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.
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
62 } glsl_sample_function_t
;
66 HEAP_NODE_TRAVERSE_LEFT
,
67 HEAP_NODE_TRAVERSE_RIGHT
,
79 struct constant_entry
*entries
;
80 unsigned int *positions
;
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
;
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
;
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
;
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
;
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
)
166 if (!(q
= strstr(p
, "\n")))
168 if (!*p
) return NULL
;
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;
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
,
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)
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
));
219 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
220 if(strcmp(infoLog
, spam
[i
]) == 0) {
229 TRACE("Spam received from GLSL shader #%u:\n", obj
);
230 while ((line
= get_info_log_line(&ptr
))) TRACE(" %s\n", line
);
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
)
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");
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
)
272 char sampler_name
[20];
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");
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
)
297 unsigned int heap_idx
= 1;
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
)
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
;
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
;
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
)
374 unsigned int heap_idx
= 1;
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
)
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
;
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
;
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
);
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");
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
)
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
);
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
)
508 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
510 case WINED3D_SHADER_TYPE_VERTEX
:
514 case WINED3D_SHADER_TYPE_GEOMETRY
:
518 case WINED3D_SHADER_TYPE_PIXEL
:
523 FIXME("Unknown shader type %#x.\n",
524 This
->baseShader
.reg_maps
.shader_version
.type
);
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
));
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
);
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
));
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
,
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
;
587 /* No GLSL program set - nothing to do. */
591 if (!usePixelShader
) {
592 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
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
;
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];
609 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
614 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
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
,
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
;
644 /* No GLSL program set - nothing to do. */
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
++) {
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
;
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;
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
;
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
;
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
);
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
;
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
);
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;
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
842 /* No indirect addressing here */
843 max_constantsF
= GL_LIMITS(pshader_constantsF
);
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
;
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
);
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
891 if (reg_maps
->shader_version
.major
>= 3)
893 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
895 shader_addline(buffer
, "void order_ps_input();\n");
898 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
899 if(!reg_maps
->bumpmat
[i
]) {
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",
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
++;
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
])
946 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
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
);
953 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
956 case WINED3DSTT_CUBE
:
957 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
959 case WINED3DSTT_VOLUME
:
960 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
963 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
964 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
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
;
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");
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
));
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 ****************************************************************************/
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
[] = {
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) */
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
)
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
);
1137 case WINED3DSPSM_NEG
:
1138 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1140 case WINED3DSPSM_NOT
:
1141 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1143 case WINED3DSPSM_BIAS
:
1144 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1146 case WINED3DSPSM_BIASNEG
:
1147 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1149 case WINED3DSPSM_SIGN
:
1150 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1152 case WINED3DSPSM_SIGNNEG
:
1153 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1155 case WINED3DSPSM_COMP
:
1156 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1158 case WINED3DSPSM_X2
:
1159 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1161 case WINED3DSPSM_X2NEG
:
1162 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1164 case WINED3DSPSM_ABS
:
1165 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1167 case WINED3DSPSM_ABSNEG
:
1168 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
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
);
1193 case WINED3DSPR_TEMP
:
1194 sprintf(register_name
, "R%u", reg
->idx
);
1197 case WINED3DSPR_INPUT
:
1198 /* vertex shaders */
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
);
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
);
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 */
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
);
1232 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
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
);
1245 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
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
);
1258 if (reg
->idx
== 0) strcpy(register_name
, "gl_Color");
1259 else strcpy(register_name
, "gl_SecondaryColor");
1264 case WINED3DSPR_CONST
:
1266 const char prefix
= pshader
? 'P' : 'V';
1268 /* Relative addressing */
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
);
1278 if (shader_constant_is_local(This
, reg
->idx
))
1279 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1281 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1286 case WINED3DSPR_CONSTINT
:
1287 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1288 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1291 case WINED3DSPR_CONSTBOOL
:
1292 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1293 else sprintf(register_name
, "VB[%u]", reg
->idx
);
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
);
1301 case WINED3DSPR_LOOP
:
1302 sprintf(register_name
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1305 case WINED3DSPR_SAMPLER
:
1306 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1307 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
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
);
1317 case WINED3DSPR_RASTOUT
:
1318 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1321 case WINED3DSPR_DEPTHOUT
:
1322 sprintf(register_name
, "gl_FragDepth");
1325 case WINED3DSPR_ATTROUT
:
1326 if (reg
->idx
== 0) sprintf(register_name
, "gl_FrontColor");
1327 else sprintf(register_name
, "gl_FrontSecondaryColor");
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
);
1336 case WINED3DSPR_MISCTYPE
:
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)");
1350 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1351 sprintf(register_name
, "unrecognized_register");
1355 case WINED3DSPR_IMMCONST
:
1356 switch (reg
->immconst_type
)
1358 case WINED3D_IMMCONST_FLOAT
:
1359 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1362 case WINED3D_IMMCONST_FLOAT4
:
1363 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1364 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1365 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1369 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1370 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1375 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1376 sprintf(register_name
, "unrecognized_register");
1381 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *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';
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(¶m
->reg
))
1398 mask
= WINED3DSP_WRITEMASK_0
;
1403 shader_glsl_write_mask_to_str(mask
, write_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
;
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";
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];
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(¶m
->reg
))
1440 *swizzle_str
= '\0';
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
;
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
]);
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
;
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
)
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 "<=";
1538 FIXME("Unrecognized comparison value: %u\n", op
);
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
) {
1554 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1556 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1558 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1560 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1565 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
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";
1572 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1576 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1578 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1580 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1583 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1585 case WINED3DSTT_CUBE
:
1587 sample_function
->name
= "textureCubeLod";
1589 sample_function
->name
= "textureCubeGradARB";
1591 sample_function
->name
= "textureCube";
1593 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1595 case WINED3DSTT_VOLUME
:
1597 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1599 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1601 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1603 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1606 sample_function
->name
= "";
1607 sample_function
->coord_mask
= 0;
1608 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
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");
1622 case CHANNEL_SOURCE_ONE
:
1623 strcat(arguments
, "1.0");
1626 case CHANNEL_SOURCE_X
:
1627 strcat(arguments
, reg_name
);
1628 strcat(arguments
, ".x");
1631 case CHANNEL_SOURCE_Y
:
1632 strcat(arguments
, reg_name
);
1633 strcat(arguments
, ".y");
1636 case CHANNEL_SOURCE_Z
:
1637 strcat(arguments
, reg_name
);
1638 strcat(arguments
, ".z");
1641 case CHANNEL_SOURCE_W
:
1642 strcat(arguments
, reg_name
);
1643 strcat(arguments
, ".w");
1647 FIXME("Unhandled channel source %#x\n", channel_source
);
1648 strcat(arguments
, "undefined");
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];
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
);
1679 mask_size
= shader_glsl_get_write_mask_size(mask
);
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
, ", ");
1710 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
1711 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
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
;
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
)) {
1740 FIXME("Biased sampling from NP2 textures is unsupported\n");
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
);
1759 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
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
);
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
;
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;
1802 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
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
;
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
);
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
);
1843 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
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
;
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
);
1874 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
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
;
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
);
1914 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
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
);
1936 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
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
;
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
);
1969 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1971 shader_addline(buffer
, "%s(", instruction
);
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)
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)
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
);
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
);
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
;
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
);
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
;
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
);
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
;
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
);
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
2103 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2104 src0_param
.param_str
, src1_param
.param_str
);
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
);
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;
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
);
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
++) {
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
;
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;
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 */
2217 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
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
);
2224 /* Cycle through all source0 channels */
2225 dst_mask
= ins
->dst
[0].write_mask
;
2227 for (i
=0; i
<4; i
++) {
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
;
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
)
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
:
2290 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2292 case WINED3DSIH_M4x3
:
2294 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2296 case WINED3DSIH_M3x4
:
2298 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2300 case WINED3DSIH_M3x3
:
2302 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2304 case WINED3DSIH_M3x2
:
2306 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
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
;
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
;
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
2368 * if(src.x > 0.0) dst.y = src.x
2370 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
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:
2394 * dst.y = src0.x * src0.y
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
;
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.?)
2427 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2429 glsl_src_param_t src0_param
;
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
);
2440 case WINED3DSP_WRITEMASK_1
:
2441 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
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
);
2449 ERR("Write mask should be .x, .y or .xy\n");
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
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
;
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
);
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]);
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
;
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
);
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
;
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
;
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))
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
);
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
);
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
;
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
;
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))
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
);
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
);
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
);
2829 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
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
];
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
);
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
);
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
);
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
);
2877 FIXME("Unexpected mask size %u\n", mask_size
);
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
;
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
);
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
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
;
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
;
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
) {
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
);
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
;
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
);
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
)
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
;
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
);
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
);
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
);
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
)
3372 const char *semantic_name_in
, *semantic_name_out
;
3373 UINT semantic_idx_in
, semantic_idx_out
;
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;
3396 if (in_idx
>= (in_count
+ 2)) {
3397 FIXME("More input varyings declared than supported, expect issues\n");
3400 else if (map
[i
] == ~0U)
3402 /* Declared, but not read register */
3406 if (in_idx
== in_count
) {
3407 sprintf(destination
, "gl_FrontColor");
3408 } else if (in_idx
== in_count
+ 1) {
3409 sprintf(destination
, "gl_FrontSecondaryColor");
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
);
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
);
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
);
3453 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3454 destination
, reg_mask
, reg_mask
);
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
);
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';
3496 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3497 reg_mask
[size
] = 'y';
3500 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3501 reg_mask
[size
] = 'z';
3504 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3505 reg_mask
[size
] = 'w';
3509 if (i
== in_count
) {
3510 sprintf(destination
, "gl_FrontColor");
3511 } else if (i
== in_count
+ 1) {
3512 sprintf(destination
, "gl_FrontSecondaryColor");
3514 sprintf(destination
, "IN[%u]", i
);
3518 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
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;
3539 const char *semantic_name
;
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");
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
)
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");
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)");
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
;
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)
3759 case FOG_OFF
: break;
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");
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");
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");
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 */
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
);
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
)
3864 struct glsl_ps_compiled_shader
*new_array
;
3865 struct glsl_pshader_private
*shader_data
;
3866 struct ps_np2fixup_info
*np2fixup
= NULL
;
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
));
3893 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
3898 ERR("Out of memory\n");
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
;
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
)
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
;
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
));
3961 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
3966 ERR("Out of memory\n");
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
;
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;
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
);
4011 priv
->glsl_program
= entry
;
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 */
4037 GLhandleARB vshader_id
= find_glsl_vshader(&priv
->shader_buffer
, (IWineD3DVertexShaderImpl
*)vshader
,
4039 WORD map
= ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.input_registers
;
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
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
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 */
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
));
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"));
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");
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
;
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
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
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
[] =
4184 " gl_Position = gl_Vertex;\n"
4185 " gl_FrontColor = vec4(1.0);\n"
4186 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4190 static const char *blt_pshaders
[tex_type_count
] =
4196 "uniform sampler2D sampler;\n"
4199 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4205 "uniform samplerCube sampler;\n"
4208 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4212 "#extension GL_ARB_texture_rectangle : enable\n"
4213 "uniform sampler2DRect sampler;\n"
4216 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4220 if (!blt_pshaders
[tex_type
])
4222 FIXME("tex_type %#x not supported\n", tex_type
);
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
4244 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4245 GL_EXTCALL(glDeleteObjectARB(pshader_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");
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
) {
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));
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
);
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
;
4345 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->pshader
== iface
)
4348 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
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
;
4362 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->vshader
== iface
)
4365 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
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
;
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
);
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
);
4391 struct glsl_pshader_private
*shader_data
= ps
->backend_priv
;
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");
4400 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4401 HeapFree(GetProcessHeap(), 0, shader_data
);
4402 ps
->backend_priv
= NULL
;
4405 struct glsl_vshader_private
*shader_data
= vs
->backend_priv
;
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");
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
);
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
;
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
);
4446 ERR("Failed to allocate memory\n");
4450 heap
->entries
= mem
;
4451 heap
->entries
[1].version
= 0;
4452 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
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
=
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");
4483 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4486 ERR("Failed to allocate memory.\n");
4490 if (!constant_heap_init(&priv
->vconst_heap
, GL_LIMITS(vshader_constantsF
)))
4492 ERR("Failed to initialize vertex shader constant heap\n");
4496 if (!constant_heap_init(&priv
->pconst_heap
, GL_LIMITS(pshader_constantsF
)))
4498 ERR("Failed to initialize pixel shader constant heap\n");
4502 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4504 ERR("Failed to initialize rbtree.\n");
4508 priv
->next_constant_version
= 1;
4510 This
->shader_priv
= priv
;
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
;
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
]));
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 */
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);
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);
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
))
4621 TRACE("[FAILED]\n");
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 */
4721 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
4726 shader_glsl_add_instruction_modifiers(ins
);
4729 const shader_backend_t glsl_shader_backend
= {
4730 shader_glsl_handle_instruction
,
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
,
4741 shader_glsl_dirty_const
,
4742 shader_glsl_get_caps
,
4743 shader_glsl_color_fixup_supported
,