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
)
505 char is_pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
506 const char* prefix
= is_pshader
? "PB":"VB";
509 /* TODO: Benchmark and see if it would be beneficial to store the
510 * locations of the constants to avoid looking up each time */
511 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
513 if (!(constants_set
& 1)) continue;
515 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
517 /* TODO: Benchmark and see if it would be beneficial to store the
518 * locations of the constants to avoid looking up each time */
519 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
520 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
523 /* We found this uniform name in the program - go ahead and send the data */
524 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
525 checkGLcall("glUniform1ivARB");
529 /* Load immediate constants */
530 ptr
= list_head(&This
->baseShader
.constantsB
);
532 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
533 unsigned int idx
= lconst
->idx
;
534 const GLint
*values
= (const GLint
*)lconst
->value
;
536 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
538 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
539 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
541 /* We found this uniform name in the program - go ahead and send the data */
542 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
543 checkGLcall("glUniform1ivARB");
545 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
549 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
551 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
555 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
557 /* GL locking is done by the caller (state handler) */
558 static void shader_glsl_load_np2fixup_constants(
559 IWineD3DDevice
* device
,
561 char useVertexShader
) {
563 const IWineD3DDeviceImpl
* deviceImpl
= (const IWineD3DDeviceImpl
*) device
;
564 const struct glsl_shader_prog_link
* prog
= ((struct shader_glsl_priv
*)(deviceImpl
->shader_priv
))->glsl_program
;
567 /* No GLSL program set - nothing to do. */
571 if (!usePixelShader
) {
572 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
576 if (prog
->ps_args
.np2_fixup
&& -1 != prog
->np2Fixup_location
) {
577 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
578 const IWineD3DStateBlockImpl
* stateBlock
= (const IWineD3DStateBlockImpl
*) deviceImpl
->stateBlock
;
580 UINT fixup
= prog
->ps_args
.np2_fixup
;
581 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
583 for (i
= 0; fixup
; fixup
>>= 1, ++i
) {
584 const unsigned char idx
= prog
->np2Fixup_info
->idx
[i
];
585 const IWineD3DBaseTextureImpl
* const tex
= (const IWineD3DBaseTextureImpl
*) stateBlock
->textures
[i
];
586 GLfloat
* tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
589 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
594 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
596 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
600 GL_EXTCALL(glUniform4fvARB(prog
->np2Fixup_location
, prog
->np2Fixup_info
->num_consts
, np2fixup_constants
));
605 * Loads the app-supplied constants into the currently set GLSL program.
607 /* GL locking is done by the caller (state handler) */
608 static void shader_glsl_load_constants(
609 IWineD3DDevice
* device
,
611 char useVertexShader
) {
613 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) device
;
614 struct shader_glsl_priv
*priv
= deviceImpl
->shader_priv
;
615 IWineD3DStateBlockImpl
* stateBlock
= deviceImpl
->stateBlock
;
616 const WineD3D_GL_Info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
618 GLhandleARB programId
;
619 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
620 UINT constant_version
;
624 /* No GLSL program set - nothing to do. */
627 programId
= prog
->programId
;
628 constant_version
= prog
->constant_version
;
630 if (useVertexShader
) {
631 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
633 /* Load DirectX 9 float constants/uniforms for vertex shader */
634 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->vertexShaderConstantF
,
635 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
637 /* Load DirectX 9 integer constants/uniforms for vertex shader */
638 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, stateBlock
->vertexShaderConstantI
,
639 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->baseShader
.reg_maps
.integer_constants
);
641 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
642 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, stateBlock
->vertexShaderConstantB
,
643 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->baseShader
.reg_maps
.boolean_constants
);
645 /* Upload the position fixup params */
646 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &deviceImpl
->posFixup
[0]));
647 checkGLcall("glUniform4fvARB");
650 if (usePixelShader
) {
652 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
654 /* Load DirectX 9 float constants/uniforms for pixel shader */
655 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->pixelShaderConstantF
,
656 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
658 /* Load DirectX 9 integer constants/uniforms for pixel shader */
659 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, stateBlock
->pixelShaderConstantI
,
660 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->baseShader
.reg_maps
.integer_constants
);
662 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
663 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, stateBlock
->pixelShaderConstantB
,
664 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->baseShader
.reg_maps
.boolean_constants
);
666 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
667 * It can't be 0 for a valid texbem instruction.
669 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
672 if(prog
->bumpenvmat_location
[i
] == -1) continue;
674 data
= (const float *)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
];
675 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
676 checkGLcall("glUniformMatrix2fvARB");
678 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
679 * is set too, so we can check that in the needsbumpmat check
681 if(prog
->luminancescale_location
[i
] != -1) {
682 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
];
683 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
];
685 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
686 checkGLcall("glUniform1fvARB");
687 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
688 checkGLcall("glUniform1fvARB");
692 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
693 float correction_params
[4];
694 if(deviceImpl
->render_offscreen
) {
695 correction_params
[0] = 0.0f
;
696 correction_params
[1] = 1.0f
;
698 /* position is window relative, not viewport relative */
699 correction_params
[0] = ((IWineD3DSurfaceImpl
*) deviceImpl
->render_targets
[0])->currentDesc
.Height
;
700 correction_params
[1] = -1.0f
;
702 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
706 if (priv
->next_constant_version
== UINT_MAX
)
708 TRACE("Max constant version reached, resetting to 0.\n");
709 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
710 priv
->next_constant_version
= 1;
714 prog
->constant_version
= priv
->next_constant_version
++;
718 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
719 unsigned int heap_idx
, DWORD new_version
)
721 struct constant_entry
*entries
= heap
->entries
;
722 unsigned int *positions
= heap
->positions
;
723 unsigned int parent_idx
;
727 parent_idx
= heap_idx
>> 1;
729 if (new_version
<= entries
[parent_idx
].version
) break;
731 entries
[heap_idx
] = entries
[parent_idx
];
732 positions
[entries
[parent_idx
].idx
] = heap_idx
;
733 heap_idx
= parent_idx
;
736 entries
[heap_idx
].version
= new_version
;
737 entries
[heap_idx
].idx
= idx
;
738 positions
[idx
] = heap_idx
;
741 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
743 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
744 struct shader_glsl_priv
*priv
= This
->shader_priv
;
745 struct constant_heap
*heap
= &priv
->vconst_heap
;
748 for (i
= start
; i
< count
+ start
; ++i
)
750 if (!This
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
751 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
753 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
757 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
759 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
760 struct shader_glsl_priv
*priv
= This
->shader_priv
;
761 struct constant_heap
*heap
= &priv
->pconst_heap
;
764 for (i
= start
; i
< count
+ start
; ++i
)
766 if (!This
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
767 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
769 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
773 static unsigned int vec4_varyings(DWORD shader_major
, const WineD3D_GL_Info
*gl_info
)
775 unsigned int ret
= GL_LIMITS(glsl_varyings
) / 4;
776 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
777 if(shader_major
> 3) return ret
;
779 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
780 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
784 /** Generate the variable & register declarations for the GLSL output target */
785 static void shader_generate_glsl_declarations(IWineD3DBaseShader
*iface
, const shader_reg_maps
*reg_maps
,
786 struct wined3d_shader_buffer
*buffer
, const WineD3D_GL_Info
*gl_info
,
787 struct shader_glsl_ctx_priv
*ctx_priv
)
789 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
790 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
791 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
792 unsigned int i
, extra_constants_needed
= 0;
793 const local_constant
*lconst
;
795 /* There are some minor differences between pixel and vertex shaders */
796 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
797 char prefix
= pshader
? 'P' : 'V';
799 /* Prototype the subroutines */
800 for (i
= 0; i
< This
->baseShader
.limits
.label
; i
++) {
801 if (reg_maps
->labels
[i
])
802 shader_addline(buffer
, "void subroutine%u();\n", i
);
805 /* Declare the constants (aka uniforms) */
806 if (This
->baseShader
.limits
.constant_float
> 0) {
807 unsigned max_constantsF
;
808 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
809 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
810 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
811 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
812 * a dx9 card, as long as it doesn't also use all the other constants.
814 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
815 * declare only the amount that we're assured to have.
817 * Thus we run into problems in these two cases:
818 * 1) The shader really uses more uniforms than supported
819 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
822 /* No indirect addressing here */
823 max_constantsF
= GL_LIMITS(pshader_constantsF
);
825 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
826 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
827 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
828 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
829 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
831 * Writing gl_ClipPos requires one uniform for each clipplane as well.
833 max_constantsF
= GL_LIMITS(vshader_constantsF
) - 3 - GL_LIMITS(clipplanes
);
834 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
835 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
836 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
837 * for now take this into account when calculating the number of available constants
839 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.boolean_constants
);
840 /* Set by driver quirks in directx.c */
841 max_constantsF
-= GLINFO_LOCATION
.reserved_glsl_constants
;
843 max_constantsF
= GL_LIMITS(vshader_constantsF
);
846 max_constantsF
= min(This
->baseShader
.limits
.constant_float
, max_constantsF
);
847 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
850 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
851 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
853 if (This
->baseShader
.limits
.constant_int
> 0 && This
->baseShader
.reg_maps
.integer_constants
)
854 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
856 if (This
->baseShader
.limits
.constant_bool
> 0 && This
->baseShader
.reg_maps
.boolean_constants
)
857 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
860 shader_addline(buffer
, "uniform vec4 posFixup;\n");
861 /* Predeclaration; This function is added at link time based on the pixel shader.
862 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
863 * that. We know the input to the reorder function at vertex shader compile time, so
864 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
865 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
866 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
867 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
868 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
871 if (reg_maps
->shader_version
.major
>= 3)
873 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
875 shader_addline(buffer
, "void order_ps_input();\n");
878 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
879 if(!reg_maps
->bumpmat
[i
]) {
883 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
885 if(reg_maps
->luminanceparams
) {
886 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
887 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
888 extra_constants_needed
++;
891 extra_constants_needed
++;
894 if(ps_args
->srgb_correction
) {
895 shader_addline(buffer
, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
896 srgb_mul_low
, srgb_mul_low
, srgb_mul_low
, srgb_mul_low
);
897 shader_addline(buffer
, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
898 srgb_cmp
, srgb_cmp
, srgb_cmp
, srgb_cmp
);
900 if(reg_maps
->vpos
|| reg_maps
->usesdsy
) {
901 if(This
->baseShader
.limits
.constant_float
+ extra_constants_needed
+ 1 < GL_LIMITS(pshader_constantsF
)) {
902 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
903 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
904 extra_constants_needed
++;
906 /* This happens because we do not have proper tracking of the constant registers that are
907 * actually used, only the max limit of the shader version
909 FIXME("Cannot find a free uniform for vpos correction params\n");
910 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
911 device
->render_offscreen
? 0.0f
: ((IWineD3DSurfaceImpl
*)device
->render_targets
[0])->currentDesc
.Height
,
912 device
->render_offscreen
? 1.0f
: -1.0f
);
914 shader_addline(buffer
, "vec4 vpos;\n");
918 /* Declare texture samplers */
919 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
920 if (reg_maps
->sampler_type
[i
])
922 switch (reg_maps
->sampler_type
[i
])
925 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
928 if(device
->stateBlock
->textures
[i
] &&
929 IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
]) == GL_TEXTURE_RECTANGLE_ARB
) {
930 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
932 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
935 case WINED3DSTT_CUBE
:
936 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
938 case WINED3DSTT_VOLUME
:
939 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
942 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
943 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
949 /* Declare uniforms for NP2 texcoord fixup:
950 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
951 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
952 * Modern cards just skip the code anyway, so put it inside a seperate loop. */
953 if (pshader
&& ps_args
->np2_fixup
) {
955 struct ps_np2fixup_info
* const fixup
= ctx_priv
->cur_np2fixup_info
;
958 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
959 * while D3D has them in the (normalized) [0,1]x[0,1] range.
960 * samplerNP2Fixup stores texture dimensions and is updated through
961 * shader_glsl_load_np2fixup_constants when the sampler changes. */
963 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; ++i
) {
964 if (reg_maps
->sampler_type
[i
]) {
965 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
967 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
968 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
972 fixup
->idx
[i
] = cur
++;
976 fixup
->num_consts
= (cur
+ 1) >> 1;
977 shader_addline(buffer
, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
980 /* Declare address variables */
981 for (i
= 0; i
< This
->baseShader
.limits
.address
; i
++) {
982 if (reg_maps
->address
[i
])
983 shader_addline(buffer
, "ivec4 A%d;\n", i
);
986 /* Declare texture coordinate temporaries and initialize them */
987 for (i
= 0; i
< This
->baseShader
.limits
.texcoord
; i
++) {
988 if (reg_maps
->texcoord
[i
])
989 shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
992 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
993 * helper function shader that is linked in at link time
995 if (pshader
&& reg_maps
->shader_version
.major
>= 3)
997 if (use_vs(device
->stateBlock
))
999 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1001 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1002 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1003 * pixel shader that reads the fixed function color into the packed input registers.
1005 shader_addline(buffer
, "vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1009 /* Declare output register temporaries */
1010 if(This
->baseShader
.limits
.packed_output
) {
1011 shader_addline(buffer
, "vec4 OUT[%u];\n", This
->baseShader
.limits
.packed_output
);
1014 /* Declare temporary variables */
1015 for(i
= 0; i
< This
->baseShader
.limits
.temporary
; i
++) {
1016 if (reg_maps
->temporary
[i
])
1017 shader_addline(buffer
, "vec4 R%u;\n", i
);
1020 /* Declare attributes */
1021 if (reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1023 WORD map
= reg_maps
->input_registers
;
1025 for (i
= 0; map
; map
>>= 1, ++i
)
1027 if (!(map
& 1)) continue;
1029 shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
1033 /* Declare loop registers aLx */
1034 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
1035 shader_addline(buffer
, "int aL%u;\n", i
);
1036 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1039 /* Temporary variables for matrix operations */
1040 shader_addline(buffer
, "vec4 tmp0;\n");
1041 shader_addline(buffer
, "vec4 tmp1;\n");
1043 /* Local constants use a different name so they can be loaded once at shader link time
1044 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1045 * float -> string conversion can cause precision loss.
1047 if(!This
->baseShader
.load_local_constsF
) {
1048 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
) {
1049 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
1053 /* Start the main program */
1054 shader_addline(buffer
, "void main() {\n");
1055 if(pshader
&& reg_maps
->vpos
) {
1056 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1057 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1058 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1059 * precision troubles when we just substract 0.5.
1061 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1063 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1065 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1066 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1067 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1068 * correctly on drivers that returns integer values.
1070 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1074 /*****************************************************************************
1075 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1077 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1078 ****************************************************************************/
1081 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1082 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
);
1084 /** Used for opcode modifiers - They multiply the result by the specified amount */
1085 static const char * const shift_glsl_tab
[] = {
1087 "2.0 * ", /* 1 (x2) */
1088 "4.0 * ", /* 2 (x4) */
1089 "8.0 * ", /* 3 (x8) */
1090 "16.0 * ", /* 4 (x16) */
1091 "32.0 * ", /* 5 (x32) */
1098 "0.0625 * ", /* 12 (d16) */
1099 "0.125 * ", /* 13 (d8) */
1100 "0.25 * ", /* 14 (d4) */
1101 "0.5 * " /* 15 (d2) */
1104 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1105 static void shader_glsl_gen_modifier(DWORD src_modifier
, const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1109 switch (src_modifier
)
1111 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1112 case WINED3DSPSM_DW
:
1113 case WINED3DSPSM_NONE
:
1114 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1116 case WINED3DSPSM_NEG
:
1117 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1119 case WINED3DSPSM_NOT
:
1120 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1122 case WINED3DSPSM_BIAS
:
1123 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1125 case WINED3DSPSM_BIASNEG
:
1126 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1128 case WINED3DSPSM_SIGN
:
1129 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1131 case WINED3DSPSM_SIGNNEG
:
1132 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1134 case WINED3DSPSM_COMP
:
1135 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1137 case WINED3DSPSM_X2
:
1138 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1140 case WINED3DSPSM_X2NEG
:
1141 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1143 case WINED3DSPSM_ABS
:
1144 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1146 case WINED3DSPSM_ABSNEG
:
1147 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1150 FIXME("Unhandled modifier %u\n", src_modifier
);
1151 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1155 /** Writes the GLSL variable name that corresponds to the register that the
1156 * DX opcode parameter is trying to access */
1157 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1158 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1160 /* oPos, oFog and oPts in D3D */
1161 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1163 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1164 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
1165 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
1166 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
1172 case WINED3DSPR_TEMP
:
1173 sprintf(register_name
, "R%u", reg
->idx
);
1176 case WINED3DSPR_INPUT
:
1177 /* vertex shaders */
1180 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1181 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1182 sprintf(register_name
, "attrib%u", reg
->idx
);
1186 /* pixel shaders >= 3.0 */
1187 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3)
1189 DWORD idx
= ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
->idx
];
1190 unsigned int in_count
= vec4_varyings(This
->baseShader
.reg_maps
.shader_version
.major
, gl_info
);
1194 glsl_src_param_t rel_param
;
1196 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1198 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1199 * operation there */
1202 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1204 sprintf(register_name
,
1205 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1206 rel_param
.param_str
, idx
, in_count
- 1, rel_param
.param_str
, idx
, in_count
,
1207 rel_param
.param_str
, idx
);
1211 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
1216 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1218 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1219 rel_param
.param_str
, in_count
- 1, rel_param
.param_str
, in_count
,
1220 rel_param
.param_str
);
1224 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1230 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1231 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1232 else sprintf(register_name
, "IN[%u]", idx
);
1237 if (reg
->idx
== 0) strcpy(register_name
, "gl_Color");
1238 else strcpy(register_name
, "gl_SecondaryColor");
1243 case WINED3DSPR_CONST
:
1245 const char prefix
= pshader
? 'P' : 'V';
1247 /* Relative addressing */
1250 glsl_src_param_t rel_param
;
1251 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1252 if (reg
->idx
) sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
->idx
);
1253 else sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1257 if (shader_constant_is_local(This
, reg
->idx
))
1258 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1260 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1265 case WINED3DSPR_CONSTINT
:
1266 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1267 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1270 case WINED3DSPR_CONSTBOOL
:
1271 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1272 else sprintf(register_name
, "VB[%u]", reg
->idx
);
1275 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1276 if (pshader
) sprintf(register_name
, "T%u", reg
->idx
);
1277 else sprintf(register_name
, "A%u", reg
->idx
);
1280 case WINED3DSPR_LOOP
:
1281 sprintf(register_name
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1284 case WINED3DSPR_SAMPLER
:
1285 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1286 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
1289 case WINED3DSPR_COLOROUT
:
1290 if (reg
->idx
>= GL_LIMITS(buffers
))
1291 WARN("Write to render target %u, only %d supported\n", reg
->idx
, GL_LIMITS(buffers
));
1293 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
);
1296 case WINED3DSPR_RASTOUT
:
1297 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1300 case WINED3DSPR_DEPTHOUT
:
1301 sprintf(register_name
, "gl_FragDepth");
1304 case WINED3DSPR_ATTROUT
:
1305 if (reg
->idx
== 0) sprintf(register_name
, "gl_FrontColor");
1306 else sprintf(register_name
, "gl_FrontSecondaryColor");
1309 case WINED3DSPR_TEXCRDOUT
:
1310 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1311 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3) sprintf(register_name
, "OUT[%u]", reg
->idx
);
1312 else sprintf(register_name
, "gl_TexCoord[%u]", reg
->idx
);
1315 case WINED3DSPR_MISCTYPE
:
1319 sprintf(register_name
, "vpos");
1321 else if (reg
->idx
== 1)
1323 /* Note that gl_FrontFacing is a bool, while vFace is
1324 * a float for which the sign determines front/back */
1325 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1329 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1330 sprintf(register_name
, "unrecognized_register");
1334 case WINED3DSPR_IMMCONST
:
1335 switch (reg
->immconst_type
)
1337 case WINED3D_IMMCONST_FLOAT
:
1338 sprintf(register_name
, "%.8e", *(float *)reg
->immconst_data
);
1341 case WINED3D_IMMCONST_FLOAT4
:
1342 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1343 *(float *)®
->immconst_data
[0], *(float *)®
->immconst_data
[1],
1344 *(float *)®
->immconst_data
[2], *(float *)®
->immconst_data
[3]);
1348 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1349 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1354 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1355 sprintf(register_name
, "unrecognized_register");
1360 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1363 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1364 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1365 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1366 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1370 /* Get the GLSL write mask for the destination register */
1371 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1373 DWORD mask
= param
->write_mask
;
1375 if (shader_is_scalar(¶m
->reg
))
1377 mask
= WINED3DSP_WRITEMASK_0
;
1382 shader_glsl_write_mask_to_str(mask
, write_mask
);
1388 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1389 unsigned int size
= 0;
1391 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1392 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1393 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1394 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1399 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1401 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1402 * but addressed as "rgba". To fix this we need to swap the register's x
1403 * and z components. */
1404 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1407 /* swizzle bits fields: wwzzyyxx */
1408 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1409 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1410 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1411 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1415 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1416 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1418 if (shader_is_scalar(¶m
->reg
))
1419 *swizzle_str
= '\0';
1421 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1424 /* From a given parameter token, generate the corresponding GLSL string.
1425 * Also, return the actual register name and swizzle in case the
1426 * caller needs this information as well. */
1427 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1428 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
)
1430 BOOL is_color
= FALSE
;
1431 char swizzle_str
[6];
1433 glsl_src
->reg_name
[0] = '\0';
1434 glsl_src
->param_str
[0] = '\0';
1435 swizzle_str
[0] = '\0';
1437 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1438 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1439 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1442 /* From a given parameter token, generate the corresponding GLSL string.
1443 * Also, return the actual register name and swizzle in case the
1444 * caller needs this information as well. */
1445 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1446 const struct wined3d_shader_dst_param
*wined3d_dst
, glsl_dst_param_t
*glsl_dst
)
1448 BOOL is_color
= FALSE
;
1450 glsl_dst
->mask_str
[0] = '\0';
1451 glsl_dst
->reg_name
[0] = '\0';
1453 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1454 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1457 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1458 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1459 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1461 glsl_dst_param_t glsl_dst
;
1464 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1465 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1470 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1471 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1473 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1476 /** Process GLSL instruction modifiers */
1477 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1479 glsl_dst_param_t dst_param
;
1482 if (!ins
->dst_count
) return;
1484 modifiers
= ins
->dst
[0].modifiers
;
1485 if (!modifiers
) return;
1487 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1489 if (modifiers
& WINED3DSPDM_SATURATE
)
1491 /* _SAT means to clamp the value of the register to between 0 and 1 */
1492 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1493 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1496 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1498 FIXME("_centroid modifier not handled\n");
1501 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1503 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1507 static inline const char *shader_get_comp_op(DWORD op
)
1510 case COMPARISON_GT
: return ">";
1511 case COMPARISON_EQ
: return "==";
1512 case COMPARISON_GE
: return ">=";
1513 case COMPARISON_LT
: return "<";
1514 case COMPARISON_NE
: return "!=";
1515 case COMPARISON_LE
: return "<=";
1517 FIXME("Unrecognized comparison value: %u\n", op
);
1522 static void shader_glsl_get_sample_function(DWORD sampler_type
, DWORD flags
, glsl_sample_function_t
*sample_function
)
1524 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1525 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1526 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1527 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1529 /* Note that there's no such thing as a projected cube texture. */
1530 switch(sampler_type
) {
1533 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1535 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1537 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1539 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1544 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1546 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1547 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1549 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1551 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1555 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1557 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1559 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1562 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1564 case WINED3DSTT_CUBE
:
1566 sample_function
->name
= "textureCubeLod";
1568 sample_function
->name
= "textureCubeGradARB";
1570 sample_function
->name
= "textureCube";
1572 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1574 case WINED3DSTT_VOLUME
:
1576 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1578 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1580 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1582 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1585 sample_function
->name
= "";
1586 sample_function
->coord_mask
= 0;
1587 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1592 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1593 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1595 switch(channel_source
)
1597 case CHANNEL_SOURCE_ZERO
:
1598 strcat(arguments
, "0.0");
1601 case CHANNEL_SOURCE_ONE
:
1602 strcat(arguments
, "1.0");
1605 case CHANNEL_SOURCE_X
:
1606 strcat(arguments
, reg_name
);
1607 strcat(arguments
, ".x");
1610 case CHANNEL_SOURCE_Y
:
1611 strcat(arguments
, reg_name
);
1612 strcat(arguments
, ".y");
1615 case CHANNEL_SOURCE_Z
:
1616 strcat(arguments
, reg_name
);
1617 strcat(arguments
, ".z");
1620 case CHANNEL_SOURCE_W
:
1621 strcat(arguments
, reg_name
);
1622 strcat(arguments
, ".w");
1626 FIXME("Unhandled channel source %#x\n", channel_source
);
1627 strcat(arguments
, "undefined");
1631 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1634 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1636 struct wined3d_shader_dst_param dst
;
1637 unsigned int mask_size
, remaining
;
1638 glsl_dst_param_t dst_param
;
1639 char arguments
[256];
1643 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1644 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1645 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1646 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1647 mask
&= ins
->dst
[0].write_mask
;
1649 if (!mask
) return; /* Nothing to do */
1651 if (is_yuv_fixup(fixup
))
1653 enum yuv_fixup yuv_fixup
= get_yuv_fixup(fixup
);
1654 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup
);
1658 mask_size
= shader_glsl_get_write_mask_size(mask
);
1661 dst
.write_mask
= mask
;
1662 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1664 arguments
[0] = '\0';
1665 remaining
= mask_size
;
1666 if (mask
& WINED3DSP_WRITEMASK_0
)
1668 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1669 if (--remaining
) strcat(arguments
, ", ");
1671 if (mask
& WINED3DSP_WRITEMASK_1
)
1673 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1674 if (--remaining
) strcat(arguments
, ", ");
1676 if (mask
& WINED3DSP_WRITEMASK_2
)
1678 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1679 if (--remaining
) strcat(arguments
, ", ");
1681 if (mask
& WINED3DSP_WRITEMASK_3
)
1683 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1684 if (--remaining
) strcat(arguments
, ", ");
1689 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
1690 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
1694 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
1698 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
1699 DWORD sampler
, const glsl_sample_function_t
*sample_function
, DWORD swizzle
,
1700 const char *dx
, const char *dy
,
1701 const char *bias
, const char *coord_reg_fmt
, ...)
1703 const char *sampler_base
;
1704 char dst_swizzle
[6];
1705 struct color_fixup_desc fixup
;
1706 BOOL np2_fixup
= FALSE
;
1709 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
1711 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
1713 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1714 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
1715 sampler_base
= "Psampler";
1717 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
1719 FIXME("Biased sampling from NP2 textures is unsupported\n");
1725 sampler_base
= "Vsampler";
1726 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
1729 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1731 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
1733 va_start(args
, coord_reg_fmt
);
1734 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
1738 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
1741 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1742 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
1744 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
1745 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
1746 } else if(dx
&& dy
) {
1747 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
1749 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
1753 if(!is_identity_fixup(fixup
)) {
1754 shader_glsl_color_correction(ins
, fixup
);
1758 /*****************************************************************************
1760 * Begin processing individual instruction opcodes
1762 ****************************************************************************/
1764 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1765 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
1767 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1768 glsl_src_param_t src0_param
;
1769 glsl_src_param_t src1_param
;
1773 /* Determine the GLSL operator to use based on the opcode */
1774 switch (ins
->handler_idx
)
1776 case WINED3DSIH_MUL
: op
= '*'; break;
1777 case WINED3DSIH_ADD
: op
= '+'; break;
1778 case WINED3DSIH_SUB
: op
= '-'; break;
1781 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1785 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1786 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1787 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
1788 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
1791 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1792 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
1794 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1795 glsl_src_param_t src0_param
;
1798 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1799 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
1801 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1802 * shader versions WINED3DSIO_MOVA is used for this. */
1803 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
1804 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
1805 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
1807 /* This is a simple floor() */
1808 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1809 if (mask_size
> 1) {
1810 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
1812 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
1815 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
1817 /* We need to *round* to the nearest int here. */
1818 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
1819 if (mask_size
> 1) {
1820 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
);
1822 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
1825 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
1829 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1830 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
1832 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1833 glsl_src_param_t src0_param
;
1834 glsl_src_param_t src1_param
;
1835 DWORD dst_write_mask
, src_write_mask
;
1836 unsigned int dst_size
= 0;
1838 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1839 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1841 /* dp3 works on vec3, dp4 on vec4 */
1842 if (ins
->handler_idx
== WINED3DSIH_DP4
)
1844 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
1846 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1849 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
1850 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
1853 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1855 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1859 /* Note that this instruction has some restrictions. The destination write mask
1860 * can't contain the w component, and the source swizzles have to be .xyzw */
1861 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
1863 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1864 glsl_src_param_t src0_param
;
1865 glsl_src_param_t src1_param
;
1868 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
1869 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1870 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
1871 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
1872 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
1875 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1876 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1877 * GLSL uses the value as-is. */
1878 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
1880 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1881 glsl_src_param_t src0_param
;
1882 glsl_src_param_t src1_param
;
1883 DWORD dst_write_mask
;
1884 unsigned int dst_size
;
1886 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1887 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1889 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1890 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
1893 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
1895 shader_addline(buffer
, "pow(abs(%s), %s));\n", src0_param
.param_str
, src1_param
.param_str
);
1899 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1900 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1901 * GLSL uses the value as-is. */
1902 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
1904 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1905 glsl_src_param_t src0_param
;
1906 DWORD dst_write_mask
;
1907 unsigned int dst_size
;
1909 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
1910 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
1912 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
1915 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
1917 shader_addline(buffer
, "log2(abs(%s)));\n", src0_param
.param_str
);
1921 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1922 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
1924 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
1925 glsl_src_param_t src_param
;
1926 const char *instruction
;
1930 /* Determine the GLSL function to use based on the opcode */
1931 /* TODO: Possibly make this a table for faster lookups */
1932 switch (ins
->handler_idx
)
1934 case WINED3DSIH_MIN
: instruction
= "min"; break;
1935 case WINED3DSIH_MAX
: instruction
= "max"; break;
1936 case WINED3DSIH_ABS
: instruction
= "abs"; break;
1937 case WINED3DSIH_FRC
: instruction
= "fract"; break;
1938 case WINED3DSIH_NRM
: instruction
= "normalize"; break;
1939 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
1940 case WINED3DSIH_SGN
: instruction
= "sign"; break;
1941 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
1942 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
1943 default: instruction
= "";
1944 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
1948 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1950 shader_addline(buffer
, "%s(", instruction
);
1954 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
1955 shader_addline(buffer
, "%s", src_param
.param_str
);
1956 for (i
= 1; i
< ins
->src_count
; ++i
)
1958 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
1959 shader_addline(buffer
, ", %s", src_param
.param_str
);
1963 shader_addline(buffer
, "));\n");
1966 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1967 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1968 * dst.x = 2^(floor(src))
1969 * dst.y = src - floor(src)
1970 * dst.z = 2^src (partial precision is allowed, but optional)
1972 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1973 * dst = 2^src; (partial precision is allowed, but optional)
1975 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
1977 glsl_src_param_t src_param
;
1979 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
1981 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
1985 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
1986 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
1987 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
1988 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
1990 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1991 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
1992 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
1995 unsigned int mask_size
;
1997 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
1998 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2000 if (mask_size
> 1) {
2001 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2003 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2008 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2009 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2011 glsl_src_param_t src_param
;
2013 unsigned int mask_size
;
2015 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2016 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2017 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2019 if (mask_size
> 1) {
2020 shader_addline(ins
->ctx
->buffer
, "vec%d(1.0 / %s));\n", mask_size
, src_param
.param_str
);
2022 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n", src_param
.param_str
);
2026 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2028 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2029 glsl_src_param_t src_param
;
2031 unsigned int mask_size
;
2033 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2034 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2036 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2038 if (mask_size
> 1) {
2039 shader_addline(buffer
, "vec%d(inversesqrt(%s)));\n", mask_size
, src_param
.param_str
);
2041 shader_addline(buffer
, "inversesqrt(%s));\n", src_param
.param_str
);
2045 /** Process signed comparison opcodes in GLSL. */
2046 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2048 glsl_src_param_t src0_param
;
2049 glsl_src_param_t src1_param
;
2051 unsigned int mask_size
;
2053 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2054 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2055 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2056 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2058 if (mask_size
> 1) {
2059 const char *compare
;
2061 switch(ins
->handler_idx
)
2063 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2064 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2065 default: compare
= "";
2066 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2069 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2070 src0_param
.param_str
, src1_param
.param_str
);
2072 switch(ins
->handler_idx
)
2074 case WINED3DSIH_SLT
:
2075 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2076 * to return 0.0 but step returns 1.0 because step is not < x
2077 * An alternative is a bvec compare padded with an unused second component.
2078 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2079 * issue. Playing with not() is not possible either because not() does not accept
2082 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2083 src0_param
.param_str
, src1_param
.param_str
);
2085 case WINED3DSIH_SGE
:
2086 /* Here we can use the step() function and safe a conditional */
2087 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2090 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2096 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2097 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
2099 glsl_src_param_t src0_param
;
2100 glsl_src_param_t src1_param
;
2101 glsl_src_param_t src2_param
;
2102 DWORD write_mask
, cmp_channel
= 0;
2105 BOOL temp_destination
= FALSE
;
2107 if (shader_is_scalar(&ins
->src
[0].reg
))
2109 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2111 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2112 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2113 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2115 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2116 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2118 DWORD dst_mask
= ins
->dst
[0].write_mask
;
2119 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
2121 /* Cycle through all source0 channels */
2122 for (i
=0; i
<4; i
++) {
2124 /* Find the destination channels which use the current source0 channel */
2125 for (j
=0; j
<4; j
++) {
2126 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2128 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2129 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2132 dst
.write_mask
= dst_mask
& write_mask
;
2134 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2135 * The first lines may overwrite source parameters of the following lines.
2136 * Deal with that by using a temporary destination register if needed
2138 if ((ins
->src
[0].reg
.idx
== ins
->dst
[0].reg
.idx
2139 && ins
->src
[0].reg
.type
== ins
->dst
[0].reg
.type
)
2140 || (ins
->src
[1].reg
.idx
== ins
->dst
[0].reg
.idx
2141 && ins
->src
[1].reg
.type
== ins
->dst
[0].reg
.type
)
2142 || (ins
->src
[2].reg
.idx
== ins
->dst
[0].reg
.idx
2143 && ins
->src
[2].reg
.type
== ins
->dst
[0].reg
.type
))
2145 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2146 if (!write_mask
) continue;
2147 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2148 temp_destination
= TRUE
;
2150 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2151 if (!write_mask
) continue;
2154 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2155 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2156 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2158 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2159 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2162 if(temp_destination
) {
2163 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2164 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2165 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2171 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2172 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2173 * the compare is done per component of src0. */
2174 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2176 struct wined3d_shader_dst_param dst
;
2177 glsl_src_param_t src0_param
;
2178 glsl_src_param_t src1_param
;
2179 glsl_src_param_t src2_param
;
2180 DWORD write_mask
, cmp_channel
= 0;
2183 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2184 ins
->ctx
->reg_maps
->shader_version
.minor
);
2186 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2188 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2189 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2190 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2191 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2193 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2196 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2198 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2199 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2203 /* Cycle through all source0 channels */
2204 dst_mask
= ins
->dst
[0].write_mask
;
2206 for (i
=0; i
<4; i
++) {
2208 /* Find the destination channels which use the current source0 channel */
2209 for (j
=0; j
<4; j
++) {
2210 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2212 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2213 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2217 dst
.write_mask
= dst_mask
& write_mask
;
2218 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2219 if (!write_mask
) continue;
2221 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2222 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2223 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2225 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2226 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2230 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2231 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2233 glsl_src_param_t src0_param
;
2234 glsl_src_param_t src1_param
;
2235 glsl_src_param_t src2_param
;
2238 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2239 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2240 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2241 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2242 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2243 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2246 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2247 Vertex shaders to GLSL codes */
2248 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2251 int nComponents
= 0;
2252 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2253 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2254 struct wined3d_shader_instruction tmp_ins
;
2256 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2258 /* Set constants for the temporary argument */
2259 tmp_ins
.ctx
= ins
->ctx
;
2260 tmp_ins
.dst_count
= 1;
2261 tmp_ins
.dst
= &tmp_dst
;
2262 tmp_ins
.src_count
= 2;
2263 tmp_ins
.src
= tmp_src
;
2265 switch(ins
->handler_idx
)
2267 case WINED3DSIH_M4x4
:
2269 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2271 case WINED3DSIH_M4x3
:
2273 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2275 case WINED3DSIH_M3x4
:
2277 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2279 case WINED3DSIH_M3x3
:
2281 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2283 case WINED3DSIH_M3x2
:
2285 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2291 tmp_dst
= ins
->dst
[0];
2292 tmp_src
[0] = ins
->src
[0];
2293 tmp_src
[1] = ins
->src
[1];
2294 for (i
= 0; i
< nComponents
; ++i
)
2296 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2297 shader_glsl_dot(&tmp_ins
);
2298 ++tmp_src
[1].reg
.idx
;
2303 The LRP instruction performs a component-wise linear interpolation
2304 between the second and third operands using the first operand as the
2305 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2306 This is equivalent to mix(src2, src1, src0);
2308 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2310 glsl_src_param_t src0_param
;
2311 glsl_src_param_t src1_param
;
2312 glsl_src_param_t src2_param
;
2315 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2317 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2318 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2319 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2321 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2322 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2325 /** Process the WINED3DSIO_LIT instruction in GLSL:
2326 * dst.x = dst.w = 1.0
2327 * dst.y = (src0.x > 0) ? src0.x
2328 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2329 * where src.w is clamped at +- 128
2331 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2333 glsl_src_param_t src0_param
;
2334 glsl_src_param_t src1_param
;
2335 glsl_src_param_t src3_param
;
2338 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2339 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2341 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2342 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2343 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2345 /* The sdk specifies the instruction like this
2347 * if(src.x > 0.0) dst.y = src.x
2349 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2353 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2354 * dst.x = 1.0 ... No further explanation needed
2355 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2356 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2357 * dst.w = 1.0. ... Nothing fancy.
2359 * So we still have one conditional in there. So do this:
2360 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2362 * 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),
2363 * 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.
2364 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2366 shader_addline(ins
->ctx
->buffer
,
2367 "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",
2368 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2371 /** Process the WINED3DSIO_DST instruction in GLSL:
2373 * dst.y = src0.x * src0.y
2377 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2379 glsl_src_param_t src0y_param
;
2380 glsl_src_param_t src0z_param
;
2381 glsl_src_param_t src1y_param
;
2382 glsl_src_param_t src1w_param
;
2385 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2386 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2388 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2389 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2390 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2391 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2393 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2394 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2397 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2398 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2399 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2401 * dst.x = cos(src0.?)
2402 * dst.y = sin(src0.?)
2406 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2408 glsl_src_param_t src0_param
;
2411 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2412 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2414 switch (write_mask
) {
2415 case WINED3DSP_WRITEMASK_0
:
2416 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2419 case WINED3DSP_WRITEMASK_1
:
2420 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2423 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2424 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2428 ERR("Write mask should be .x, .y or .xy\n");
2433 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2434 * Start a for() loop where src1.y is the initial value of aL,
2435 * increment aL by src1.z for a total of src1.x iterations.
2436 * Need to use a temporary variable for this operation.
2438 /* FIXME: I don't think nested loops will work correctly this way. */
2439 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2441 glsl_src_param_t src1_param
;
2442 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2443 const DWORD
*control_values
= NULL
;
2444 const local_constant
*constant
;
2446 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2448 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2449 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2450 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2453 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
2455 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2456 if (constant
->idx
== ins
->src
[1].reg
.idx
)
2458 control_values
= constant
->value
;
2464 if(control_values
) {
2465 if(control_values
[2] > 0) {
2466 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2467 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2468 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2469 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2470 } else if(control_values
[2] == 0) {
2471 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2472 shader
->baseShader
.cur_loop_depth
, control_values
[1], shader
->baseShader
.cur_loop_depth
,
2473 shader
->baseShader
.cur_loop_depth
, control_values
[0],
2474 shader
->baseShader
.cur_loop_depth
);
2476 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2477 shader
->baseShader
.cur_loop_depth
, control_values
[1],
2478 shader
->baseShader
.cur_loop_depth
, control_values
[0], control_values
[2], control_values
[1],
2479 shader
->baseShader
.cur_loop_depth
, control_values
[2]);
2482 shader_addline(ins
->ctx
->buffer
,
2483 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2484 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2485 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2486 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2489 shader
->baseShader
.cur_loop_depth
++;
2490 shader
->baseShader
.cur_loop_regno
++;
2493 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2495 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2497 shader_addline(ins
->ctx
->buffer
, "}\n");
2499 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2501 shader
->baseShader
.cur_loop_depth
--;
2502 shader
->baseShader
.cur_loop_regno
--;
2505 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2507 shader
->baseShader
.cur_loop_depth
--;
2511 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2513 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2514 glsl_src_param_t src0_param
;
2515 const DWORD
*control_values
= NULL
;
2516 const local_constant
*constant
;
2518 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2519 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
2521 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
)
2523 if (constant
->idx
== ins
->src
[0].reg
.idx
)
2525 control_values
= constant
->value
;
2531 if(control_values
) {
2532 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2533 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2534 control_values
[0], shader
->baseShader
.cur_loop_depth
);
2536 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2537 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2538 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2539 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2541 shader
->baseShader
.cur_loop_depth
++;
2544 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2546 glsl_src_param_t src0_param
;
2548 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2549 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2552 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2554 glsl_src_param_t src0_param
;
2555 glsl_src_param_t src1_param
;
2557 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2558 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2560 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2561 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2564 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2566 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2569 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2571 shader_addline(ins
->ctx
->buffer
, "break;\n");
2574 /* FIXME: According to MSDN the compare is done per component. */
2575 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2577 glsl_src_param_t src0_param
;
2578 glsl_src_param_t src1_param
;
2580 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2581 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2583 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
2584 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2587 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
2589 shader_addline(ins
->ctx
->buffer
, "}\n");
2590 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].reg
.idx
);
2593 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
2595 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
);
2598 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
2600 glsl_src_param_t src1_param
;
2602 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2603 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].reg
.idx
);
2606 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
2608 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2609 * function only suppresses the unhandled instruction warning
2613 /*********************************************
2614 * Pixel Shader Specific Code begins here
2615 ********************************************/
2616 static void pshader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
2618 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2619 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2620 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2621 ins
->ctx
->reg_maps
->shader_version
.minor
);
2622 glsl_sample_function_t sample_function
;
2623 DWORD sample_flags
= 0;
2624 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
2626 DWORD mask
= 0, swizzle
;
2628 /* 1.0-1.4: Use destination register as sampler source.
2629 * 2.0+: Use provided sampler source. */
2630 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) sampler_idx
= ins
->dst
[0].reg
.idx
;
2631 else sampler_idx
= ins
->src
[1].reg
.idx
;
2632 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2634 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2636 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
2638 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2639 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
2640 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2641 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
2642 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2643 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
2644 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
2645 case WINED3DTTFF_COUNT4
:
2646 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
2650 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
2652 DWORD src_mod
= ins
->src
[0].modifiers
;
2654 if (src_mod
== WINED3DSPSM_DZ
) {
2655 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2656 mask
= WINED3DSP_WRITEMASK_2
;
2657 } else if (src_mod
== WINED3DSPSM_DW
) {
2658 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2659 mask
= WINED3DSP_WRITEMASK_3
;
2662 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
2664 /* ps 2.0 texldp instruction always divides by the fourth component. */
2665 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
2666 mask
= WINED3DSP_WRITEMASK_3
;
2670 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2671 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2672 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2675 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2676 mask
|= sample_function
.coord_mask
;
2678 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
2679 else swizzle
= ins
->src
[1].swizzle
;
2681 /* 1.0-1.3: Use destination register as coordinate source.
2682 1.4+: Use provided coordinate source register. */
2683 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
2686 shader_glsl_write_mask_to_str(mask
, coord_mask
);
2687 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2688 "T%u%s", sampler_idx
, coord_mask
);
2690 glsl_src_param_t coord_param
;
2691 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
2692 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
2694 glsl_src_param_t bias
;
2695 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
2696 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
2697 "%s", coord_param
.param_str
);
2699 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
2700 "%s", coord_param
.param_str
);
2705 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
2707 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2708 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2709 const WineD3D_GL_Info
* gl_info
= &deviceImpl
->adapter
->gl_info
;
2710 glsl_sample_function_t sample_function
;
2711 glsl_src_param_t coord_param
, dx_param
, dy_param
;
2712 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
2715 DWORD swizzle
= ins
->src
[1].swizzle
;
2717 if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD
)) {
2718 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2719 return pshader_glsl_tex(ins
);
2722 sampler_idx
= ins
->src
[1].reg
.idx
;
2723 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2724 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2725 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2726 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2729 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2730 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2731 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
2732 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
2734 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
2735 "%s", coord_param
.param_str
);
2738 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
2740 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2741 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
2742 glsl_sample_function_t sample_function
;
2743 glsl_src_param_t coord_param
, lod_param
;
2744 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
2747 DWORD swizzle
= ins
->src
[1].swizzle
;
2749 sampler_idx
= ins
->src
[1].reg
.idx
;
2750 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2751 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
2752 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
2753 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
2755 shader_glsl_get_sample_function(sampler_type
, sample_flags
, &sample_function
);
2756 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
2758 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
2760 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
2762 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2763 * However, they seem to work just fine in fragment shaders as well. */
2764 WARN("Using %s in fragment shader.\n", sample_function
.name
);
2766 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
2767 "%s", coord_param
.param_str
);
2770 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
2772 /* FIXME: Make this work for more than just 2D textures */
2773 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2774 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2776 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
2780 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2781 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2782 ins
->dst
[0].reg
.idx
, dst_mask
);
2784 DWORD reg
= ins
->src
[0].reg
.idx
;
2785 DWORD src_mod
= ins
->src
[0].modifiers
;
2786 char dst_swizzle
[6];
2788 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
2790 if (src_mod
== WINED3DSPSM_DZ
) {
2791 glsl_src_param_t div_param
;
2792 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2793 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
2795 if (mask_size
> 1) {
2796 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2798 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2800 } else if (src_mod
== WINED3DSPSM_DW
) {
2801 glsl_src_param_t div_param
;
2802 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2803 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
2805 if (mask_size
> 1) {
2806 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
2808 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
2811 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
2816 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2817 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2818 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2819 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
2821 glsl_src_param_t src0_param
;
2822 glsl_sample_function_t sample_function
;
2823 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
2824 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2825 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
2828 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2830 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2831 * scalar, and projected sampling would require 4.
2833 * It is a dependent read - not valid with conditional NP2 textures
2835 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2836 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
2841 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2842 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
2846 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2847 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
2851 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
2852 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
2856 FIXME("Unexpected mask size %u\n", mask_size
);
2861 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2862 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2863 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
2865 glsl_src_param_t src0_param
;
2866 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
2867 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2869 unsigned int mask_size
;
2871 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2872 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
2873 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2875 if (mask_size
> 1) {
2876 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
2878 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
2882 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2883 * Calculate the depth as dst.x / dst.y */
2884 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
2886 glsl_dst_param_t dst_param
;
2888 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2890 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2891 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2892 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2893 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2896 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2897 dst_param
.reg_name
, dst_param
.reg_name
);
2900 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2901 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2902 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2903 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2905 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
2907 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2908 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
2909 glsl_src_param_t src0_param
;
2911 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2913 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
2914 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2917 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2918 * Calculate the 1st of a 2-row matrix multiplication. */
2919 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
2921 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2922 DWORD reg
= ins
->dst
[0].reg
.idx
;
2923 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2924 glsl_src_param_t src0_param
;
2926 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2927 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2930 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2931 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2932 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
2934 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2935 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2936 DWORD reg
= ins
->dst
[0].reg
.idx
;
2937 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2938 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
2939 glsl_src_param_t src0_param
;
2941 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2942 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
2943 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
2946 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
2948 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2949 DWORD reg
= ins
->dst
[0].reg
.idx
;
2950 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2951 glsl_src_param_t src0_param
;
2952 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
2953 glsl_sample_function_t sample_function
;
2955 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2956 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2958 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2960 /* Sample the texture using the calculated coordinates */
2961 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
2964 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2965 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2966 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
2968 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2969 glsl_src_param_t src0_param
;
2970 DWORD reg
= ins
->dst
[0].reg
.idx
;
2971 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2972 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
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(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
2979 /* Dependent read, not valid with conditional NP2 */
2980 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
2982 /* Sample the texture using the calculated coordinates */
2983 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
2985 current_state
->current_row
= 0;
2988 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
2989 * Perform the 3rd row of a 3x3 matrix multiply */
2990 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
2992 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2993 glsl_src_param_t src0_param
;
2995 DWORD reg
= ins
->dst
[0].reg
.idx
;
2996 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
2997 SHADER_PARSE_STATE
* current_state
= &This
->baseShader
.parse_state
;
2999 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3001 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3002 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3003 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3005 current_state
->current_row
= 0;
3008 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3009 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3010 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3012 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
3013 DWORD reg
= ins
->dst
[0].reg
.idx
;
3014 glsl_src_param_t src0_param
;
3015 glsl_src_param_t src1_param
;
3016 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3017 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3018 WINED3DSAMPLER_TEXTURE_TYPE stype
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3019 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3020 glsl_sample_function_t sample_function
;
3022 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3023 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3025 /* Perform the last matrix multiply operation */
3026 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3027 /* Reflection calculation */
3028 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3030 /* Dependent read, not valid with conditional NP2 */
3031 shader_glsl_get_sample_function(stype
, 0, &sample_function
);
3033 /* Sample the texture */
3034 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3036 current_state
->current_row
= 0;
3039 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3040 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3041 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3043 IWineD3DPixelShaderImpl
*shader
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
3044 DWORD reg
= ins
->dst
[0].reg
.idx
;
3045 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3046 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3047 glsl_src_param_t src0_param
;
3048 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3049 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[reg
];
3050 glsl_sample_function_t sample_function
;
3052 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3054 /* Perform the last matrix multiply operation */
3055 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3057 /* Construct the eye-ray vector from w coordinates */
3058 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3059 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
3060 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3062 /* Dependent read, not valid with conditional NP2 */
3063 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3065 /* Sample the texture using the calculated coordinates */
3066 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3068 current_state
->current_row
= 0;
3071 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3072 * Apply a fake bump map transform.
3073 * texbem is pshader <= 1.3 only, this saves a few version checks
3075 static void pshader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3077 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)ins
->ctx
->shader
;
3078 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
3079 glsl_sample_function_t sample_function
;
3080 glsl_src_param_t coord_param
;
3081 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
;
3087 sampler_idx
= ins
->dst
[0].reg
.idx
;
3088 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
3090 sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3091 /* Dependent read, not valid with conditional NP2 */
3092 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3093 mask
= sample_function
.coord_mask
;
3095 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3097 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3098 * so we can't let the GL handle this.
3100 if (flags
& WINED3DTTFF_PROJECTED
) {
3102 char coord_div_mask
[3];
3103 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
3104 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3105 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
3106 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
3107 case WINED3DTTFF_COUNT4
:
3108 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
3110 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3111 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3114 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3116 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3117 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3118 coord_param
.param_str
, coord_mask
);
3120 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3122 glsl_src_param_t luminance_param
;
3123 glsl_dst_param_t dst_param
;
3125 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3126 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3128 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3129 dst_param
.reg_name
, dst_param
.mask_str
,
3130 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3134 static void pshader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3136 glsl_src_param_t src0_param
, src1_param
;
3137 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3139 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3140 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3142 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3143 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
3144 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3147 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3148 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3149 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3151 glsl_src_param_t src0_param
;
3152 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3153 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3154 glsl_sample_function_t sample_function
;
3156 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3158 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3159 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3160 "%s.wx", src0_param
.reg_name
);
3163 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3164 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3165 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3167 glsl_src_param_t src0_param
;
3168 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3169 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3170 glsl_sample_function_t sample_function
;
3172 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3174 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3175 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3176 "%s.yz", src0_param
.reg_name
);
3179 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3180 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3181 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3183 glsl_src_param_t src0_param
;
3184 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3185 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3186 glsl_sample_function_t sample_function
;
3188 /* Dependent read, not valid with conditional NP2 */
3189 shader_glsl_get_sample_function(sampler_type
, 0, &sample_function
);
3190 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3192 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3193 "%s", src0_param
.param_str
);
3196 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3197 * If any of the first 3 components are < 0, discard this pixel */
3198 static void pshader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3200 glsl_dst_param_t dst_param
;
3202 /* The argument is a destination parameter, and no writemasks are allowed */
3203 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3204 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
3206 /* 2.0 shaders compare all 4 components in texkill */
3207 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3209 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3210 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3211 * 4 components are defined, only the first 3 are used
3213 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3217 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3218 * dst = dot2(src0, src1) + src2 */
3219 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3221 glsl_src_param_t src0_param
;
3222 glsl_src_param_t src1_param
;
3223 glsl_src_param_t src2_param
;
3225 unsigned int mask_size
;
3227 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3228 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3230 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3231 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3232 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3234 if (mask_size
> 1) {
3235 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3236 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3238 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3239 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3243 static void pshader_glsl_input_pack(IWineD3DPixelShader
*iface
, struct wined3d_shader_buffer
*buffer
,
3244 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps
,
3245 enum vertexprocessing_mode vertexprocessing
)
3248 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3249 WORD map
= reg_maps
->input_registers
;
3251 for (i
= 0; map
; map
>>= 1, ++i
)
3253 const char *semantic_name
;
3258 if (!(map
& 1)) continue;
3260 semantic_name
= input_signature
[i
].semantic_name
;
3261 semantic_idx
= input_signature
[i
].semantic_idx
;
3262 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3264 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3266 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
3267 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3268 This
->input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
3270 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3271 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3273 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3275 if (semantic_idx
== 0)
3276 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3277 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3278 else if (semantic_idx
== 1)
3279 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3280 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3282 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3283 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3287 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3288 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3293 /*********************************************
3294 * Vertex Shader Specific Code begins here
3295 ********************************************/
3297 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
3298 glsl_program_key_t key
;
3300 key
.vshader
= entry
->vshader
;
3301 key
.pshader
= entry
->pshader
;
3302 key
.vs_args
= entry
->vs_args
;
3303 key
.ps_args
= entry
->ps_args
;
3305 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
3307 ERR("Failed to insert program entry.\n");
3311 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
3312 IWineD3DVertexShader
*vshader
, IWineD3DPixelShader
*pshader
, struct vs_compile_args
*vs_args
,
3313 struct ps_compile_args
*ps_args
) {
3314 struct wine_rb_entry
*entry
;
3315 glsl_program_key_t key
;
3317 key
.vshader
= vshader
;
3318 key
.pshader
= pshader
;
3319 key
.vs_args
= *vs_args
;
3320 key
.ps_args
= *ps_args
;
3322 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
3323 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
3326 /* GL locking is done by the caller */
3327 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const WineD3D_GL_Info
*gl_info
,
3328 struct glsl_shader_prog_link
*entry
)
3330 glsl_program_key_t key
;
3332 key
.vshader
= entry
->vshader
;
3333 key
.pshader
= entry
->pshader
;
3334 key
.vs_args
= entry
->vs_args
;
3335 key
.ps_args
= entry
->ps_args
;
3336 wine_rb_remove(&priv
->program_lookup
, &key
);
3338 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3339 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3340 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3341 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3342 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3343 HeapFree(GetProcessHeap(), 0, entry
);
3346 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
, const WineD3D_GL_Info
*gl_info
, const DWORD
*map
,
3347 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps_in
,
3348 const struct wined3d_shader_signature_element
*output_signature
, const struct shader_reg_maps
*reg_maps_out
)
3351 const char *semantic_name_in
, *semantic_name_out
;
3352 UINT semantic_idx_in
, semantic_idx_out
;
3355 unsigned int in_count
= vec4_varyings(3, gl_info
);
3356 char reg_mask
[6], reg_mask_out
[6];
3357 char destination
[50];
3358 WORD input_map
, output_map
;
3360 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3362 if (!output_signature
)
3364 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3365 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
3366 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3369 input_map
= reg_maps_in
->input_registers
;
3370 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
3372 if (!(input_map
& 1)) continue;
3375 if (in_idx
>= (in_count
+ 2)) {
3376 FIXME("More input varyings declared than supported, expect issues\n");
3379 else if (map
[i
] == ~0U)
3381 /* Declared, but not read register */
3385 if (in_idx
== in_count
) {
3386 sprintf(destination
, "gl_FrontColor");
3387 } else if (in_idx
== in_count
+ 1) {
3388 sprintf(destination
, "gl_FrontSecondaryColor");
3390 sprintf(destination
, "IN[%u]", in_idx
);
3393 semantic_name_in
= input_signature
[i
].semantic_name
;
3394 semantic_idx_in
= input_signature
[i
].semantic_idx
;
3395 set
[map
[i
]] = input_signature
[i
].mask
;
3396 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3398 if (!output_signature
)
3400 if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_COLOR
))
3402 if (semantic_idx_in
== 0)
3403 shader_addline(buffer
, "%s%s = front_color%s;\n",
3404 destination
, reg_mask
, reg_mask
);
3405 else if (semantic_idx_in
== 1)
3406 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
3407 destination
, reg_mask
, reg_mask
);
3409 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3410 destination
, reg_mask
, reg_mask
);
3412 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_TEXCOORD
))
3414 if (semantic_idx_in
< 8)
3416 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
3417 destination
, reg_mask
, semantic_idx_in
, reg_mask
);
3421 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3422 destination
, reg_mask
, reg_mask
);
3425 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_FOG
))
3427 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3428 destination
, reg_mask
, reg_mask
);
3432 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3433 destination
, reg_mask
, reg_mask
);
3438 output_map
= reg_maps_out
->output_registers
;
3439 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
3441 if (!(output_map
& 1)) continue;
3443 semantic_name_out
= output_signature
[j
].semantic_name
;
3444 semantic_idx_out
= output_signature
[j
].semantic_idx
;
3445 shader_glsl_write_mask_to_str(output_signature
[j
].mask
, reg_mask_out
);
3447 if (semantic_idx_in
== semantic_idx_out
3448 && !strcmp(semantic_name_in
, semantic_name_out
))
3450 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3451 destination
, reg_mask
, j
, reg_mask
);
3456 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3457 destination
, reg_mask
, reg_mask
);
3462 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3463 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3464 * input varyings are assigned above, if the optimizer works properly.
3466 for(i
= 0; i
< in_count
+ 2; i
++) {
3467 if (set
[i
] && set
[i
] != WINED3DSP_WRITEMASK_ALL
)
3469 unsigned int size
= 0;
3470 memset(reg_mask
, 0, sizeof(reg_mask
));
3471 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
3472 reg_mask
[size
] = 'x';
3475 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3476 reg_mask
[size
] = 'y';
3479 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3480 reg_mask
[size
] = 'z';
3483 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3484 reg_mask
[size
] = 'w';
3488 if (i
== in_count
) {
3489 sprintf(destination
, "gl_FrontColor");
3490 } else if (i
== in_count
+ 1) {
3491 sprintf(destination
, "gl_FrontSecondaryColor");
3493 sprintf(destination
, "IN[%u]", i
);
3497 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3499 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3504 HeapFree(GetProcessHeap(), 0, set
);
3507 /* GL locking is done by the caller */
3508 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
3509 IWineD3DVertexShader
*vertexshader
, IWineD3DPixelShader
*pixelshader
, const WineD3D_GL_Info
*gl_info
)
3511 GLhandleARB ret
= 0;
3512 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3513 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3514 IWineD3DDeviceImpl
*device
;
3515 DWORD vs_major
= vs
->baseShader
.reg_maps
.shader_version
.major
;
3516 DWORD ps_major
= ps
? ps
->baseShader
.reg_maps
.shader_version
.major
: 0;
3518 const char *semantic_name
;
3521 const struct wined3d_shader_signature_element
*output_signature
;
3523 shader_buffer_clear(buffer
);
3525 shader_addline(buffer
, "#version 120\n");
3527 if(vs_major
< 3 && ps_major
< 3) {
3528 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3529 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3531 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
3532 if (((GLINFO_LOCATION
).quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
)
3533 && ps_major
== 0 && vs_major
> 0 && !device
->frag_pipe
->ffp_proj_control
)
3535 shader_addline(buffer
, "void order_ps_input() {\n");
3536 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3537 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3538 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3539 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3542 shader_addline(buffer
, "}\n");
3544 shader_addline(buffer
, "void order_ps_input() { /* do nothing */ }\n");
3546 } else if(ps_major
< 3 && vs_major
>= 3) {
3547 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3549 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3550 output_signature
= vs
->output_signature
;
3552 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3553 for (i
= 0; map
; map
>>= 1, ++i
)
3557 if (!(map
& 1)) continue;
3559 semantic_name
= output_signature
[i
].semantic_name
;
3560 semantic_idx
= output_signature
[i
].semantic_idx
;
3561 write_mask
= output_signature
[i
].mask
;
3562 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
3564 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3566 if (semantic_idx
== 0)
3567 shader_addline(buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3568 else if (semantic_idx
== 1)
3569 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3571 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3573 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3575 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3577 if (semantic_idx
< 8)
3579 if (!((GLINFO_LOCATION
).quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
3580 write_mask
|= WINED3DSP_WRITEMASK_3
;
3582 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3583 semantic_idx
, reg_mask
, i
, reg_mask
);
3584 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
3585 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
3588 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3590 shader_addline(buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3592 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3594 shader_addline(buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3597 shader_addline(buffer
, "}\n");
3599 } else if(ps_major
>= 3 && vs_major
>= 3) {
3600 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3602 output_signature
= vs
->output_signature
;
3604 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3605 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3606 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3608 /* First, sort out position and point size. Those are not passed to the pixel shader */
3609 for (i
= 0; map
; map
>>= 1, ++i
)
3611 if (!(map
& 1)) continue;
3613 semantic_name
= output_signature
[i
].semantic_name
;
3614 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
3616 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3618 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3620 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3622 shader_addline(buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3626 /* Then, fix the pixel shader input */
3627 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->input_signature
,
3628 &ps
->baseShader
.reg_maps
, output_signature
, &vs
->baseShader
.reg_maps
);
3630 shader_addline(buffer
, "}\n");
3631 } else if(ps_major
>= 3 && vs_major
< 3) {
3632 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3633 shader_addline(buffer
, "void order_ps_input() {\n");
3634 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3635 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3636 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3638 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->input_signature
,
3639 &ps
->baseShader
.reg_maps
, NULL
, NULL
);
3640 shader_addline(buffer
, "}\n");
3642 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
3645 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3646 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3647 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
->buffer
, NULL
));
3648 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3649 GL_EXTCALL(glCompileShaderARB(ret
));
3650 checkGLcall("glCompileShaderARB(ret)");
3655 /* GL locking is done by the caller */
3656 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const WineD3D_GL_Info
*gl_info
,
3657 GLhandleARB programId
, char prefix
)
3659 const local_constant
*lconst
;
3664 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3665 value
= (const float *)lconst
->value
;
3666 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3667 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3668 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3670 checkGLcall("Hardcoding local constants");
3673 /* GL locking is done by the caller */
3674 static GLuint
shader_glsl_generate_pshader(IWineD3DPixelShaderImpl
*This
, struct wined3d_shader_buffer
*buffer
,
3675 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
3677 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3678 CONST DWORD
*function
= This
->baseShader
.function
;
3679 const char *fragcolor
;
3680 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3681 struct shader_glsl_ctx_priv priv_ctx
;
3683 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3684 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3686 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3687 priv_ctx
.cur_ps_args
= args
;
3688 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
3690 shader_addline(buffer
, "#version 120\n");
3692 if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD
) && reg_maps
->usestexldd
) {
3693 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
3695 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE
)) {
3696 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3697 * drivers write a warning if we don't do so
3699 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3702 /* Base Declarations */
3703 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, &priv_ctx
);
3705 /* Pack 3.0 inputs */
3706 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
3708 pshader_glsl_input_pack((IWineD3DPixelShader
*) This
, buffer
, This
->input_signature
, reg_maps
, args
->vp_mode
);
3711 /* Base Shader Body */
3712 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3714 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3715 if (reg_maps
->shader_version
.major
< 2)
3717 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3718 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
3721 fragcolor
= "gl_FragData[0]";
3722 if(args
->srgb_correction
) {
3723 shader_addline(buffer
, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
3724 fragcolor
, srgb_pow
, srgb_pow
, srgb_pow
, srgb_mul_high
, srgb_mul_high
, srgb_mul_high
,
3725 srgb_sub_high
, srgb_sub_high
, srgb_sub_high
);
3726 shader_addline(buffer
, "tmp1.xyz = %s.xyz * srgb_mul_low.xyz;\n", fragcolor
);
3727 shader_addline(buffer
, "%s.x = %s.x < srgb_comparison.x ? tmp1.x : tmp0.x;\n", fragcolor
, fragcolor
);
3728 shader_addline(buffer
, "%s.y = %s.y < srgb_comparison.y ? tmp1.y : tmp0.y;\n", fragcolor
, fragcolor
);
3729 shader_addline(buffer
, "%s.z = %s.z < srgb_comparison.z ? tmp1.z : tmp0.z;\n", fragcolor
, fragcolor
);
3730 shader_addline(buffer
, "%s = clamp(%s, 0.0, 1.0);\n", fragcolor
, fragcolor
);
3732 /* Pixel shader < 3.0 do not replace the fog stage.
3733 * This implements linear fog computation and blending.
3734 * TODO: non linear fog
3735 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3736 * -1/(e-s) and e/(e-s) respectively.
3738 if (reg_maps
->shader_version
.major
< 3)
3741 case FOG_OFF
: break;
3743 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3744 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
3745 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3746 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3749 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3750 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3751 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
3752 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3755 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3756 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3757 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
3758 shader_addline(buffer
, "%s.xyz = mix(gl_Fog.color.xyz, %s.xyz, Fog);\n", fragcolor
, fragcolor
);
3763 shader_addline(buffer
, "}\n");
3765 TRACE("Compiling shader object %u\n", shader_obj
);
3766 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3767 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3768 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3770 /* Store the shader object */
3774 /* GL locking is done by the caller */
3775 static GLuint
shader_glsl_generate_vshader(IWineD3DVertexShaderImpl
*This
,
3776 struct wined3d_shader_buffer
*buffer
, const struct vs_compile_args
*args
)
3778 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3779 CONST DWORD
*function
= This
->baseShader
.function
;
3780 const WineD3D_GL_Info
*gl_info
= &((IWineD3DDeviceImpl
*)This
->baseShader
.device
)->adapter
->gl_info
;
3781 struct shader_glsl_ctx_priv priv_ctx
;
3783 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3784 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3786 shader_addline(buffer
, "#version 120\n");
3788 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3789 priv_ctx
.cur_vs_args
= args
;
3791 /* Base Declarations */
3792 shader_generate_glsl_declarations( (IWineD3DBaseShader
*) This
, reg_maps
, buffer
, &GLINFO_LOCATION
, &priv_ctx
);
3794 /* Base Shader Body */
3795 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
3797 /* Unpack 3.0 outputs */
3798 if (reg_maps
->shader_version
.major
>= 3) shader_addline(buffer
, "order_ps_input(OUT);\n");
3799 else shader_addline(buffer
, "order_ps_input();\n");
3801 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3802 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3803 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3804 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3806 if(args
->fog_src
== VS_FOG_Z
) {
3807 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
3808 } else if (!reg_maps
->fog
) {
3809 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
3812 /* Write the final position.
3814 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3815 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3816 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3817 * contains 1.0 to allow a mad.
3819 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3820 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3821 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
3823 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3825 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3826 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3827 * which is the same as z = z * 2 - w.
3829 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3831 shader_addline(buffer
, "}\n");
3833 TRACE("Compiling shader object %u\n", shader_obj
);
3834 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
3835 GL_EXTCALL(glCompileShaderARB(shader_obj
));
3836 print_glsl_info_log(&GLINFO_LOCATION
, shader_obj
);
3841 static GLhandleARB
find_glsl_pshader(struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*shader
,
3842 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
3846 struct glsl_ps_compiled_shader
*new_array
;
3847 struct glsl_pshader_private
*shader_data
;
3848 struct ps_np2fixup_info
*np2fixup
= NULL
;
3851 if(!shader
->backend_priv
) {
3852 shader
->backend_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
3854 shader_data
= shader
->backend_priv
;
3856 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3857 * so a linear search is more performant than a hashmap or a binary search
3858 * (cache coherency etc)
3860 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
3861 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
3862 if(args
->np2_fixup
) *np2fixup_info
= &shader_data
->gl_shaders
[i
].np2fixup
;
3863 return shader_data
->gl_shaders
[i
].prgId
;
3867 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
3868 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
3869 if (shader_data
->num_gl_shaders
)
3871 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
3872 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
3873 new_size
* sizeof(*shader_data
->gl_shaders
));
3875 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
3880 ERR("Out of memory\n");
3883 shader_data
->gl_shaders
= new_array
;
3884 shader_data
->shader_array_size
= new_size
;
3887 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
3889 memset(&shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
, 0, sizeof(struct ps_np2fixup_info
));
3890 if (args
->np2_fixup
) np2fixup
= &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
3892 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
3893 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
3895 shader_buffer_clear(buffer
);
3896 ret
= shader_glsl_generate_pshader(shader
, buffer
, args
, np2fixup
);
3897 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
3898 *np2fixup_info
= np2fixup
;
3903 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
3904 const DWORD use_map
) {
3905 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
3906 return stored
->fog_src
== new->fog_src
;
3909 static GLhandleARB
find_glsl_vshader(struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*shader
,
3910 const struct vs_compile_args
*args
)
3914 struct glsl_vs_compiled_shader
*new_array
;
3915 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
3916 struct glsl_vshader_private
*shader_data
;
3919 if(!shader
->backend_priv
) {
3920 shader
->backend_priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
3922 shader_data
= shader
->backend_priv
;
3924 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3925 * so a linear search is more performant than a hashmap or a binary search
3926 * (cache coherency etc)
3928 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
3929 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
)) {
3930 return shader_data
->gl_shaders
[i
].prgId
;
3934 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
3936 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
3937 if (shader_data
->num_gl_shaders
)
3939 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
3940 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
3941 new_size
* sizeof(*shader_data
->gl_shaders
));
3943 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
3948 ERR("Out of memory\n");
3951 shader_data
->gl_shaders
= new_array
;
3952 shader_data
->shader_array_size
= new_size
;
3955 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
3957 shader_buffer_clear(buffer
);
3958 ret
= shader_glsl_generate_vshader(shader
, buffer
, args
);
3959 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
3964 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3965 * It sets the programId on the current StateBlock (because it should be called
3966 * inside of the DrawPrimitive() part of the render loop).
3968 * If a program for the given combination does not exist, create one, and store
3969 * the program in the hash table. If it creates a program, it will link the
3970 * given objects, too.
3973 /* GL locking is done by the caller */
3974 static void set_glsl_shader_program(IWineD3DDevice
*iface
, BOOL use_ps
, BOOL use_vs
) {
3975 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
3976 struct shader_glsl_priv
*priv
= This
->shader_priv
;
3977 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
3978 IWineD3DPixelShader
*pshader
= use_ps
? This
->stateBlock
->pixelShader
: NULL
;
3979 IWineD3DVertexShader
*vshader
= use_vs
? This
->stateBlock
->vertexShader
: NULL
;
3980 struct glsl_shader_prog_link
*entry
= NULL
;
3981 GLhandleARB programId
= 0;
3982 GLhandleARB reorder_shader_id
= 0;
3985 struct ps_compile_args ps_compile_args
;
3986 struct vs_compile_args vs_compile_args
;
3988 if (vshader
) find_vs_compile_args((IWineD3DVertexShaderImpl
*)vshader
, This
->stateBlock
, &vs_compile_args
);
3989 if (pshader
) find_ps_compile_args((IWineD3DPixelShaderImpl
*)pshader
, This
->stateBlock
, &ps_compile_args
);
3991 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
3993 priv
->glsl_program
= entry
;
3997 /* If we get to this point, then no matching program exists, so we create one */
3998 programId
= GL_EXTCALL(glCreateProgramObjectARB());
3999 TRACE("Created new GLSL shader program %u\n", programId
);
4001 /* Create the entry */
4002 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
4003 entry
->programId
= programId
;
4004 entry
->vshader
= vshader
;
4005 entry
->pshader
= pshader
;
4006 entry
->vs_args
= vs_compile_args
;
4007 entry
->ps_args
= ps_compile_args
;
4008 entry
->constant_version
= 0;
4009 entry
->np2Fixup_info
= NULL
;
4010 /* Add the hash table entry */
4011 add_glsl_program_entry(priv
, entry
);
4013 /* Set the current program */
4014 priv
->glsl_program
= entry
;
4016 /* Attach GLSL vshader */
4019 GLhandleARB vshader_id
= find_glsl_vshader(&priv
->shader_buffer
, (IWineD3DVertexShaderImpl
*)vshader
,
4021 WORD map
= ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.input_registers
;
4024 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
4025 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
4026 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
4027 checkGLcall("glAttachObjectARB");
4028 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4031 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
4033 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
4034 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
4035 checkGLcall("glAttachObjectARB");
4037 /* Bind vertex attributes to a corresponding index number to match
4038 * the same index numbers as ARB_vertex_programs (makes loading
4039 * vertex attributes simpler). With this method, we can use the
4040 * exact same code to load the attributes later for both ARB and
4043 * We have to do this here because we need to know the Program ID
4044 * in order to make the bindings work, and it has to be done prior
4045 * to linking the GLSL program. */
4046 for (i
= 0; map
; map
>>= 1, ++i
)
4048 if (!(map
& 1)) continue;
4050 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%u", i
);
4051 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
4053 checkGLcall("glBindAttribLocationARB");
4055 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
4058 /* Attach GLSL pshader */
4061 GLhandleARB pshader_id
= find_glsl_pshader(&priv
->shader_buffer
, (IWineD3DPixelShaderImpl
*)pshader
,
4062 &ps_compile_args
, &entry
->np2Fixup_info
);
4063 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
4064 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
4065 checkGLcall("glAttachObjectARB");
4067 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
4070 /* Link the program */
4071 TRACE("Linking GLSL shader program %u\n", programId
);
4072 GL_EXTCALL(glLinkProgramARB(programId
));
4073 print_glsl_info_log(&GLINFO_LOCATION
, programId
);
4075 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(vshader_constantsF
));
4076 for (i
= 0; i
< GL_LIMITS(vshader_constantsF
); ++i
) {
4077 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
4078 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4080 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
4081 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
4082 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4084 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB
) * GL_LIMITS(pshader_constantsF
));
4085 for (i
= 0; i
< GL_LIMITS(pshader_constantsF
); ++i
) {
4086 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
4087 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4089 for (i
= 0; i
< MAX_CONST_I
; ++i
) {
4090 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
4091 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4097 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
4098 sprintf(name
, "bumpenvmat%u", i
);
4099 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4100 sprintf(name
, "luminancescale%u", i
);
4101 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4102 sprintf(name
, "luminanceoffset%u", i
);
4103 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4106 if (ps_compile_args
.np2_fixup
) {
4107 if (entry
->np2Fixup_info
) {
4108 entry
->np2Fixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "PsamplerNP2Fixup"));
4110 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4115 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
4116 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
4117 checkGLcall("Find glsl program uniform locations");
4120 && ((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.reg_maps
.shader_version
.major
>= 3
4121 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> vec4_varyings(3, gl_info
))
4123 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
4124 entry
->vertex_color_clamp
= GL_FALSE
;
4126 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
4129 /* Set the shader to allow uniform loading on it */
4130 GL_EXTCALL(glUseProgramObjectARB(programId
));
4131 checkGLcall("glUseProgramObjectARB(programId)");
4133 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4134 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4135 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4136 * vertex shader with fixed function pixel processing is used we make sure that the card
4137 * supports enough samplers to allow the max number of vertex samplers with all possible
4138 * fixed function fragment processing setups. So once the program is linked these samplers
4141 if (vshader
) shader_glsl_load_vsamplers(gl_info
, This
->texUnitMap
, programId
);
4142 if (pshader
) shader_glsl_load_psamplers(gl_info
, This
->texUnitMap
, programId
);
4144 /* If the local constants do not have to be loaded with the environment constants,
4145 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4148 if(pshader
&& !((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.load_local_constsF
) {
4149 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
4151 if(vshader
&& !((IWineD3DVertexShaderImpl
*)vshader
)->baseShader
.load_local_constsF
) {
4152 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
4156 /* GL locking is done by the caller */
4157 static GLhandleARB
create_glsl_blt_shader(const WineD3D_GL_Info
*gl_info
, enum tex_types tex_type
)
4159 GLhandleARB program_id
;
4160 GLhandleARB vshader_id
, pshader_id
;
4161 static const char *blt_vshader
[] =
4166 " gl_Position = gl_Vertex;\n"
4167 " gl_FrontColor = vec4(1.0);\n"
4168 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4172 static const char *blt_pshaders
[tex_type_count
] =
4178 "uniform sampler2D sampler;\n"
4181 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4187 "uniform samplerCube sampler;\n"
4190 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4194 "#extension GL_ARB_texture_rectangle : enable\n"
4195 "uniform sampler2DRect sampler;\n"
4198 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4202 if (!blt_pshaders
[tex_type
])
4204 FIXME("tex_type %#x not supported\n", tex_type
);
4208 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4209 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
4210 GL_EXTCALL(glCompileShaderARB(vshader_id
));
4212 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4213 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshaders
[tex_type
], NULL
));
4214 GL_EXTCALL(glCompileShaderARB(pshader_id
));
4216 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
4217 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
4218 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
4219 GL_EXTCALL(glLinkProgramARB(program_id
));
4221 print_glsl_info_log(&GLINFO_LOCATION
, program_id
);
4223 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4226 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4227 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
4231 /* GL locking is done by the caller */
4232 static void shader_glsl_select(IWineD3DDevice
*iface
, BOOL usePS
, BOOL useVS
) {
4233 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4234 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4235 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4236 GLhandleARB program_id
= 0;
4237 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
4239 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4241 if (useVS
|| usePS
) set_glsl_shader_program(iface
, usePS
, useVS
);
4242 else priv
->glsl_program
= NULL
;
4244 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4246 if (old_vertex_color_clamp
!= current_vertex_color_clamp
) {
4247 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT
)) {
4248 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
4249 checkGLcall("glClampColorARB");
4251 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4255 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4256 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4257 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4258 checkGLcall("glUseProgramObjectARB");
4260 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4261 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4262 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4263 if (priv
->glsl_program
&& priv
->glsl_program
->np2Fixup_info
) {
4264 This
->shader_backend
->shader_load_np2fixup_constants(iface
, usePS
, useVS
);
4268 /* GL locking is done by the caller */
4269 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
, enum tex_types tex_type
) {
4270 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4271 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4272 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4273 GLhandleARB
*blt_program
= &priv
->depth_blt_program
[tex_type
];
4275 if (!*blt_program
) {
4277 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
);
4278 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
4279 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4280 GL_EXTCALL(glUniform1iARB(loc
, 0));
4282 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4286 /* GL locking is done by the caller */
4287 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
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 program_id
;
4293 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4294 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4296 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4297 checkGLcall("glUseProgramObjectARB");
4300 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
4301 const struct list
*linked_programs
;
4302 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
4303 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
4304 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4305 const WineD3D_GL_Info
*gl_info
= &device
->adapter
->gl_info
;
4306 IWineD3DPixelShaderImpl
*ps
= NULL
;
4307 IWineD3DVertexShaderImpl
*vs
= NULL
;
4309 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4310 * can be called from IWineD3DBaseShader::Release
4312 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4314 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
4317 struct glsl_pshader_private
*shader_data
;
4318 ps
= (IWineD3DPixelShaderImpl
*) This
;
4319 shader_data
= ps
->backend_priv
;
4320 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4322 HeapFree(GetProcessHeap(), 0, shader_data
);
4323 ps
->backend_priv
= NULL
;
4327 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->pshader
== iface
)
4330 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
4334 struct glsl_vshader_private
*shader_data
;
4335 vs
= (IWineD3DVertexShaderImpl
*) This
;
4336 shader_data
= vs
->backend_priv
;
4337 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4339 HeapFree(GetProcessHeap(), 0, shader_data
);
4340 vs
->backend_priv
= NULL
;
4344 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->vshader
== iface
)
4347 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
4352 linked_programs
= &This
->baseShader
.linked_programs
;
4354 TRACE("Deleting linked programs\n");
4355 if (linked_programs
->next
) {
4356 struct glsl_shader_prog_link
*entry
, *entry2
;
4360 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
4361 delete_glsl_program_entry(priv
, gl_info
, entry
);
4364 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
4365 delete_glsl_program_entry(priv
, gl_info
, entry
);
4373 struct glsl_pshader_private
*shader_data
= ps
->backend_priv
;
4376 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4377 TRACE("deleting pshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4378 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4379 checkGLcall("glDeleteObjectARB");
4382 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4383 HeapFree(GetProcessHeap(), 0, shader_data
);
4384 ps
->backend_priv
= NULL
;
4387 struct glsl_vshader_private
*shader_data
= vs
->backend_priv
;
4390 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4391 TRACE("deleting vshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4392 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4393 checkGLcall("glDeleteObjectARB");
4396 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4397 HeapFree(GetProcessHeap(), 0, shader_data
);
4398 vs
->backend_priv
= NULL
;
4402 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
4404 const glsl_program_key_t
*k
= key
;
4405 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
4406 const struct glsl_shader_prog_link
, program_lookup_entry
);
4409 if (k
->vshader
> prog
->vshader
) return 1;
4410 else if (k
->vshader
< prog
->vshader
) return -1;
4412 if (k
->pshader
> prog
->pshader
) return 1;
4413 else if (k
->pshader
< prog
->pshader
) return -1;
4415 if (k
->vshader
&& (cmp
= memcmp(&k
->vs_args
, &prog
->vs_args
, sizeof(prog
->vs_args
)))) return cmp
;
4416 if (k
->pshader
&& (cmp
= memcmp(&k
->ps_args
, &prog
->ps_args
, sizeof(prog
->ps_args
)))) return cmp
;
4421 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
4423 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
4424 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
4428 ERR("Failed to allocate memory\n");
4432 heap
->entries
= mem
;
4433 heap
->entries
[1].version
= 0;
4434 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
4440 static void constant_heap_free(struct constant_heap
*heap
)
4442 HeapFree(GetProcessHeap(), 0, heap
->entries
);
4445 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
4450 glsl_program_key_compare
,
4453 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
4454 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4455 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4456 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4457 SIZE_T stack_size
= wined3d_log2i(max(GL_LIMITS(vshader_constantsF
), GL_LIMITS(pshader_constantsF
))) + 1;
4459 if (!shader_buffer_init(&priv
->shader_buffer
))
4461 ERR("Failed to initialize shader buffer.\n");
4465 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4468 ERR("Failed to allocate memory.\n");
4472 if (!constant_heap_init(&priv
->vconst_heap
, GL_LIMITS(vshader_constantsF
)))
4474 ERR("Failed to initialize vertex shader constant heap\n");
4478 if (!constant_heap_init(&priv
->pconst_heap
, GL_LIMITS(pshader_constantsF
)))
4480 ERR("Failed to initialize pixel shader constant heap\n");
4484 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4486 ERR("Failed to initialize rbtree.\n");
4490 priv
->next_constant_version
= 1;
4492 This
->shader_priv
= priv
;
4496 constant_heap_free(&priv
->pconst_heap
);
4497 constant_heap_free(&priv
->vconst_heap
);
4498 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4499 shader_buffer_free(&priv
->shader_buffer
);
4500 HeapFree(GetProcessHeap(), 0, priv
);
4501 return E_OUTOFMEMORY
;
4504 /* Context activation is done by the caller. */
4505 static void shader_glsl_free(IWineD3DDevice
*iface
) {
4506 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4507 const WineD3D_GL_Info
*gl_info
= &This
->adapter
->gl_info
;
4508 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4512 for (i
= 0; i
< tex_type_count
; ++i
)
4514 if (priv
->depth_blt_program
[i
])
4516 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program
[i
]));
4521 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
4522 constant_heap_free(&priv
->pconst_heap
);
4523 constant_heap_free(&priv
->vconst_heap
);
4524 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4526 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4527 This
->shader_priv
= NULL
;
4530 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
4531 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4535 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
, const WineD3D_GL_Info
*gl_info
, struct shader_caps
*pCaps
)
4537 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4538 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4539 * vs_nv_version which is based on NV_vertex_program.
4540 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4541 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4542 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4543 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4545 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
4546 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4548 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4549 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
4550 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
4552 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4553 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4554 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4555 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4556 * in max native instructions. Intel and others also offer the info in this extension but they
4557 * don't support GLSL (at least on Windows).
4559 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4560 * of instructions is 512 or less we have to do with ps2.0 hardware.
4561 * 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.
4563 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
4564 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4566 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4568 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
);
4570 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4571 * Direct3D minimum requirement.
4573 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4574 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4576 * The problem is that the refrast clamps temporary results in the shader to
4577 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4578 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4579 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4580 * offer a way to query this.
4582 pCaps
->PixelShader1xMaxValue
= 8.0;
4583 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
4585 pCaps
->VSClipping
= TRUE
;
4588 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4590 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4592 TRACE("Checking support for fixup:\n");
4593 dump_color_fixup_desc(fixup
);
4596 /* We support everything except YUV conversions. */
4597 if (!is_yuv_fixup(fixup
))
4603 TRACE("[FAILED]\n");
4607 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4609 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4610 /* WINED3DSIH_ADD */ shader_glsl_arith
,
4611 /* WINED3DSIH_BEM */ pshader_glsl_bem
,
4612 /* WINED3DSIH_BREAK */ shader_glsl_break
,
4613 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
4614 /* WINED3DSIH_BREAKP */ NULL
,
4615 /* WINED3DSIH_CALL */ shader_glsl_call
,
4616 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
4617 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
4618 /* WINED3DSIH_CND */ shader_glsl_cnd
,
4619 /* WINED3DSIH_CRS */ shader_glsl_cross
,
4620 /* WINED3DSIH_DCL */ NULL
,
4621 /* WINED3DSIH_DEF */ NULL
,
4622 /* WINED3DSIH_DEFB */ NULL
,
4623 /* WINED3DSIH_DEFI */ NULL
,
4624 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add
,
4625 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
4626 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
4627 /* WINED3DSIH_DST */ shader_glsl_dst
,
4628 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
4629 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
4630 /* WINED3DSIH_ELSE */ shader_glsl_else
,
4631 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
4632 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
4633 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
4634 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
4635 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
4636 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
4637 /* WINED3DSIH_IF */ shader_glsl_if
,
4638 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
4639 /* WINED3DSIH_LABEL */ shader_glsl_label
,
4640 /* WINED3DSIH_LIT */ shader_glsl_lit
,
4641 /* WINED3DSIH_LOG */ shader_glsl_log
,
4642 /* WINED3DSIH_LOGP */ shader_glsl_log
,
4643 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
4644 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
4645 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
4646 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
4647 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
4648 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
4649 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
4650 /* WINED3DSIH_MAD */ shader_glsl_mad
,
4651 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
4652 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
4653 /* WINED3DSIH_MOV */ shader_glsl_mov
,
4654 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
4655 /* WINED3DSIH_MUL */ shader_glsl_arith
,
4656 /* WINED3DSIH_NOP */ NULL
,
4657 /* WINED3DSIH_NRM */ shader_glsl_map2gl
,
4658 /* WINED3DSIH_PHASE */ NULL
,
4659 /* WINED3DSIH_POW */ shader_glsl_pow
,
4660 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
4661 /* WINED3DSIH_REP */ shader_glsl_rep
,
4662 /* WINED3DSIH_RET */ shader_glsl_ret
,
4663 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
4664 /* WINED3DSIH_SETP */ NULL
,
4665 /* WINED3DSIH_SGE */ shader_glsl_compare
,
4666 /* WINED3DSIH_SGN */ shader_glsl_map2gl
,
4667 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
4668 /* WINED3DSIH_SLT */ shader_glsl_compare
,
4669 /* WINED3DSIH_SUB */ shader_glsl_arith
,
4670 /* WINED3DSIH_TEX */ pshader_glsl_tex
,
4671 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem
,
4672 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem
,
4673 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord
,
4674 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth
,
4675 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3
,
4676 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex
,
4677 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill
,
4678 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
4679 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
4680 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth
,
4681 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad
,
4682 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex
,
4683 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3
,
4684 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4685 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad
,
4686 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec
,
4687 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex
,
4688 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec
,
4689 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar
,
4690 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb
,
4691 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb
,
4694 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
4695 SHADER_HANDLER hw_fct
;
4697 /* Select handler */
4698 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
4700 /* Unhandled opcode */
4703 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
4708 shader_glsl_add_instruction_modifiers(ins
);
4711 const shader_backend_t glsl_shader_backend
= {
4712 shader_glsl_handle_instruction
,
4714 shader_glsl_select_depth_blt
,
4715 shader_glsl_deselect_depth_blt
,
4716 shader_glsl_update_float_vertex_constants
,
4717 shader_glsl_update_float_pixel_constants
,
4718 shader_glsl_load_constants
,
4719 shader_glsl_load_np2fixup_constants
,
4720 shader_glsl_destroy
,
4723 shader_glsl_dirty_const
,
4724 shader_glsl_get_caps
,
4725 shader_glsl_color_fixup_supported
,