_CND */ shader_glsl_cnd,
4637 /* WINED3DSIH_CRS */ shader_glsl_cross,
4638 /* WINED3DSIH_DCL */ NULL,
4639 /* WINED3DSIH_DEF */ NULL,
4640 /* WINED3DSIH_DEFB */ NULL,
4641 /* WINED3DSIH_DEFI */ NULL,
4642 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4643 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4644 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4645 /* WINED3DSIH_DST */ shader_glsl_dst,
4646 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4647 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4648 /* WINED3DSIH_ELSE */ shader_glsl_else,
4649 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4650 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4651 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4652 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4653 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4654 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4655 /* WINED3DSIH_IF */ shader_glsl_if,
4656 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4657 /* WINED3DSIH_LABEL */ shader_glsl_label,
4658 /* WINED3DSIH_LIT */ shader_glsl_lit,
4659 /* WINED3DSIH_LOG */ shader_glsl_log,
4660 /* WINED3DSIH_LOGP */ shader_glsl_log,
4661 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4662 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4663 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4664 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4665 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4666 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4667 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4668 /* WINED3DSIH_MAD */ shader_glsl_mad,
4669 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4670 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4671 /* WINED3DSIH_MOV */ shader_glsl_mov,
4672 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4673 /* WINED3DSIH_MUL */ shader_glsl_arith,
4674 /* WINED3DSIH_NOP */ NULL,
4675 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4676 /* WINED3DSIH_PHASE */ NULL,
4677 /* WINED3DSIH_POW */ shader_glsl_pow,
4678 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4679 /* WINED3DSIH_REP */ shader_glsl_rep,
4680 /* WINED3DSIH_RET */ shader_glsl_ret,
4681 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4682 /* WINED3DSIH_SETP */ NULL,
4683 /* WINED3DSIH_SGE */ shader_glsl_compare,
4684 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4685 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4686 /* WINED3DSIH_SLT */ shader_glsl_compare,
4687 /* WINED3DSIH_SUB */ shader_glsl_arith,
4688 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4689 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4690 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4691 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4692 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4693 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4694 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4695 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4696 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
4697 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4698 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4699 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4700 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4701 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4702 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4703 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4704 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4705 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4706 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4707 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4708 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4709 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4712 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
4713 SHADER_HANDLER hw_fct;
4715 /* Select handler */
4716 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
4718 /* Unhandled opcode */
4719 if (!hw_fct)
4721 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4722 return;
4724 hw_fct(ins);
4726 shader_glsl_add_instruction_modifiers(ins);
4729 const shader_backend_t glsl_shader_backend = {
4730 shader_glsl_handle_instruction,
4731 shader_glsl_select,
4732 shader_glsl_select_depth_blt,
4733 shader_glsl_deselect_depth_blt,
4734 shader_glsl_update_float_vertex_constants,
4735 shader_glsl_update_float_pixel_constants,
4736 shader_glsl_load_constants,
4737 shader_glsl_load_np2fixup_constants,
4738 shader_glsl_destroy,
4739 shader_glsl_alloc,
4740 shader_glsl_free,
4741 shader_glsl_dirty_const,
4742 shader_glsl_get_caps,
4743 shader_glsl_color_fixup_supported,