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 2009-2010 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 WINED3D_GLSL_SAMPLE_PROJECTED 0x1
43 #define WINED3D_GLSL_SAMPLE_RECT 0x2
44 #define WINED3D_GLSL_SAMPLE_LOD 0x4
45 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
60 } glsl_sample_function_t
;
64 HEAP_NODE_TRAVERSE_LEFT
,
65 HEAP_NODE_TRAVERSE_RIGHT
,
77 struct constant_entry
*entries
;
78 unsigned int *positions
;
82 /* GLSL shader private data */
83 struct shader_glsl_priv
{
84 struct wined3d_shader_buffer shader_buffer
;
85 struct wine_rb_tree program_lookup
;
86 struct glsl_shader_prog_link
*glsl_program
;
87 struct constant_heap vconst_heap
;
88 struct constant_heap pconst_heap
;
90 GLhandleARB depth_blt_program_full
[tex_type_count
];
91 GLhandleARB depth_blt_program_masked
[tex_type_count
];
92 UINT next_constant_version
;
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link
{
97 struct wine_rb_entry program_lookup_entry
;
98 struct list vshader_entry
;
99 struct list pshader_entry
;
100 GLhandleARB programId
;
101 GLint
*vuniformF_locations
;
102 GLint
*puniformF_locations
;
103 GLint vuniformI_locations
[MAX_CONST_I
];
104 GLint puniformI_locations
[MAX_CONST_I
];
105 GLint posFixup_location
;
106 GLint np2Fixup_location
;
107 GLint bumpenvmat_location
[MAX_TEXTURES
];
108 GLint luminancescale_location
[MAX_TEXTURES
];
109 GLint luminanceoffset_location
[MAX_TEXTURES
];
110 GLint ycorrection_location
;
111 GLenum vertex_color_clamp
;
112 IWineD3DVertexShader
*vshader
;
113 IWineD3DPixelShader
*pshader
;
114 struct vs_compile_args vs_args
;
115 struct ps_compile_args ps_args
;
116 UINT constant_version
;
117 const struct ps_np2fixup_info
*np2Fixup_info
;
121 IWineD3DVertexShader
*vshader
;
122 IWineD3DPixelShader
*pshader
;
123 struct ps_compile_args ps_args
;
124 struct vs_compile_args vs_args
;
125 } glsl_program_key_t
;
127 struct shader_glsl_ctx_priv
{
128 const struct vs_compile_args
*cur_vs_args
;
129 const struct ps_compile_args
*cur_ps_args
;
130 struct ps_np2fixup_info
*cur_np2fixup_info
;
133 struct glsl_ps_compiled_shader
135 struct ps_compile_args args
;
136 struct ps_np2fixup_info np2fixup
;
140 struct glsl_pshader_private
142 struct glsl_ps_compiled_shader
*gl_shaders
;
143 UINT num_gl_shaders
, shader_array_size
;
146 struct glsl_vs_compiled_shader
148 struct vs_compile_args args
;
152 struct glsl_vshader_private
154 struct glsl_vs_compiled_shader
*gl_shaders
;
155 UINT num_gl_shaders
, shader_array_size
;
158 static const char *debug_gl_shader_type(GLenum type
)
162 #define WINED3D_TO_STR(u) case u: return #u
163 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
164 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
165 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
166 #undef WINED3D_TO_STR
168 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
172 /* Extract a line from the info log.
173 * Note that this modifies the source string. */
174 static char *get_info_log_line(char **ptr
)
179 if (!(q
= strstr(p
, "\n")))
181 if (!*p
) return NULL
;
191 /** Prints the GLSL info log which will contain error messages if they exist */
192 /* GL locking is done by the caller */
193 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
195 int infologLength
= 0;
200 static const char * const spam
[] =
202 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
203 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
204 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
205 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
206 "Fragment shader(s) linked, vertex shader(s) linked. \n", /* fglrx, with \n */
207 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
208 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
209 "Vertex shader(s) linked, no fragment shader(s) defined. \n", /* fglrx, with \n */
210 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
211 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
212 "Fragment shader(s) linked, no vertex shader(s) defined. \n", /* fglrx, with \n */
213 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
216 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
218 GL_EXTCALL(glGetObjectParameterivARB(obj
,
219 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
222 /* A size of 1 is just a null-terminated string, so the log should be bigger than
223 * that if there are errors. */
224 if (infologLength
> 1)
228 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
229 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
231 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
232 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
235 for (i
= 0; i
< sizeof(spam
) / sizeof(*spam
); ++i
)
237 if (!strcmp(infoLog
, spam
[i
]))
247 TRACE("Spam received from GLSL shader #%u:\n", obj
);
248 while ((line
= get_info_log_line(&ptr
))) TRACE(" %s\n", line
);
252 FIXME("Error received from GLSL shader #%u:\n", obj
);
253 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
255 HeapFree(GetProcessHeap(), 0, infoLog
);
259 /* GL locking is done by the caller. */
260 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLhandleARB shader
, const char *src
)
262 TRACE("Compiling shader object %u.\n", shader
);
263 GL_EXTCALL(glShaderSourceARB(shader
, 1, &src
, NULL
));
264 checkGLcall("glShaderSourceARB");
265 GL_EXTCALL(glCompileShaderARB(shader
));
266 checkGLcall("glCompileShaderARB");
267 print_glsl_info_log(gl_info
, shader
);
270 /* GL locking is done by the caller. */
271 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
273 GLint i
, object_count
, source_size
= -1;
274 GLhandleARB
*objects
;
277 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
278 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
281 ERR("Failed to allocate object array memory.\n");
285 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
286 for (i
= 0; i
< object_count
; ++i
)
291 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
293 if (source_size
< tmp
)
295 HeapFree(GetProcessHeap(), 0, source
);
297 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
300 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
301 HeapFree(GetProcessHeap(), 0, objects
);
307 FIXME("Object %u:\n", objects
[i
]);
308 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
309 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
310 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
311 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
315 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
316 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
320 HeapFree(GetProcessHeap(), 0, source
);
321 HeapFree(GetProcessHeap(), 0, objects
);
324 /* GL locking is done by the caller. */
325 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
329 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
331 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
332 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
334 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
337 FIXME("Program %u link status invalid.\n", program
);
338 shader_glsl_dump_program_source(gl_info
, program
);
342 print_glsl_info_log(gl_info
, program
);
346 * Loads (pixel shader) samplers
348 /* GL locking is done by the caller */
349 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
350 DWORD
*tex_unit_map
, GLhandleARB programId
)
354 char sampler_name
[20];
356 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
357 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
358 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
359 if (name_loc
!= -1) {
360 DWORD mapped_unit
= tex_unit_map
[i
];
361 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
363 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
364 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
365 checkGLcall("glUniform1iARB");
367 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
373 /* GL locking is done by the caller */
374 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
375 DWORD
*tex_unit_map
, GLhandleARB programId
)
378 char sampler_name
[20];
381 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
382 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
383 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
384 if (name_loc
!= -1) {
385 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
386 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
388 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
389 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
390 checkGLcall("glUniform1iARB");
392 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
398 /* GL locking is done by the caller */
399 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
400 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
403 unsigned int heap_idx
= 1;
406 if (heap
->entries
[heap_idx
].version
<= version
) return;
408 idx
= heap
->entries
[heap_idx
].idx
;
409 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
410 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
412 while (stack_idx
>= 0)
414 /* Note that we fall through to the next case statement. */
415 switch(stack
[stack_idx
])
417 case HEAP_NODE_TRAVERSE_LEFT
:
419 unsigned int left_idx
= heap_idx
<< 1;
420 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
423 idx
= heap
->entries
[heap_idx
].idx
;
424 if (constant_locations
[idx
] != -1)
425 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
427 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
428 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
433 case HEAP_NODE_TRAVERSE_RIGHT
:
435 unsigned int right_idx
= (heap_idx
<< 1) + 1;
436 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
438 heap_idx
= right_idx
;
439 idx
= heap
->entries
[heap_idx
].idx
;
440 if (constant_locations
[idx
] != -1)
441 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
443 stack
[stack_idx
++] = HEAP_NODE_POP
;
444 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
457 checkGLcall("walk_constant_heap()");
460 /* GL locking is done by the caller */
461 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
463 GLfloat clamped_constant
[4];
465 if (location
== -1) return;
467 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
468 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
469 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
470 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
472 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
475 /* GL locking is done by the caller */
476 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
477 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
480 unsigned int heap_idx
= 1;
483 if (heap
->entries
[heap_idx
].version
<= version
) return;
485 idx
= heap
->entries
[heap_idx
].idx
;
486 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
487 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
489 while (stack_idx
>= 0)
491 /* Note that we fall through to the next case statement. */
492 switch(stack
[stack_idx
])
494 case HEAP_NODE_TRAVERSE_LEFT
:
496 unsigned int left_idx
= heap_idx
<< 1;
497 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
500 idx
= heap
->entries
[heap_idx
].idx
;
501 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
503 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
504 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
509 case HEAP_NODE_TRAVERSE_RIGHT
:
511 unsigned int right_idx
= (heap_idx
<< 1) + 1;
512 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
514 heap_idx
= right_idx
;
515 idx
= heap
->entries
[heap_idx
].idx
;
516 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
518 stack
[stack_idx
++] = HEAP_NODE_POP
;
519 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
532 checkGLcall("walk_constant_heap_clamped()");
535 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
536 /* GL locking is done by the caller */
537 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
538 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
539 unsigned char *stack
, UINT version
)
541 const local_constant
*lconst
;
543 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
544 if (This
->baseShader
.reg_maps
.shader_version
.major
== 1
545 && shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
))
546 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
548 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
550 if (!This
->baseShader
.load_local_constsF
)
552 TRACE("No need to load local float constants for this shader\n");
556 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
557 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
)
559 GLint location
= constant_locations
[lconst
->idx
];
560 /* We found this uniform name in the program - go ahead and send the data */
561 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
563 checkGLcall("glUniform4fvARB()");
566 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
567 /* GL locking is done by the caller */
568 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
569 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
574 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
576 if (!(constants_set
& 1)) continue;
578 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
579 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
581 /* We found this uniform name in the program - go ahead and send the data */
582 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
583 checkGLcall("glUniform4ivARB");
586 /* Load immediate constants */
587 ptr
= list_head(&This
->baseShader
.constantsI
);
589 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
590 unsigned int idx
= lconst
->idx
;
591 const GLint
*values
= (const GLint
*)lconst
->value
;
593 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
594 values
[0], values
[1], values
[2], values
[3]);
596 /* We found this uniform name in the program - go ahead and send the data */
597 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
598 checkGLcall("glUniform4ivARB");
599 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
603 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
604 /* GL locking is done by the caller */
605 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
606 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
614 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
616 case WINED3D_SHADER_TYPE_VERTEX
:
620 case WINED3D_SHADER_TYPE_GEOMETRY
:
624 case WINED3D_SHADER_TYPE_PIXEL
:
629 FIXME("Unknown shader type %#x.\n",
630 This
->baseShader
.reg_maps
.shader_version
.type
);
635 /* TODO: Benchmark and see if it would be beneficial to store the
636 * locations of the constants to avoid looking up each time */
637 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
639 if (!(constants_set
& 1)) continue;
641 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
643 /* TODO: Benchmark and see if it would be beneficial to store the
644 * locations of the constants to avoid looking up each time */
645 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
646 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
649 /* We found this uniform name in the program - go ahead and send the data */
650 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
651 checkGLcall("glUniform1ivARB");
655 /* Load immediate constants */
656 ptr
= list_head(&This
->baseShader
.constantsB
);
658 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
659 unsigned int idx
= lconst
->idx
;
660 const GLint
*values
= (const GLint
*)lconst
->value
;
662 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
664 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
665 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
667 /* We found this uniform name in the program - go ahead and send the data */
668 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
669 checkGLcall("glUniform1ivARB");
671 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
675 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
677 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
681 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
683 /* GL locking is done by the caller (state handler) */
684 static void shader_glsl_load_np2fixup_constants(void *shader_priv
,
685 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
687 struct shader_glsl_priv
*glsl_priv
= shader_priv
;
688 const struct glsl_shader_prog_link
*prog
= glsl_priv
->glsl_program
;
690 /* No GLSL program set - nothing to do. */
693 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
694 if (!use_ps(state
)) return;
696 if (prog
->ps_args
.np2_fixup
&& prog
->np2Fixup_location
!= -1)
699 UINT fixup
= prog
->ps_args
.np2_fixup
;
700 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
702 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
704 const IWineD3DBaseTextureImpl
*tex
= state
->textures
[i
];
705 const unsigned char idx
= prog
->np2Fixup_info
->idx
[i
];
706 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
710 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
715 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
717 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
721 GL_EXTCALL(glUniform4fvARB(prog
->np2Fixup_location
, prog
->np2Fixup_info
->num_consts
, np2fixup_constants
));
726 * Loads the app-supplied constants into the currently set GLSL program.
728 /* GL locking is done by the caller (state handler) */
729 static void shader_glsl_load_constants(const struct wined3d_context
*context
,
730 char usePixelShader
, char useVertexShader
)
732 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
733 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
734 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
735 struct shader_glsl_priv
*priv
= device
->shader_priv
;
736 float position_fixup
[4];
738 GLhandleARB programId
;
739 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
740 UINT constant_version
;
744 /* No GLSL program set - nothing to do. */
747 programId
= prog
->programId
;
748 constant_version
= prog
->constant_version
;
752 IWineD3DBaseShaderImpl
*vshader
= (IWineD3DBaseShaderImpl
*)stateBlock
->state
.vertex_shader
;
754 /* Load DirectX 9 float constants/uniforms for vertex shader */
755 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->state
.vs_consts_f
,
756 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
758 /* Load DirectX 9 integer constants/uniforms for vertex shader */
759 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, stateBlock
->state
.vs_consts_i
,
760 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->baseShader
.reg_maps
.integer_constants
);
762 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
763 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, stateBlock
->state
.vs_consts_b
,
764 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->baseShader
.reg_maps
.boolean_constants
);
766 /* Upload the position fixup params */
767 shader_get_position_fixup(context
, &stateBlock
->state
, position_fixup
);
768 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, position_fixup
));
769 checkGLcall("glUniform4fvARB");
774 IWineD3DBaseShaderImpl
*pshader
= (IWineD3DBaseShaderImpl
*)stateBlock
->state
.pixel_shader
;
776 /* Load DirectX 9 float constants/uniforms for pixel shader */
777 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->state
.ps_consts_f
,
778 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
780 /* Load DirectX 9 integer constants/uniforms for pixel shader */
781 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, stateBlock
->state
.ps_consts_i
,
782 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->baseShader
.reg_maps
.integer_constants
);
784 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
785 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, stateBlock
->state
.ps_consts_b
,
786 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->baseShader
.reg_maps
.boolean_constants
);
788 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
789 * It can't be 0 for a valid texbem instruction.
791 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
794 if(prog
->bumpenvmat_location
[i
] == -1) continue;
796 data
= (const float *)&stateBlock
->state
.texture_states
[i
][WINED3DTSS_BUMPENVMAT00
];
797 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
798 checkGLcall("glUniformMatrix2fvARB");
800 /* texbeml needs the luminance scale and offset too. If texbeml
801 * is used, needsbumpmat is set too, so we can check that in the
802 * needsbumpmat check. */
803 if (prog
->luminancescale_location
[i
] != -1)
805 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->state
.texture_states
[i
][WINED3DTSS_BUMPENVLSCALE
];
806 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->state
.texture_states
[i
][WINED3DTSS_BUMPENVLOFFSET
];
808 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
809 checkGLcall("glUniform1fvARB");
810 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
811 checkGLcall("glUniform1fvARB");
815 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
816 float correction_params
[4];
818 if (context
->render_offscreen
)
820 correction_params
[0] = 0.0f
;
821 correction_params
[1] = 1.0f
;
823 /* position is window relative, not viewport relative */
824 correction_params
[0] = context
->current_rt
->currentDesc
.Height
;
825 correction_params
[1] = -1.0f
;
827 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
831 if (priv
->next_constant_version
== UINT_MAX
)
833 TRACE("Max constant version reached, resetting to 0.\n");
834 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
835 priv
->next_constant_version
= 1;
839 prog
->constant_version
= priv
->next_constant_version
++;
843 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
844 unsigned int heap_idx
, DWORD new_version
)
846 struct constant_entry
*entries
= heap
->entries
;
847 unsigned int *positions
= heap
->positions
;
848 unsigned int parent_idx
;
852 parent_idx
= heap_idx
>> 1;
854 if (new_version
<= entries
[parent_idx
].version
) break;
856 entries
[heap_idx
] = entries
[parent_idx
];
857 positions
[entries
[parent_idx
].idx
] = heap_idx
;
858 heap_idx
= parent_idx
;
861 entries
[heap_idx
].version
= new_version
;
862 entries
[heap_idx
].idx
= idx
;
863 positions
[idx
] = heap_idx
;
866 static void shader_glsl_update_float_vertex_constants(IWineD3DDeviceImpl
*device
, UINT start
, UINT count
)
868 struct shader_glsl_priv
*priv
= device
->shader_priv
;
869 struct constant_heap
*heap
= &priv
->vconst_heap
;
872 for (i
= start
; i
< count
+ start
; ++i
)
874 if (!device
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
875 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
877 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
881 static void shader_glsl_update_float_pixel_constants(IWineD3DDeviceImpl
*device
, UINT start
, UINT count
)
883 struct shader_glsl_priv
*priv
= device
->shader_priv
;
884 struct constant_heap
*heap
= &priv
->pconst_heap
;
887 for (i
= start
; i
< count
+ start
; ++i
)
889 if (!device
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
890 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
892 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
896 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
898 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
899 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
900 if(shader_major
> 3) return ret
;
902 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
903 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
907 /** Generate the variable & register declarations for the GLSL output target */
908 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
909 struct wined3d_shader_buffer
*buffer
, IWineD3DBaseShaderImpl
*shader
,
910 const struct wined3d_shader_reg_maps
*reg_maps
, struct shader_glsl_ctx_priv
*ctx_priv
)
912 IWineD3DDeviceImpl
*device
= shader
->baseShader
.device
;
913 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
914 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
915 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
916 unsigned int i
, extra_constants_needed
= 0;
917 const local_constant
*lconst
;
920 /* There are some minor differences between pixel and vertex shaders */
921 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
922 char prefix
= pshader
? 'P' : 'V';
924 /* Prototype the subroutines */
925 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
927 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
930 /* Declare the constants (aka uniforms) */
931 if (shader
->baseShader
.limits
.constant_float
> 0)
933 unsigned max_constantsF
;
934 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
935 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
936 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
937 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
938 * a dx9 card, as long as it doesn't also use all the other constants.
940 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
941 * declare only the amount that we're assured to have.
943 * Thus we run into problems in these two cases:
944 * 1) The shader really uses more uniforms than supported
945 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
949 /* No indirect addressing here. */
950 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
954 if (reg_maps
->usesrelconstF
)
956 /* Subtract the other potential uniforms from the max
957 * available (bools, ints, and 1 row of projection matrix).
958 * Subtract another uniform for immediate values, which have
959 * to be loaded via uniform by the driver as well. The shader
960 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
961 * shader code, so one vec4 should be enough. (Unfortunately
962 * the Nvidia driver doesn't store 128 and -128 in one float).
964 * Writing gl_ClipVertex requires one uniform for each
965 * clipplane as well. */
966 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
967 if(ctx_priv
->cur_vs_args
->clip_enabled
)
969 max_constantsF
-= gl_info
->limits
.clipplanes
;
971 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
972 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
973 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
974 * for now take this into account when calculating the number of available constants
976 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
977 /* Set by driver quirks in directx.c */
978 max_constantsF
-= gl_info
->reserved_glsl_constants
;
982 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
985 max_constantsF
= min(shader
->baseShader
.limits
.constant_float
, max_constantsF
);
986 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
989 /* Always declare the full set of constants, the compiler can remove the
990 * unused ones because d3d doesn't (yet) support indirect int and bool
991 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
992 if (shader
->baseShader
.limits
.constant_int
> 0 && reg_maps
->integer_constants
)
993 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, shader
->baseShader
.limits
.constant_int
);
995 if (shader
->baseShader
.limits
.constant_bool
> 0 && reg_maps
->boolean_constants
)
996 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, shader
->baseShader
.limits
.constant_bool
);
1000 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1001 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
1005 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1007 if (!(map
& 1)) continue;
1009 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
1011 if (reg_maps
->luminanceparams
& (1 << i
))
1013 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
1014 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
1015 extra_constants_needed
++;
1018 extra_constants_needed
++;
1021 if (ps_args
->srgb_correction
)
1023 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1024 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
1025 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1028 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1030 if (shader
->baseShader
.limits
.constant_float
+ extra_constants_needed
1031 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1033 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1034 ((IWineD3DPixelShaderImpl
*)shader
)->vpos_uniform
= 1;
1035 extra_constants_needed
++;
1037 /* This happens because we do not have proper tracking of the constant registers that are
1038 * actually used, only the max limit of the shader version
1040 FIXME("Cannot find a free uniform for vpos correction params\n");
1041 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1042 context
->render_offscreen
? 0.0f
: device
->render_targets
[0]->currentDesc
.Height
,
1043 context
->render_offscreen
? 1.0f
: -1.0f
);
1045 shader_addline(buffer
, "vec4 vpos;\n");
1049 /* Declare texture samplers */
1050 for (i
= 0; i
< shader
->baseShader
.limits
.sampler
; ++i
)
1052 if (reg_maps
->sampler_type
[i
])
1054 IWineD3DBaseTextureImpl
*texture
;
1056 switch (reg_maps
->sampler_type
[i
])
1059 if (pshader
&& ps_args
->shadow
& (1 << i
))
1060 shader_addline(buffer
, "uniform sampler1DShadow %csampler%u;\n", prefix
, i
);
1062 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
1065 texture
= state
->textures
[i
];
1066 if (pshader
&& ps_args
->shadow
& (1 << i
))
1068 if (texture
&& texture
->baseTexture
.target
== GL_TEXTURE_RECTANGLE_ARB
)
1069 shader_addline(buffer
, "uniform sampler2DRectShadow %csampler%u;\n", prefix
, i
);
1071 shader_addline(buffer
, "uniform sampler2DShadow %csampler%u;\n", prefix
, i
);
1075 if (texture
&& texture
->baseTexture
.target
== GL_TEXTURE_RECTANGLE_ARB
)
1076 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
1078 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
1081 case WINED3DSTT_CUBE
:
1082 if (pshader
&& ps_args
->shadow
& (1 << i
)) FIXME("Unsupported Cube shadow sampler.\n");
1083 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
1085 case WINED3DSTT_VOLUME
:
1086 if (pshader
&& ps_args
->shadow
& (1 << i
)) FIXME("Unsupported 3D shadow sampler.\n");
1087 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
1090 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
1091 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
1097 /* Declare uniforms for NP2 texcoord fixup:
1098 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1099 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1100 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1101 if (pshader
&& ps_args
->np2_fixup
) {
1103 struct ps_np2fixup_info
* const fixup
= ctx_priv
->cur_np2fixup_info
;
1106 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1107 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1108 * samplerNP2Fixup stores texture dimensions and is updated through
1109 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1111 for (i
= 0; i
< shader
->baseShader
.limits
.sampler
; ++i
)
1113 if (reg_maps
->sampler_type
[i
])
1115 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1117 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1118 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1122 fixup
->idx
[i
] = cur
++;
1126 fixup
->num_consts
= (cur
+ 1) >> 1;
1127 shader_addline(buffer
, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1130 /* Declare address variables */
1131 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1133 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1136 /* Declare texture coordinate temporaries and initialize them */
1137 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1139 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1142 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1143 * helper function shader that is linked in at link time
1145 if (pshader
&& reg_maps
->shader_version
.major
>= 3)
1149 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1151 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1152 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1153 * pixel shader that reads the fixed function color into the packed input registers.
1155 shader_addline(buffer
, "vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1159 /* Declare output register temporaries */
1160 if (shader
->baseShader
.limits
.packed_output
)
1161 shader_addline(buffer
, "vec4 OUT[%u];\n", shader
->baseShader
.limits
.packed_output
);
1163 /* Declare temporary variables */
1164 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1166 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1169 /* Declare attributes */
1170 if (reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1172 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1174 if (map
& 1) shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
1178 /* Declare loop registers aLx */
1179 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
1180 shader_addline(buffer
, "int aL%u;\n", i
);
1181 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1184 /* Temporary variables for matrix operations */
1185 shader_addline(buffer
, "vec4 tmp0;\n");
1186 shader_addline(buffer
, "vec4 tmp1;\n");
1188 /* Local constants use a different name so they can be loaded once at shader link time
1189 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1190 * float -> string conversion can cause precision loss.
1192 if (!shader
->baseShader
.load_local_constsF
)
1194 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
)
1196 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
1200 /* Start the main program */
1201 shader_addline(buffer
, "void main() {\n");
1202 if(pshader
&& reg_maps
->vpos
) {
1203 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1204 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1205 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1206 * precision troubles when we just substract 0.5.
1208 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1210 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1212 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1213 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1214 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1215 * correctly on drivers that returns integer values.
1217 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1221 /*****************************************************************************
1222 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1224 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1225 ****************************************************************************/
1228 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1229 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
);
1231 /** Used for opcode modifiers - They multiply the result by the specified amount */
1232 static const char * const shift_glsl_tab
[] = {
1234 "2.0 * ", /* 1 (x2) */
1235 "4.0 * ", /* 2 (x4) */
1236 "8.0 * ", /* 3 (x8) */
1237 "16.0 * ", /* 4 (x16) */
1238 "32.0 * ", /* 5 (x32) */
1245 "0.0625 * ", /* 12 (d16) */
1246 "0.125 * ", /* 13 (d8) */
1247 "0.25 * ", /* 14 (d4) */
1248 "0.5 * " /* 15 (d2) */
1251 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1252 static void shader_glsl_gen_modifier(DWORD src_modifier
, const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1256 switch (src_modifier
)
1258 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1259 case WINED3DSPSM_DW
:
1260 case WINED3DSPSM_NONE
:
1261 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1263 case WINED3DSPSM_NEG
:
1264 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1266 case WINED3DSPSM_NOT
:
1267 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1269 case WINED3DSPSM_BIAS
:
1270 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1272 case WINED3DSPSM_BIASNEG
:
1273 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1275 case WINED3DSPSM_SIGN
:
1276 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1278 case WINED3DSPSM_SIGNNEG
:
1279 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1281 case WINED3DSPSM_COMP
:
1282 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1284 case WINED3DSPSM_X2
:
1285 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1287 case WINED3DSPSM_X2NEG
:
1288 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1290 case WINED3DSPSM_ABS
:
1291 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1293 case WINED3DSPSM_ABSNEG
:
1294 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1297 FIXME("Unhandled modifier %u\n", src_modifier
);
1298 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1302 /** Writes the GLSL variable name that corresponds to the register that the
1303 * DX opcode parameter is trying to access */
1304 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1305 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1307 /* oPos, oFog and oPts in D3D */
1308 static const char * const hwrastout_reg_names
[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1310 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1311 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1312 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1313 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1319 case WINED3DSPR_TEMP
:
1320 sprintf(register_name
, "R%u", reg
->idx
);
1323 case WINED3DSPR_INPUT
:
1324 /* vertex shaders */
1327 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1328 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1329 sprintf(register_name
, "attrib%u", reg
->idx
);
1333 /* pixel shaders >= 3.0 */
1334 if (reg_maps
->shader_version
.major
>= 3)
1336 DWORD idx
= ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
->idx
];
1337 unsigned int in_count
= vec4_varyings(reg_maps
->shader_version
.major
, gl_info
);
1341 glsl_src_param_t rel_param
;
1343 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1345 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1346 * operation there */
1349 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1351 sprintf(register_name
,
1352 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1353 rel_param
.param_str
, idx
, in_count
- 1, rel_param
.param_str
, idx
, in_count
,
1354 rel_param
.param_str
, idx
);
1358 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
1363 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1365 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1366 rel_param
.param_str
, in_count
- 1, rel_param
.param_str
, in_count
,
1367 rel_param
.param_str
);
1371 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1377 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1378 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1379 else sprintf(register_name
, "IN[%u]", idx
);
1384 if (!reg
->idx
) strcpy(register_name
, "gl_Color");
1385 else strcpy(register_name
, "gl_SecondaryColor");
1390 case WINED3DSPR_CONST
:
1392 const char prefix
= pshader
? 'P' : 'V';
1394 /* Relative addressing */
1397 glsl_src_param_t rel_param
;
1398 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1399 if (reg
->idx
) sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
->idx
);
1400 else sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1404 if (shader_constant_is_local(This
, reg
->idx
))
1405 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1407 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1412 case WINED3DSPR_CONSTINT
:
1413 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1414 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1417 case WINED3DSPR_CONSTBOOL
:
1418 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1419 else sprintf(register_name
, "VB[%u]", reg
->idx
);
1422 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1423 if (pshader
) sprintf(register_name
, "T%u", reg
->idx
);
1424 else sprintf(register_name
, "A%u", reg
->idx
);
1427 case WINED3DSPR_LOOP
:
1428 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1431 case WINED3DSPR_SAMPLER
:
1432 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1433 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
1436 case WINED3DSPR_COLOROUT
:
1437 if (reg
->idx
>= gl_info
->limits
.buffers
)
1438 WARN("Write to render target %u, only %d supported.\n", reg
->idx
, gl_info
->limits
.buffers
);
1440 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
);
1443 case WINED3DSPR_RASTOUT
:
1444 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1447 case WINED3DSPR_DEPTHOUT
:
1448 sprintf(register_name
, "gl_FragDepth");
1451 case WINED3DSPR_ATTROUT
:
1452 if (!reg
->idx
) sprintf(register_name
, "OUT[8]");
1453 else sprintf(register_name
, "OUT[9]");
1456 case WINED3DSPR_TEXCRDOUT
:
1457 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1458 sprintf(register_name
, "OUT[%u]", reg
->idx
);
1461 case WINED3DSPR_MISCTYPE
:
1465 sprintf(register_name
, "vpos");
1467 else if (reg
->idx
== 1)
1469 /* Note that gl_FrontFacing is a bool, while vFace is
1470 * a float for which the sign determines front/back */
1471 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1475 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1476 sprintf(register_name
, "unrecognized_register");
1480 case WINED3DSPR_IMMCONST
:
1481 switch (reg
->immconst_type
)
1483 case WINED3D_IMMCONST_SCALAR
:
1484 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1487 case WINED3D_IMMCONST_VEC4
:
1488 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1489 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1490 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1494 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1495 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1500 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1501 sprintf(register_name
, "unrecognized_register");
1506 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1509 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1510 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1511 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1512 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1516 /* Get the GLSL write mask for the destination register */
1517 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1519 DWORD mask
= param
->write_mask
;
1521 if (shader_is_scalar(¶m
->reg
))
1523 mask
= WINED3DSP_WRITEMASK_0
;
1528 shader_glsl_write_mask_to_str(mask
, write_mask
);
1534 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1535 unsigned int size
= 0;
1537 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1538 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1539 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1540 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1545 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1547 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1548 * but addressed as "rgba". To fix this we need to swap the register's x
1549 * and z components. */
1550 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1553 /* swizzle bits fields: wwzzyyxx */
1554 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1555 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1556 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1557 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1561 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1562 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1564 if (shader_is_scalar(¶m
->reg
))
1565 *swizzle_str
= '\0';
1567 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1570 /* From a given parameter token, generate the corresponding GLSL string.
1571 * Also, return the actual register name and swizzle in case the
1572 * caller needs this information as well. */
1573 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1574 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
)
1576 BOOL is_color
= FALSE
;
1577 char swizzle_str
[6];
1579 glsl_src
->reg_name
[0] = '\0';
1580 glsl_src
->param_str
[0] = '\0';
1581 swizzle_str
[0] = '\0';
1583 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1584 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1585 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1588 /* From a given parameter token, generate the corresponding GLSL string.
1589 * Also, return the actual register name and swizzle in case the
1590 * caller needs this information as well. */
1591 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1592 const struct wined3d_shader_dst_param
*wined3d_dst
, glsl_dst_param_t
*glsl_dst
)
1594 BOOL is_color
= FALSE
;
1596 glsl_dst
->mask_str
[0] = '\0';
1597 glsl_dst
->reg_name
[0] = '\0';
1599 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1600 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1603 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1604 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1605 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1607 glsl_dst_param_t glsl_dst
;
1610 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1611 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1616 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1617 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1619 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1622 /** Process GLSL instruction modifiers */
1623 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1625 glsl_dst_param_t dst_param
;
1628 if (!ins
->dst_count
) return;
1630 modifiers
= ins
->dst
[0].modifiers
;
1631 if (!modifiers
) return;
1633 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1635 if (modifiers
& WINED3DSPDM_SATURATE
)
1637 /* _SAT means to clamp the value of the register to between 0 and 1 */
1638 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1639 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1642 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1644 FIXME("_centroid modifier not handled\n");
1647 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1649 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1653 static inline const char *shader_get_comp_op(DWORD op
)
1656 case COMPARISON_GT
: return ">";
1657 case COMPARISON_EQ
: return "==";
1658 case COMPARISON_GE
: return ">=";
1659 case COMPARISON_LT
: return "<";
1660 case COMPARISON_NE
: return "!=";
1661 case COMPARISON_LE
: return "<=";
1663 FIXME("Unrecognized comparison value: %u\n", op
);
1668 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1669 DWORD sampler_idx
, DWORD flags
, glsl_sample_function_t
*sample_function
)
1671 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ctx
->reg_maps
->sampler_type
[sampler_idx
];
1672 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1673 BOOL shadow
= shader_is_pshader_version(ctx
->reg_maps
->shader_version
.type
)
1674 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << sampler_idx
));
1675 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1676 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1677 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1678 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1680 /* Note that there's no such thing as a projected cube texture. */
1681 switch(sampler_type
) {
1687 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1691 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1692 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1693 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1694 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1697 FIXME("Unsupported 1D shadow grad function.\n");
1698 sample_function
->name
= "unsupported1DGrad";
1703 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1705 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1711 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1715 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1716 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1717 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1718 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1721 FIXME("Unsupported 1D grad function.\n");
1722 sample_function
->name
= "unsupported1DGrad";
1727 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1729 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1740 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1744 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1745 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1746 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1747 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1750 FIXME("Unsupported RECT shadow grad function.\n");
1751 sample_function
->name
= "unsupported2DRectGrad";
1756 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
1763 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
1767 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1768 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
1769 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1770 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
1773 FIXME("Unsupported 2D shadow grad function.\n");
1774 sample_function
->name
= "unsupported2DGrad";
1779 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
1782 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1790 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1794 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1795 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
1796 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1797 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1800 FIXME("Unsupported RECT grad function.\n");
1801 sample_function
->name
= "unsupported2DRectGrad";
1806 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1813 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1817 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1818 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
1819 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1820 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1823 FIXME("Unsupported 2D grad function.\n");
1824 sample_function
->name
= "unsupported2DGrad";
1829 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1832 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1836 case WINED3DSTT_CUBE
:
1839 FIXME("Unsupported Cube shadow function.\n");
1840 sample_function
->name
= "unsupportedCubeShadow";
1841 sample_function
->coord_mask
= 0;
1847 sample_function
->name
= "textureCubeLod";
1851 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1852 sample_function
->name
= "textureCubeGrad";
1853 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1854 sample_function
->name
= "textureCubeGradARB";
1857 FIXME("Unsupported Cube grad function.\n");
1858 sample_function
->name
= "unsupportedCubeGrad";
1863 sample_function
->name
= "textureCube";
1865 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1869 case WINED3DSTT_VOLUME
:
1872 FIXME("Unsupported 3D shadow function.\n");
1873 sample_function
->name
= "unsupported3DShadow";
1874 sample_function
->coord_mask
= 0;
1880 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1884 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1885 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
1886 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1887 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1890 FIXME("Unsupported 3D grad function.\n");
1891 sample_function
->name
= "unsupported3DGrad";
1896 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1898 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1903 sample_function
->name
= "";
1904 sample_function
->coord_mask
= 0;
1905 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1910 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1911 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1913 switch(channel_source
)
1915 case CHANNEL_SOURCE_ZERO
:
1916 strcat(arguments
, "0.0");
1919 case CHANNEL_SOURCE_ONE
:
1920 strcat(arguments
, "1.0");
1923 case CHANNEL_SOURCE_X
:
1924 strcat(arguments
, reg_name
);
1925 strcat(arguments
, ".x");
1928 case CHANNEL_SOURCE_Y
:
1929 strcat(arguments
, reg_name
);
1930 strcat(arguments
, ".y");
1933 case CHANNEL_SOURCE_Z
:
1934 strcat(arguments
, reg_name
);
1935 strcat(arguments
, ".z");
1938 case CHANNEL_SOURCE_W
:
1939 strcat(arguments
, reg_name
);
1940 strcat(arguments
, ".w");
1944 FIXME("Unhandled channel source %#x\n", channel_source
);
1945 strcat(arguments
, "undefined");
1949 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1952 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1954 struct wined3d_shader_dst_param dst
;
1955 unsigned int mask_size
, remaining
;
1956 glsl_dst_param_t dst_param
;
1957 char arguments
[256];
1961 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1962 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1963 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1964 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1965 mask
&= ins
->dst
[0].write_mask
;
1967 if (!mask
) return; /* Nothing to do */
1969 if (is_complex_fixup(fixup
))
1971 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1972 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
1976 mask_size
= shader_glsl_get_write_mask_size(mask
);
1979 dst
.write_mask
= mask
;
1980 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1982 arguments
[0] = '\0';
1983 remaining
= mask_size
;
1984 if (mask
& WINED3DSP_WRITEMASK_0
)
1986 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1987 if (--remaining
) strcat(arguments
, ", ");
1989 if (mask
& WINED3DSP_WRITEMASK_1
)
1991 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1992 if (--remaining
) strcat(arguments
, ", ");
1994 if (mask
& WINED3DSP_WRITEMASK_2
)
1996 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1997 if (--remaining
) strcat(arguments
, ", ");
1999 if (mask
& WINED3DSP_WRITEMASK_3
)
2001 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2002 if (--remaining
) strcat(arguments
, ", ");
2007 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
2008 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
2012 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
2016 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2017 DWORD sampler
, const glsl_sample_function_t
*sample_function
, DWORD swizzle
,
2018 const char *dx
, const char *dy
,
2019 const char *bias
, const char *coord_reg_fmt
, ...)
2021 const char *sampler_base
;
2022 char dst_swizzle
[6];
2023 struct color_fixup_desc fixup
;
2024 BOOL np2_fixup
= FALSE
;
2027 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2029 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
2031 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2032 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2033 sampler_base
= "Psampler";
2035 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2037 FIXME("Biased sampling from NP2 textures is unsupported\n");
2043 sampler_base
= "Vsampler";
2044 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2047 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2049 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
2051 va_start(args
, coord_reg_fmt
);
2052 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2056 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2059 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2060 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2062 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2063 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2064 } else if(dx
&& dy
) {
2065 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2067 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2071 if(!is_identity_fixup(fixup
)) {
2072 shader_glsl_color_correction(ins
, fixup
);
2076 /*****************************************************************************
2077 * Begin processing individual instruction opcodes
2078 ****************************************************************************/
2080 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2081 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
2083 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2084 glsl_src_param_t src0_param
;
2085 glsl_src_param_t src1_param
;
2089 /* Determine the GLSL operator to use based on the opcode */
2090 switch (ins
->handler_idx
)
2092 case WINED3DSIH_MUL
: op
= '*'; break;
2093 case WINED3DSIH_ADD
: op
= '+'; break;
2094 case WINED3DSIH_SUB
: op
= '-'; break;
2097 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2101 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2102 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2103 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2104 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2107 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2108 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2110 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2111 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2112 glsl_src_param_t src0_param
;
2115 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2116 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2118 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2119 * shader versions WINED3DSIO_MOVA is used for this. */
2120 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2121 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
2122 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2124 /* This is a simple floor() */
2125 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2126 if (mask_size
> 1) {
2127 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2129 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2132 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2134 /* We need to *round* to the nearest int here. */
2135 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2137 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2140 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2142 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2147 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2148 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2150 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2151 src0_param
.param_str
, src0_param
.param_str
);
2156 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2160 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2161 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2163 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2164 glsl_src_param_t src0_param
;
2165 glsl_src_param_t src1_param
;
2166 DWORD dst_write_mask
, src_write_mask
;
2167 unsigned int dst_size
= 0;
2169 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2170 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2172 /* dp3 works on vec3, dp4 on vec4 */
2173 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2175 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2177 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2180 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2181 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2184 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2186 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2190 /* Note that this instruction has some restrictions. The destination write mask
2191 * can't contain the w component, and the source swizzles have to be .xyzw */
2192 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2194 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2195 glsl_src_param_t src0_param
;
2196 glsl_src_param_t src1_param
;
2199 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2200 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2201 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2202 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2203 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2206 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2207 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2208 * GLSL uses the value as-is. */
2209 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2211 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2212 glsl_src_param_t src0_param
;
2213 glsl_src_param_t src1_param
;
2214 DWORD dst_write_mask
;
2215 unsigned int dst_size
;
2217 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2218 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2220 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2221 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2225 shader_addline(buffer
, "vec%u(pow(abs(%s), %s)));\n",
2226 dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2230 shader_addline(buffer
, "pow(abs(%s), %s));\n",
2231 src0_param
.param_str
, src1_param
.param_str
);
2235 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2236 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2237 * GLSL uses the value as-is. */
2238 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
2240 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2241 glsl_src_param_t src0_param
;
2242 DWORD dst_write_mask
;
2243 unsigned int dst_size
;
2245 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2246 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2248 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2252 shader_addline(buffer
, "vec%u(log2(abs(%s))));\n",
2253 dst_size
, src0_param
.param_str
);
2257 shader_addline(buffer
, "log2(abs(%s)));\n",
2258 src0_param
.param_str
);
2262 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2263 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2265 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2266 glsl_src_param_t src_param
;
2267 const char *instruction
;
2271 /* Determine the GLSL function to use based on the opcode */
2272 /* TODO: Possibly make this a table for faster lookups */
2273 switch (ins
->handler_idx
)
2275 case WINED3DSIH_MIN
: instruction
= "min"; break;
2276 case WINED3DSIH_MAX
: instruction
= "max"; break;
2277 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2278 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2279 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
2280 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2281 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2282 default: instruction
= "";
2283 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2287 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2289 shader_addline(buffer
, "%s(", instruction
);
2293 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2294 shader_addline(buffer
, "%s", src_param
.param_str
);
2295 for (i
= 1; i
< ins
->src_count
; ++i
)
2297 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2298 shader_addline(buffer
, ", %s", src_param
.param_str
);
2302 shader_addline(buffer
, "));\n");
2305 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2307 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2308 glsl_src_param_t src_param
;
2309 unsigned int mask_size
;
2313 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2314 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2315 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2317 shader_addline(buffer
, "tmp0.x = length(%s);\n", src_param
.param_str
);
2318 shader_glsl_append_dst(buffer
, ins
);
2321 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2322 mask_size
, src_param
.param_str
);
2326 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
2327 src_param
.param_str
);
2331 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2332 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2333 * dst.x = 2^(floor(src))
2334 * dst.y = src - floor(src)
2335 * dst.z = 2^src (partial precision is allowed, but optional)
2337 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2338 * dst = 2^src; (partial precision is allowed, but optional)
2340 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2342 glsl_src_param_t src_param
;
2344 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2346 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2350 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2351 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2352 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2353 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2355 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2356 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2357 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2360 unsigned int mask_size
;
2362 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2363 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2365 if (mask_size
> 1) {
2366 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2368 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2373 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2374 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2376 glsl_src_param_t src_param
;
2378 unsigned int mask_size
;
2380 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2381 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2382 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2386 shader_addline(ins
->ctx
->buffer
, "vec%u(1.0 / %s));\n",
2387 mask_size
, src_param
.param_str
);
2391 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n",
2392 src_param
.param_str
);
2396 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2398 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2399 glsl_src_param_t src_param
;
2401 unsigned int mask_size
;
2403 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2404 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2406 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2410 shader_addline(buffer
, "vec%u(inversesqrt(abs(%s))));\n",
2411 mask_size
, src_param
.param_str
);
2415 shader_addline(buffer
, "inversesqrt(abs(%s)));\n",
2416 src_param
.param_str
);
2420 /** Process signed comparison opcodes in GLSL. */
2421 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2423 glsl_src_param_t src0_param
;
2424 glsl_src_param_t src1_param
;
2426 unsigned int mask_size
;
2428 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2429 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2430 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2431 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2433 if (mask_size
> 1) {
2434 const char *compare
;
2436 switch(ins
->handler_idx
)
2438 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2439 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2440 default: compare
= "";
2441 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2444 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2445 src0_param
.param_str
, src1_param
.param_str
);
2447 switch(ins
->handler_idx
)
2449 case WINED3DSIH_SLT
:
2450 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2451 * to return 0.0 but step returns 1.0 because step is not < x
2452 * An alternative is a bvec compare padded with an unused second component.
2453 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2454 * issue. Playing with not() is not possible either because not() does not accept
2457 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2458 src0_param
.param_str
, src1_param
.param_str
);
2460 case WINED3DSIH_SGE
:
2461 /* Here we can use the step() function and safe a conditional */
2462 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2465 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2471 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2472 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
2474 glsl_src_param_t src0_param
;
2475 glsl_src_param_t src1_param
;
2476 glsl_src_param_t src2_param
;
2477 DWORD write_mask
, cmp_channel
= 0;
2480 BOOL temp_destination
= FALSE
;
2482 if (shader_is_scalar(&ins
->src
[0].reg
))
2484 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2486 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2487 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2488 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2490 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2491 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2493 DWORD dst_mask
= ins
->dst
[0].write_mask
;
2494 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
2496 /* Cycle through all source0 channels */
2497 for (i
=0; i
<4; i
++) {
2499 /* Find the destination channels which use the current source0 channel */
2500 for (j
=0; j
<4; j
++) {
2501 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2503 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2504 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2507 dst
.write_mask
= dst_mask
& write_mask
;
2509 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2510 * The first lines may overwrite source parameters of the following lines.
2511 * Deal with that by using a temporary destination register if needed
2513 if ((ins
->src
[0].reg
.idx
== ins
->dst
[0].reg
.idx
2514 && ins
->src
[0].reg
.type
== ins
->dst
[0].reg
.type
)
2515 || (ins
->src
[1].reg
.idx
== ins
->dst
[0].reg
.idx
2516 && ins
->src
[1].reg
.type
== ins
->dst
[0].reg
.type
)
2517 || (ins
->src
[2].reg
.idx
== ins
->dst
[0].reg
.idx
2518 && ins
->src
[2].reg
.type
== ins
->dst
[0].reg
.type
))
2520 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2521 if (!write_mask
) continue;
2522 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2523 temp_destination
= TRUE
;
2525 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2526 if (!write_mask
) continue;
2529 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2530 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2531 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2533 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2534 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2537 if(temp_destination
) {
2538 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2539 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2540 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2546 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2547 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2548 * the compare is done per component of src0. */
2549 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2551 struct wined3d_shader_dst_param dst
;
2552 glsl_src_param_t src0_param
;
2553 glsl_src_param_t src1_param
;
2554 glsl_src_param_t src2_param
;
2555 DWORD write_mask
, cmp_channel
= 0;
2558 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2559 ins
->ctx
->reg_maps
->shader_version
.minor
);
2561 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2563 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2564 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2565 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2566 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2568 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2571 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2573 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2574 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2578 /* Cycle through all source0 channels */
2579 dst_mask
= ins
->dst
[0].write_mask
;
2581 for (i
=0; i
<4; i
++) {
2583 /* Find the destination channels which use the current source0 channel */
2584 for (j
=0; j
<4; j
++) {
2585 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2587 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2588 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2592 dst
.write_mask
= dst_mask
& write_mask
;
2593 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2594 if (!write_mask
) continue;
2596 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2597 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2598 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2600 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2601 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2605 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2606 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2608 glsl_src_param_t src0_param
;
2609 glsl_src_param_t src1_param
;
2610 glsl_src_param_t src2_param
;
2613 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2614 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2615 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2616 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2617 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2618 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2621 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2622 Vertex shaders to GLSL codes */
2623 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2626 int nComponents
= 0;
2627 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2628 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2629 struct wined3d_shader_instruction tmp_ins
;
2631 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2633 /* Set constants for the temporary argument */
2634 tmp_ins
.ctx
= ins
->ctx
;
2635 tmp_ins
.dst_count
= 1;
2636 tmp_ins
.dst
= &tmp_dst
;
2637 tmp_ins
.src_count
= 2;
2638 tmp_ins
.src
= tmp_src
;
2640 switch(ins
->handler_idx
)
2642 case WINED3DSIH_M4x4
:
2644 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2646 case WINED3DSIH_M4x3
:
2648 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2650 case WINED3DSIH_M3x4
:
2652 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2654 case WINED3DSIH_M3x3
:
2656 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2658 case WINED3DSIH_M3x2
:
2660 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2666 tmp_dst
= ins
->dst
[0];
2667 tmp_src
[0] = ins
->src
[0];
2668 tmp_src
[1] = ins
->src
[1];
2669 for (i
= 0; i
< nComponents
; ++i
)
2671 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2672 shader_glsl_dot(&tmp_ins
);
2673 ++tmp_src
[1].reg
.idx
;
2678 The LRP instruction performs a component-wise linear interpolation
2679 between the second and third operands using the first operand as the
2680 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2681 This is equivalent to mix(src2, src1, src0);
2683 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2685 glsl_src_param_t src0_param
;
2686 glsl_src_param_t src1_param
;
2687 glsl_src_param_t src2_param
;
2690 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2692 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2693 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2694 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2696 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2697 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2700 /** Process the WINED3DSIO_LIT instruction in GLSL:
2701 * dst.x = dst.w = 1.0
2702 * dst.y = (src0.x > 0) ? src0.x
2703 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2704 * where src.w is clamped at +- 128
2706 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2708 glsl_src_param_t src0_param
;
2709 glsl_src_param_t src1_param
;
2710 glsl_src_param_t src3_param
;
2713 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2714 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2716 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2717 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2718 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2720 /* The sdk specifies the instruction like this
2722 * if(src.x > 0.0) dst.y = src.x
2724 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2728 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2729 * dst.x = 1.0 ... No further explanation needed
2730 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2731 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2732 * dst.w = 1.0. ... Nothing fancy.
2734 * So we still have one conditional in there. So do this:
2735 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2737 * 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),
2738 * 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.
2739 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2741 shader_addline(ins
->ctx
->buffer
,
2742 "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",
2743 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2746 /** Process the WINED3DSIO_DST instruction in GLSL:
2748 * dst.y = src0.x * src0.y
2752 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2754 glsl_src_param_t src0y_param
;
2755 glsl_src_param_t src0z_param
;
2756 glsl_src_param_t src1y_param
;
2757 glsl_src_param_t src1w_param
;
2760 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2761 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2763 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2764 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2765 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2766 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2768 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2769 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2772 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2773 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2774 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2776 * dst.x = cos(src0.?)
2777 * dst.y = sin(src0.?)
2781 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2783 glsl_src_param_t src0_param
;
2786 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2787 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2789 switch (write_mask
) {
2790 case WINED3DSP_WRITEMASK_0
:
2791 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2794 case WINED3DSP_WRITEMASK_1
:
2795 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2798 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2799 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2803 ERR("Write mask should be .x, .y or .xy\n");
2808 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2809 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2810 * generate invalid code
2812 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
2814 glsl_src_param_t src0_param
;
2817 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2818 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2820 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
2823 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2824 * Start a for() loop where src1.y is the initial value of aL,
2825 * increment aL by src1.z for a total of src1.x iterations.
2826 * Need to use a temporary variable for this operation.
2828 /* FIXME: I don't think nested loops will work correctly this way. */
2829 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2831 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
2832 glsl_src_param_t src1_param
;
2833 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2834 const DWORD
*control_values
= NULL
;
2835 const local_constant
*constant
;
2837 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2839 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2840 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2841 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2844 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
2846 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2847 if (constant
->idx
== ins
->src
[1].reg
.idx
)
2849 control_values
= constant
->value
;
2857 struct wined3d_shader_loop_control loop_control
;
2858 loop_control
.count
= control_values
[0];
2859 loop_control
.start
= control_values
[1];
2860 loop_control
.step
= (int)control_values
[2];
2862 if (loop_control
.step
> 0)
2864 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2865 loop_state
->current_depth
, loop_control
.start
,
2866 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2867 loop_state
->current_depth
, loop_control
.step
);
2869 else if (loop_control
.step
< 0)
2871 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2872 loop_state
->current_depth
, loop_control
.start
,
2873 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2874 loop_state
->current_depth
, loop_control
.step
);
2878 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2879 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
2880 loop_state
->current_depth
, loop_control
.count
,
2881 loop_state
->current_depth
);
2884 shader_addline(ins
->ctx
->buffer
,
2885 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2886 loop_state
->current_depth
, loop_state
->current_reg
,
2887 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
2888 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
2891 ++loop_state
->current_depth
;
2892 ++loop_state
->current_reg
;
2895 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2897 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
2899 shader_addline(ins
->ctx
->buffer
, "}\n");
2901 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2903 --loop_state
->current_depth
;
2904 --loop_state
->current_reg
;
2907 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2909 --loop_state
->current_depth
;
2913 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2915 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2916 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
2917 glsl_src_param_t src0_param
;
2918 const DWORD
*control_values
= NULL
;
2919 const local_constant
*constant
;
2921 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2922 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
2924 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
)
2926 if (constant
->idx
== ins
->src
[0].reg
.idx
)
2928 control_values
= constant
->value
;
2936 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2937 loop_state
->current_depth
, loop_state
->current_depth
,
2938 control_values
[0], loop_state
->current_depth
);
2942 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2943 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2944 loop_state
->current_depth
, loop_state
->current_depth
,
2945 src0_param
.param_str
, loop_state
->current_depth
);
2948 ++loop_state
->current_depth
;
2951 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2953 glsl_src_param_t src0_param
;
2955 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2956 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2959 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2961 glsl_src_param_t src0_param
;
2962 glsl_src_param_t src1_param
;
2964 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2965 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2967 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2968 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2971 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2973 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2976 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2978 shader_addline(ins
->ctx
->buffer
, "break;\n");
2981 /* FIXME: According to MSDN the compare is done per component. */
2982 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2984 glsl_src_param_t src0_param
;
2985 glsl_src_param_t src1_param
;
2987 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2988 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2990 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
2991 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2994 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
2996 shader_addline(ins
->ctx
->buffer
, "}\n");
2997 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].reg
.idx
);
3000 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3002 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
);
3005 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3007 glsl_src_param_t src1_param
;
3009 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3010 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].reg
.idx
);
3013 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3015 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3016 * function only suppresses the unhandled instruction warning
3020 /*********************************************
3021 * Pixel Shader Specific Code begins here
3022 ********************************************/
3023 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3025 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3026 IWineD3DDeviceImpl
*device
= shader
->baseShader
.device
;
3027 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3028 ins
->ctx
->reg_maps
->shader_version
.minor
);
3029 glsl_sample_function_t sample_function
;
3030 IWineD3DBaseTextureImpl
*texture
;
3031 DWORD sample_flags
= 0;
3033 DWORD mask
= 0, swizzle
;
3035 /* 1.0-1.4: Use destination register as sampler source.
3036 * 2.0+: Use provided sampler source. */
3037 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) sampler_idx
= ins
->dst
[0].reg
.idx
;
3038 else sampler_idx
= ins
->src
[1].reg
.idx
;
3039 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3041 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3043 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3044 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3045 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3046 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3048 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3049 if (flags
& WINED3D_PSARGS_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
3050 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3051 switch (flags
& ~WINED3D_PSARGS_PROJECTED
) {
3052 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3053 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
3054 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
3055 case WINED3DTTFF_COUNT4
:
3056 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
3060 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3062 DWORD src_mod
= ins
->src
[0].modifiers
;
3064 if (src_mod
== WINED3DSPSM_DZ
) {
3065 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3066 mask
= WINED3DSP_WRITEMASK_2
;
3067 } else if (src_mod
== WINED3DSPSM_DW
) {
3068 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3069 mask
= WINED3DSP_WRITEMASK_3
;
3072 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3074 /* ps 2.0 texldp instruction always divides by the fourth component. */
3075 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3076 mask
= WINED3DSP_WRITEMASK_3
;
3080 if (texture
&& texture
->baseTexture
.target
== GL_TEXTURE_RECTANGLE_ARB
)
3081 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3083 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3084 mask
|= sample_function
.coord_mask
;
3086 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3087 else swizzle
= ins
->src
[1].swizzle
;
3089 /* 1.0-1.3: Use destination register as coordinate source.
3090 1.4+: Use provided coordinate source register. */
3091 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3094 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3095 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3096 "T%u%s", sampler_idx
, coord_mask
);
3098 glsl_src_param_t coord_param
;
3099 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3100 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3102 glsl_src_param_t bias
;
3103 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3104 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3105 "%s", coord_param
.param_str
);
3107 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3108 "%s", coord_param
.param_str
);
3113 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3115 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3116 IWineD3DDeviceImpl
*device
= This
->baseShader
.device
;
3117 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3118 glsl_sample_function_t sample_function
;
3119 glsl_src_param_t coord_param
, dx_param
, dy_param
;
3120 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3122 DWORD swizzle
= ins
->src
[1].swizzle
;
3123 IWineD3DBaseTextureImpl
*texture
;
3125 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3127 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3128 shader_glsl_tex(ins
);
3132 sampler_idx
= ins
->src
[1].reg
.idx
;
3133 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3134 if (texture
&& texture
->baseTexture
.target
== GL_TEXTURE_RECTANGLE_ARB
)
3135 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3137 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3138 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3139 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3140 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3142 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3143 "%s", coord_param
.param_str
);
3146 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3148 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3149 IWineD3DDeviceImpl
*device
= This
->baseShader
.device
;
3150 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3151 glsl_sample_function_t sample_function
;
3152 glsl_src_param_t coord_param
, lod_param
;
3153 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3155 DWORD swizzle
= ins
->src
[1].swizzle
;
3156 IWineD3DBaseTextureImpl
*texture
;
3158 sampler_idx
= ins
->src
[1].reg
.idx
;
3159 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3160 if (texture
&& texture
->baseTexture
.target
== GL_TEXTURE_RECTANGLE_ARB
)
3161 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3163 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3164 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3166 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3168 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3169 && shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
3171 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3172 * However, they seem to work just fine in fragment shaders as well. */
3173 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3175 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3176 "%s", coord_param
.param_str
);
3179 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3181 /* FIXME: Make this work for more than just 2D textures */
3182 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3183 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3185 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3189 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3190 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3191 ins
->dst
[0].reg
.idx
, dst_mask
);
3193 DWORD reg
= ins
->src
[0].reg
.idx
;
3194 DWORD src_mod
= ins
->src
[0].modifiers
;
3195 char dst_swizzle
[6];
3197 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3199 if (src_mod
== WINED3DSPSM_DZ
) {
3200 glsl_src_param_t div_param
;
3201 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3202 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3204 if (mask_size
> 1) {
3205 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3207 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3209 } else if (src_mod
== WINED3DSPSM_DW
) {
3210 glsl_src_param_t div_param
;
3211 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3212 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3214 if (mask_size
> 1) {
3215 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3217 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3220 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3225 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3226 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3227 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3228 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3230 glsl_src_param_t src0_param
;
3231 glsl_sample_function_t sample_function
;
3232 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3233 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3236 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3238 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3239 * scalar, and projected sampling would require 4.
3241 * It is a dependent read - not valid with conditional NP2 textures
3243 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3244 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3249 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3250 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3254 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3255 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3259 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3260 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3264 FIXME("Unexpected mask size %u\n", mask_size
);
3269 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3270 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3271 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3273 glsl_src_param_t src0_param
;
3274 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3275 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3277 unsigned int mask_size
;
3279 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3280 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3281 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3283 if (mask_size
> 1) {
3284 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3286 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3290 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3291 * Calculate the depth as dst.x / dst.y */
3292 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3294 glsl_dst_param_t dst_param
;
3296 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3298 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3299 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3300 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3301 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3304 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3305 dst_param
.reg_name
, dst_param
.reg_name
);
3308 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3309 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3310 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3311 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3313 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3315 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3316 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3317 glsl_src_param_t src0_param
;
3319 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3321 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3322 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3325 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3326 * Calculate the 1st of a 2-row matrix multiplication. */
3327 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3329 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3330 DWORD reg
= ins
->dst
[0].reg
.idx
;
3331 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3332 glsl_src_param_t src0_param
;
3334 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3335 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3338 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3339 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3340 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3342 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3343 DWORD reg
= ins
->dst
[0].reg
.idx
;
3344 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3345 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3346 glsl_src_param_t src0_param
;
3348 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3349 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3350 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3353 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3355 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3356 DWORD reg
= ins
->dst
[0].reg
.idx
;
3357 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3358 glsl_src_param_t src0_param
;
3359 glsl_sample_function_t sample_function
;
3361 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3362 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3364 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3366 /* Sample the texture using the calculated coordinates */
3367 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3370 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3371 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3372 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3374 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3375 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3376 glsl_src_param_t src0_param
;
3377 DWORD reg
= ins
->dst
[0].reg
.idx
;
3378 glsl_sample_function_t sample_function
;
3380 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3381 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3383 /* Dependent read, not valid with conditional NP2 */
3384 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3386 /* Sample the texture using the calculated coordinates */
3387 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3389 tex_mx
->current_row
= 0;
3392 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3393 * Perform the 3rd row of a 3x3 matrix multiply */
3394 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3396 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3397 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3398 glsl_src_param_t src0_param
;
3400 DWORD reg
= ins
->dst
[0].reg
.idx
;
3402 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3404 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3405 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3406 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3408 tex_mx
->current_row
= 0;
3411 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3412 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3413 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3415 DWORD reg
= ins
->dst
[0].reg
.idx
;
3416 glsl_src_param_t src0_param
;
3417 glsl_src_param_t src1_param
;
3418 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3419 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3420 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3421 glsl_sample_function_t sample_function
;
3423 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3424 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3426 /* Perform the last matrix multiply operation */
3427 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3428 /* Reflection calculation */
3429 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3431 /* Dependent read, not valid with conditional NP2 */
3432 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3434 /* Sample the texture */
3435 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3437 tex_mx
->current_row
= 0;
3440 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3441 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3442 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3444 DWORD reg
= ins
->dst
[0].reg
.idx
;
3445 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3446 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3447 glsl_src_param_t src0_param
;
3448 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3449 glsl_sample_function_t sample_function
;
3451 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3453 /* Perform the last matrix multiply operation */
3454 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3456 /* Construct the eye-ray vector from w coordinates */
3457 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3458 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3459 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3461 /* Dependent read, not valid with conditional NP2 */
3462 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3464 /* Sample the texture using the calculated coordinates */
3465 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3467 tex_mx
->current_row
= 0;
3470 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3471 * Apply a fake bump map transform.
3472 * texbem is pshader <= 1.3 only, this saves a few version checks
3474 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3476 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3477 glsl_sample_function_t sample_function
;
3478 glsl_src_param_t coord_param
;
3484 sampler_idx
= ins
->dst
[0].reg
.idx
;
3485 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3486 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3488 /* Dependent read, not valid with conditional NP2 */
3489 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3490 mask
= sample_function
.coord_mask
;
3492 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3494 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3495 * so we can't let the GL handle this.
3497 if (flags
& WINED3D_PSARGS_PROJECTED
) {
3499 char coord_div_mask
[3];
3500 switch (flags
& ~WINED3D_PSARGS_PROJECTED
) {
3501 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3502 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
3503 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
3504 case WINED3DTTFF_COUNT4
:
3505 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
3507 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3508 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3511 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3513 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3514 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3515 coord_param
.param_str
, coord_mask
);
3517 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3519 glsl_src_param_t luminance_param
;
3520 glsl_dst_param_t dst_param
;
3522 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3523 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3525 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3526 dst_param
.reg_name
, dst_param
.mask_str
,
3527 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3531 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3533 glsl_src_param_t src0_param
, src1_param
;
3534 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3536 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3537 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3539 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3540 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
3541 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3544 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3545 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3546 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3548 glsl_src_param_t src0_param
;
3549 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3550 glsl_sample_function_t sample_function
;
3552 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3554 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3555 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3556 "%s.wx", src0_param
.reg_name
);
3559 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3560 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3561 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3563 glsl_src_param_t src0_param
;
3564 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3565 glsl_sample_function_t sample_function
;
3567 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3569 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3570 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3571 "%s.yz", src0_param
.reg_name
);
3574 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3575 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3576 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3578 glsl_src_param_t src0_param
;
3579 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3580 glsl_sample_function_t sample_function
;
3582 /* Dependent read, not valid with conditional NP2 */
3583 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3584 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3586 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3587 "%s", src0_param
.param_str
);
3590 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3591 * If any of the first 3 components are < 0, discard this pixel */
3592 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3594 glsl_dst_param_t dst_param
;
3596 /* The argument is a destination parameter, and no writemasks are allowed */
3597 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3598 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
3600 /* 2.0 shaders compare all 4 components in texkill */
3601 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3603 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3604 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3605 * 4 components are defined, only the first 3 are used
3607 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3611 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3612 * dst = dot2(src0, src1) + src2 */
3613 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3615 glsl_src_param_t src0_param
;
3616 glsl_src_param_t src1_param
;
3617 glsl_src_param_t src2_param
;
3619 unsigned int mask_size
;
3621 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3622 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3624 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3625 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3626 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3628 if (mask_size
> 1) {
3629 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3630 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3632 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3633 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3637 static void shader_glsl_input_pack(IWineD3DPixelShader
*iface
, struct wined3d_shader_buffer
*buffer
,
3638 const struct wined3d_shader_signature_element
*input_signature
, const struct wined3d_shader_reg_maps
*reg_maps
,
3639 enum vertexprocessing_mode vertexprocessing
)
3642 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3643 WORD map
= reg_maps
->input_registers
;
3645 for (i
= 0; map
; map
>>= 1, ++i
)
3647 const char *semantic_name
;
3652 if (!(map
& 1)) continue;
3654 semantic_name
= input_signature
[i
].semantic_name
;
3655 semantic_idx
= input_signature
[i
].semantic_idx
;
3656 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3658 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3660 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
3661 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3662 This
->input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
3664 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3665 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3667 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3670 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3671 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3672 else if (semantic_idx
== 1)
3673 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3674 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3676 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3677 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3681 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3682 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3687 /*********************************************
3688 * Vertex Shader Specific Code begins here
3689 ********************************************/
3691 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
3692 glsl_program_key_t key
;
3694 key
.vshader
= entry
->vshader
;
3695 key
.pshader
= entry
->pshader
;
3696 key
.vs_args
= entry
->vs_args
;
3697 key
.ps_args
= entry
->ps_args
;
3699 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
3701 ERR("Failed to insert program entry.\n");
3705 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
3706 IWineD3DVertexShader
*vshader
, IWineD3DPixelShader
*pshader
, struct vs_compile_args
*vs_args
,
3707 struct ps_compile_args
*ps_args
) {
3708 struct wine_rb_entry
*entry
;
3709 glsl_program_key_t key
;
3711 key
.vshader
= vshader
;
3712 key
.pshader
= pshader
;
3713 key
.vs_args
= *vs_args
;
3714 key
.ps_args
= *ps_args
;
3716 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
3717 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
3720 /* GL locking is done by the caller */
3721 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
3722 struct glsl_shader_prog_link
*entry
)
3724 glsl_program_key_t key
;
3726 key
.vshader
= entry
->vshader
;
3727 key
.pshader
= entry
->pshader
;
3728 key
.vs_args
= entry
->vs_args
;
3729 key
.ps_args
= entry
->ps_args
;
3730 wine_rb_remove(&priv
->program_lookup
, &key
);
3732 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3733 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3734 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3735 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3736 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3737 HeapFree(GetProcessHeap(), 0, entry
);
3740 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
3741 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
3742 const struct wined3d_shader_signature_element
*input_signature
,
3743 const struct wined3d_shader_reg_maps
*reg_maps_in
,
3744 const struct wined3d_shader_signature_element
*output_signature
,
3745 const struct wined3d_shader_reg_maps
*reg_maps_out
)
3748 const char *semantic_name_in
;
3749 UINT semantic_idx_in
;
3752 unsigned int in_count
= vec4_varyings(3, gl_info
);
3754 char destination
[50];
3755 WORD input_map
, output_map
;
3757 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3759 input_map
= reg_maps_in
->input_registers
;
3760 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
3762 if (!(input_map
& 1)) continue;
3765 /* Declared, but not read register */
3766 if (in_idx
== ~0U) continue;
3767 if (in_idx
>= (in_count
+ 2))
3769 FIXME("More input varyings declared than supported, expect issues.\n");
3773 if (in_idx
== in_count
) {
3774 sprintf(destination
, "gl_FrontColor");
3775 } else if (in_idx
== in_count
+ 1) {
3776 sprintf(destination
, "gl_FrontSecondaryColor");
3778 sprintf(destination
, "IN[%u]", in_idx
);
3781 semantic_name_in
= input_signature
[i
].semantic_name
;
3782 semantic_idx_in
= input_signature
[i
].semantic_idx
;
3785 output_map
= reg_maps_out
->output_registers
;
3786 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
3790 if (!(output_map
& 1)
3791 || semantic_idx_in
!= output_signature
[j
].semantic_idx
3792 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
3793 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
3797 shader_glsl_write_mask_to_str(mask
, reg_mask
);
3799 shader_addline(buffer
, "%s%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3800 destination
, reg_mask
, j
, reg_mask
);
3804 for (i
= 0; i
< in_count
+ 2; ++i
)
3808 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
3811 if (set
[i
] == ~0U) set
[i
] = 0;
3814 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
3815 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
3816 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
3817 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
3818 reg_mask
[size
] = '\0';
3820 if (i
== in_count
) sprintf(destination
, "gl_FrontColor");
3821 else if (i
== in_count
+ 1) sprintf(destination
, "gl_FrontSecondaryColor");
3822 else sprintf(destination
, "IN[%u]", i
);
3824 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3825 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3828 HeapFree(GetProcessHeap(), 0, set
);
3831 /* GL locking is done by the caller */
3832 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
3833 IWineD3DVertexShaderImpl
*vs
, IWineD3DPixelShaderImpl
*ps
, const struct wined3d_gl_info
*gl_info
)
3835 GLhandleARB ret
= 0;
3836 DWORD ps_major
= ps
? ps
->baseShader
.reg_maps
.shader_version
.major
: 0;
3838 const char *semantic_name
;
3841 const struct wined3d_shader_signature_element
*output_signature
= vs
->baseShader
.output_signature
;
3842 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3844 shader_buffer_clear(buffer
);
3846 shader_addline(buffer
, "#version 120\n");
3847 shader_addline(buffer
, "const float FLT_MAX = 1e38;\n");
3851 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3853 for (i
= 0; map
; map
>>= 1, ++i
)
3857 if (!(map
& 1)) continue;
3859 semantic_name
= output_signature
[i
].semantic_name
;
3860 semantic_idx
= output_signature
[i
].semantic_idx
;
3861 write_mask
= output_signature
[i
].mask
;
3862 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
3864 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3867 shader_addline(buffer
, "gl_FrontColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3868 reg_mask
, i
, reg_mask
);
3869 else if (semantic_idx
== 1)
3870 shader_addline(buffer
, "gl_FrontSecondaryColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3871 reg_mask
, i
, reg_mask
);
3873 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3875 shader_addline(buffer
, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3876 reg_mask
, i
, reg_mask
);
3878 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3880 if (semantic_idx
< 8)
3882 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
3883 write_mask
|= WINED3DSP_WRITEMASK_3
;
3885 shader_addline(buffer
, "gl_TexCoord[%u]%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3886 semantic_idx
, reg_mask
, i
, reg_mask
);
3887 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
3888 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
3891 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3893 shader_addline(buffer
, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i
, reg_mask
[1]);
3895 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3897 shader_addline(buffer
, "gl_FogFragCoord = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i
, reg_mask
[1]);
3900 shader_addline(buffer
, "}\n");
3905 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3906 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3907 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3909 /* First, sort out position and point size. Those are not passed to the pixel shader */
3910 for (i
= 0; map
; map
>>= 1, ++i
)
3912 if (!(map
& 1)) continue;
3914 semantic_name
= output_signature
[i
].semantic_name
;
3915 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
3917 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3919 shader_addline(buffer
, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3920 reg_mask
, i
, reg_mask
);
3922 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3924 shader_addline(buffer
, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i
, reg_mask
[1]);
3928 /* Then, fix the pixel shader input */
3929 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->baseShader
.input_signature
,
3930 &ps
->baseShader
.reg_maps
, output_signature
, &vs
->baseShader
.reg_maps
);
3932 shader_addline(buffer
, "}\n");
3935 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3936 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3937 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
3942 /* GL locking is done by the caller */
3943 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const struct wined3d_gl_info
*gl_info
,
3944 GLhandleARB programId
, char prefix
)
3946 const local_constant
*lconst
;
3951 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
3952 value
= (const float *)lconst
->value
;
3953 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3954 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3955 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3957 checkGLcall("Hardcoding local constants");
3960 /* GL locking is done by the caller */
3961 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
3962 struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*This
,
3963 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
3965 const struct wined3d_shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
3966 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3967 CONST DWORD
*function
= This
->baseShader
.function
;
3968 struct shader_glsl_ctx_priv priv_ctx
;
3970 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3971 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
3973 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
3974 priv_ctx
.cur_ps_args
= args
;
3975 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
3977 shader_addline(buffer
, "#version 120\n");
3979 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && reg_maps
->usestexldd
)
3981 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
3983 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3985 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3986 * drivers write a warning if we don't do so
3988 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
3990 if (gl_info
->supported
[EXT_GPU_SHADER4
])
3992 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
3995 /* Base Declarations */
3996 shader_generate_glsl_declarations(context
, buffer
, (IWineD3DBaseShaderImpl
*)This
, reg_maps
, &priv_ctx
);
3998 /* Pack 3.0 inputs */
3999 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4001 shader_glsl_input_pack((IWineD3DPixelShader
*) This
, buffer
,
4002 This
->baseShader
.input_signature
, reg_maps
, args
->vp_mode
);
4005 /* Base Shader Body */
4006 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
4008 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4009 if (reg_maps
->shader_version
.major
< 2)
4011 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4012 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4015 if (args
->srgb_correction
)
4017 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4018 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4019 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4020 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4021 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4022 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4024 /* Pixel shader < 3.0 do not replace the fog stage.
4025 * This implements linear fog computation and blending.
4026 * TODO: non linear fog
4027 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4028 * -1/(e-s) and e/(e-s) respectively.
4030 if (reg_maps
->shader_version
.major
< 3)
4033 case FOG_OFF
: break;
4035 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4036 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
4037 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4038 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4041 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4042 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4043 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4044 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4047 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4048 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4049 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4050 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4055 shader_addline(buffer
, "}\n");
4057 TRACE("Compiling shader object %u\n", shader_obj
);
4058 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4060 /* Store the shader object */
4064 /* GL locking is done by the caller */
4065 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4066 struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*This
,
4067 const struct vs_compile_args
*args
)
4069 const struct wined3d_shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4070 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4071 CONST DWORD
*function
= This
->baseShader
.function
;
4072 struct shader_glsl_ctx_priv priv_ctx
;
4074 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4075 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4077 shader_addline(buffer
, "#version 120\n");
4079 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4081 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4084 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4085 priv_ctx
.cur_vs_args
= args
;
4087 /* Base Declarations */
4088 shader_generate_glsl_declarations(context
, buffer
, (IWineD3DBaseShaderImpl
*)This
, reg_maps
, &priv_ctx
);
4090 /* Base Shader Body */
4091 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
4093 /* Unpack outputs */
4094 shader_addline(buffer
, "order_ps_input(OUT);\n");
4096 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4097 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4098 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4099 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4101 if(args
->fog_src
== VS_FOG_Z
) {
4102 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4103 } else if (!reg_maps
->fog
) {
4104 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4107 /* Write the final position.
4109 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4110 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4111 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4112 * contains 1.0 to allow a mad.
4114 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4115 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4116 if(args
->clip_enabled
) {
4117 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4120 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4122 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4123 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4124 * which is the same as z = z * 2 - w.
4126 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4128 shader_addline(buffer
, "}\n");
4130 TRACE("Compiling shader object %u\n", shader_obj
);
4131 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4136 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4137 struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*shader
,
4138 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4140 struct wined3d_state
*state
= &shader
->baseShader
.device
->stateBlock
->state
;
4143 struct glsl_ps_compiled_shader
*new_array
;
4144 struct glsl_pshader_private
*shader_data
;
4145 struct ps_np2fixup_info
*np2fixup
= NULL
;
4148 if (!shader
->baseShader
.backend_data
)
4150 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4151 if (!shader
->baseShader
.backend_data
)
4153 ERR("Failed to allocate backend data.\n");
4157 shader_data
= shader
->baseShader
.backend_data
;
4159 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4160 * so a linear search is more performant than a hashmap or a binary search
4161 * (cache coherency etc)
4163 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4165 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4167 if (args
->np2_fixup
) *np2fixup_info
= &shader_data
->gl_shaders
[i
].np2fixup
;
4168 return shader_data
->gl_shaders
[i
].prgId
;
4172 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4173 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4174 if (shader_data
->num_gl_shaders
)
4176 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4177 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4178 new_size
* sizeof(*shader_data
->gl_shaders
));
4180 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4185 ERR("Out of memory\n");
4188 shader_data
->gl_shaders
= new_array
;
4189 shader_data
->shader_array_size
= new_size
;
4192 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4194 memset(&shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
, 0, sizeof(struct ps_np2fixup_info
));
4195 if (args
->np2_fixup
) np2fixup
= &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4197 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
, (IWineD3DBaseTexture
**)state
->textures
);
4199 shader_buffer_clear(buffer
);
4200 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4201 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4202 *np2fixup_info
= np2fixup
;
4207 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4208 const DWORD use_map
) {
4209 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4210 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4211 return stored
->fog_src
== new->fog_src
;
4214 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4215 struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*shader
,
4216 const struct vs_compile_args
*args
)
4220 struct glsl_vs_compiled_shader
*new_array
;
4221 DWORD use_map
= shader
->baseShader
.device
->strided_streams
.use_map
;
4222 struct glsl_vshader_private
*shader_data
;
4225 if (!shader
->baseShader
.backend_data
)
4227 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4228 if (!shader
->baseShader
.backend_data
)
4230 ERR("Failed to allocate backend data.\n");
4234 shader_data
= shader
->baseShader
.backend_data
;
4236 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4237 * so a linear search is more performant than a hashmap or a binary search
4238 * (cache coherency etc)
4240 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4241 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
)) {
4242 return shader_data
->gl_shaders
[i
].prgId
;
4246 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4248 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4249 if (shader_data
->num_gl_shaders
)
4251 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4252 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4253 new_size
* sizeof(*shader_data
->gl_shaders
));
4255 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4260 ERR("Out of memory\n");
4263 shader_data
->gl_shaders
= new_array
;
4264 shader_data
->shader_array_size
= new_size
;
4267 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4269 shader_buffer_clear(buffer
);
4270 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4271 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4276 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4277 * It sets the programId on the current StateBlock (because it should be called
4278 * inside of the DrawPrimitive() part of the render loop).
4280 * If a program for the given combination does not exist, create one, and store
4281 * the program in the hash table. If it creates a program, it will link the
4282 * given objects, too.
4285 /* GL locking is done by the caller */
4286 static void set_glsl_shader_program(const struct wined3d_context
*context
,
4287 IWineD3DDeviceImpl
*device
, BOOL use_ps
, BOOL use_vs
)
4289 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4290 IWineD3DVertexShaderImpl
*vshader
= use_vs
? state
->vertex_shader
: NULL
;
4291 IWineD3DPixelShaderImpl
*pshader
= use_ps
? state
->pixel_shader
: NULL
;
4292 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4293 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4294 struct glsl_shader_prog_link
*entry
= NULL
;
4295 GLhandleARB programId
= 0;
4296 GLhandleARB reorder_shader_id
= 0;
4299 struct ps_compile_args ps_compile_args
;
4300 struct vs_compile_args vs_compile_args
;
4302 if (vshader
) find_vs_compile_args(state
, vshader
, &vs_compile_args
);
4303 if (pshader
) find_ps_compile_args(state
, pshader
, &ps_compile_args
);
4305 entry
= get_glsl_program_entry(priv
, (IWineD3DVertexShader
*)vshader
, (IWineD3DPixelShader
*)pshader
,
4306 &vs_compile_args
, &ps_compile_args
);
4309 priv
->glsl_program
= entry
;
4313 /* If we get to this point, then no matching program exists, so we create one */
4314 programId
= GL_EXTCALL(glCreateProgramObjectARB());
4315 TRACE("Created new GLSL shader program %u\n", programId
);
4317 /* Create the entry */
4318 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
4319 entry
->programId
= programId
;
4320 entry
->vshader
= (IWineD3DVertexShader
*)vshader
;
4321 entry
->pshader
= (IWineD3DPixelShader
*)pshader
;
4322 entry
->vs_args
= vs_compile_args
;
4323 entry
->ps_args
= ps_compile_args
;
4324 entry
->constant_version
= 0;
4325 entry
->np2Fixup_info
= NULL
;
4326 /* Add the hash table entry */
4327 add_glsl_program_entry(priv
, entry
);
4329 /* Set the current program */
4330 priv
->glsl_program
= entry
;
4332 /* Attach GLSL vshader */
4335 GLhandleARB vshader_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
4336 WORD map
= vshader
->baseShader
.reg_maps
.input_registers
;
4339 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
4340 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
4341 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
4342 checkGLcall("glAttachObjectARB");
4343 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4346 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
4348 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
4349 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
4350 checkGLcall("glAttachObjectARB");
4352 /* Bind vertex attributes to a corresponding index number to match
4353 * the same index numbers as ARB_vertex_programs (makes loading
4354 * vertex attributes simpler). With this method, we can use the
4355 * exact same code to load the attributes later for both ARB and
4358 * We have to do this here because we need to know the Program ID
4359 * in order to make the bindings work, and it has to be done prior
4360 * to linking the GLSL program. */
4361 for (i
= 0; map
; map
>>= 1, ++i
)
4363 if (!(map
& 1)) continue;
4365 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%u", i
);
4366 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
4368 checkGLcall("glBindAttribLocationARB");
4370 list_add_head(&vshader
->baseShader
.linked_programs
, &entry
->vshader_entry
);
4373 /* Attach GLSL pshader */
4376 GLhandleARB pshader_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
4377 pshader
, &ps_compile_args
, &entry
->np2Fixup_info
);
4378 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
4379 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
4380 checkGLcall("glAttachObjectARB");
4382 list_add_head(&pshader
->baseShader
.linked_programs
, &entry
->pshader_entry
);
4385 /* Link the program */
4386 TRACE("Linking GLSL shader program %u\n", programId
);
4387 GL_EXTCALL(glLinkProgramARB(programId
));
4388 shader_glsl_validate_link(gl_info
, programId
);
4390 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4391 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
4392 for (i
= 0; i
< gl_info
->limits
.glsl_vs_float_constants
; ++i
)
4394 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
4395 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4397 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4399 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
4400 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4402 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4403 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
4404 for (i
= 0; i
< gl_info
->limits
.glsl_ps_float_constants
; ++i
)
4406 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
4407 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4409 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4411 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
4412 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4418 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
4419 sprintf(name
, "bumpenvmat%u", i
);
4420 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4421 sprintf(name
, "luminancescale%u", i
);
4422 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4423 sprintf(name
, "luminanceoffset%u", i
);
4424 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4427 if (ps_compile_args
.np2_fixup
) {
4428 if (entry
->np2Fixup_info
) {
4429 entry
->np2Fixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "PsamplerNP2Fixup"));
4431 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4436 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
4437 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
4438 checkGLcall("Find glsl program uniform locations");
4441 && pshader
->baseShader
.reg_maps
.shader_version
.major
>= 3
4442 && pshader
->declared_in_count
> vec4_varyings(3, gl_info
))
4444 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
4445 entry
->vertex_color_clamp
= GL_FALSE
;
4447 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
4450 /* Set the shader to allow uniform loading on it */
4451 GL_EXTCALL(glUseProgramObjectARB(programId
));
4452 checkGLcall("glUseProgramObjectARB(programId)");
4454 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4455 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4456 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4457 * vertex shader with fixed function pixel processing is used we make sure that the card
4458 * supports enough samplers to allow the max number of vertex samplers with all possible
4459 * fixed function fragment processing setups. So once the program is linked these samplers
4462 if (vshader
) shader_glsl_load_vsamplers(gl_info
, device
->texUnitMap
, programId
);
4463 if (pshader
) shader_glsl_load_psamplers(gl_info
, device
->texUnitMap
, programId
);
4465 /* If the local constants do not have to be loaded with the environment constants,
4466 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4469 if (pshader
&& !pshader
->baseShader
.load_local_constsF
)
4471 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
4473 if (vshader
&& !vshader
->baseShader
.load_local_constsF
)
4475 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
4479 /* GL locking is done by the caller */
4480 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
4482 GLhandleARB program_id
;
4483 GLhandleARB vshader_id
, pshader_id
;
4484 const char *blt_pshader
;
4486 static const char *blt_vshader
=
4490 " gl_Position = gl_Vertex;\n"
4491 " gl_FrontColor = vec4(1.0);\n"
4492 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4495 static const char * const blt_pshaders_full
[tex_type_count
] =
4501 "uniform sampler2D sampler;\n"
4504 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4510 "uniform samplerCube sampler;\n"
4513 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4517 "#extension GL_ARB_texture_rectangle : enable\n"
4518 "uniform sampler2DRect sampler;\n"
4521 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4525 static const char * const blt_pshaders_masked
[tex_type_count
] =
4531 "uniform sampler2D sampler;\n"
4532 "uniform vec4 mask;\n"
4535 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4536 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4542 "uniform samplerCube sampler;\n"
4543 "uniform vec4 mask;\n"
4546 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4547 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4551 "#extension GL_ARB_texture_rectangle : enable\n"
4552 "uniform sampler2DRect sampler;\n"
4553 "uniform vec4 mask;\n"
4556 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4557 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4561 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
4564 FIXME("tex_type %#x not supported\n", tex_type
);
4568 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4569 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
4571 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4572 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
4574 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
4575 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
4576 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
4577 GL_EXTCALL(glLinkProgramARB(program_id
));
4579 shader_glsl_validate_link(gl_info
, program_id
);
4581 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4584 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4585 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
4589 /* GL locking is done by the caller */
4590 static void shader_glsl_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4592 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4593 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
4594 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4595 GLhandleARB program_id
= 0;
4596 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
4598 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4600 if (useVS
|| usePS
) set_glsl_shader_program(context
, device
, usePS
, useVS
);
4601 else priv
->glsl_program
= NULL
;
4603 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4605 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
4607 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4609 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
4610 checkGLcall("glClampColorARB");
4614 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4618 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4619 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4620 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4621 checkGLcall("glUseProgramObjectARB");
4623 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4624 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4625 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4626 if (priv
->glsl_program
&& priv
->glsl_program
->np2Fixup_info
)
4628 shader_glsl_load_np2fixup_constants(priv
, gl_info
, &device
->stateBlock
->state
);
4632 /* GL locking is done by the caller */
4633 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
4634 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4636 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4637 struct shader_glsl_priv
*priv
= shader_priv
;
4638 GLhandleARB
*blt_program
;
4641 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
4644 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
4645 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
4646 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4647 GL_EXTCALL(glUniform1iARB(loc
, 0));
4651 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4656 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
4657 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
4661 /* GL locking is done by the caller */
4662 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
4664 struct shader_glsl_priv
*priv
= shader_priv
;
4665 GLhandleARB program_id
;
4667 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4668 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4670 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4671 checkGLcall("glUseProgramObjectARB");
4674 static void shader_glsl_destroy(IWineD3DBaseShaderImpl
*shader
)
4676 const struct list
*linked_programs
;
4677 IWineD3DDeviceImpl
*device
= shader
->baseShader
.device
;
4678 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4679 const struct wined3d_gl_info
*gl_info
;
4680 struct wined3d_context
*context
;
4682 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4683 * can be called from IWineD3DBaseShader::Release
4685 char pshader
= shader_is_pshader_version(shader
->baseShader
.reg_maps
.shader_version
.type
);
4689 struct glsl_pshader_private
*shader_data
= shader
->baseShader
.backend_data
;
4691 if (!shader_data
|| !shader_data
->num_gl_shaders
)
4693 HeapFree(GetProcessHeap(), 0, shader_data
);
4694 shader
->baseShader
.backend_data
= NULL
;
4698 context
= context_acquire(device
, NULL
);
4699 gl_info
= context
->gl_info
;
4701 if (priv
->glsl_program
&& (IWineD3DBaseShaderImpl
*)priv
->glsl_program
->pshader
== shader
)
4704 shader_glsl_select(context
, FALSE
, FALSE
);
4710 struct glsl_vshader_private
*shader_data
= shader
->baseShader
.backend_data
;
4712 if (!shader_data
|| !shader_data
->num_gl_shaders
)
4714 HeapFree(GetProcessHeap(), 0, shader_data
);
4715 shader
->baseShader
.backend_data
= NULL
;
4719 context
= context_acquire(device
, NULL
);
4720 gl_info
= context
->gl_info
;
4722 if (priv
->glsl_program
&& (IWineD3DBaseShaderImpl
*)priv
->glsl_program
->vshader
== shader
)
4725 shader_glsl_select(context
, FALSE
, FALSE
);
4730 linked_programs
= &shader
->baseShader
.linked_programs
;
4732 TRACE("Deleting linked programs\n");
4733 if (linked_programs
->next
) {
4734 struct glsl_shader_prog_link
*entry
, *entry2
;
4738 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
4739 delete_glsl_program_entry(priv
, gl_info
, entry
);
4742 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
4743 delete_glsl_program_entry(priv
, gl_info
, entry
);
4751 struct glsl_pshader_private
*shader_data
= shader
->baseShader
.backend_data
;
4755 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4756 TRACE("deleting pshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4757 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4758 checkGLcall("glDeleteObjectARB");
4761 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4765 struct glsl_vshader_private
*shader_data
= shader
->baseShader
.backend_data
;
4769 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4770 TRACE("deleting vshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4771 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4772 checkGLcall("glDeleteObjectARB");
4775 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4778 HeapFree(GetProcessHeap(), 0, shader
->baseShader
.backend_data
);
4779 shader
->baseShader
.backend_data
= NULL
;
4781 context_release(context
);
4784 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
4786 const glsl_program_key_t
*k
= key
;
4787 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
4788 const struct glsl_shader_prog_link
, program_lookup_entry
);
4791 if (k
->vshader
> prog
->vshader
) return 1;
4792 else if (k
->vshader
< prog
->vshader
) return -1;
4794 if (k
->pshader
> prog
->pshader
) return 1;
4795 else if (k
->pshader
< prog
->pshader
) return -1;
4797 if (k
->vshader
&& (cmp
= memcmp(&k
->vs_args
, &prog
->vs_args
, sizeof(prog
->vs_args
)))) return cmp
;
4798 if (k
->pshader
&& (cmp
= memcmp(&k
->ps_args
, &prog
->ps_args
, sizeof(prog
->ps_args
)))) return cmp
;
4803 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
4805 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
4806 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
4810 ERR("Failed to allocate memory\n");
4814 heap
->entries
= mem
;
4815 heap
->entries
[1].version
= 0;
4816 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
4822 static void constant_heap_free(struct constant_heap
*heap
)
4824 HeapFree(GetProcessHeap(), 0, heap
->entries
);
4827 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
4832 glsl_program_key_compare
,
4835 static HRESULT
shader_glsl_alloc(IWineD3DDeviceImpl
*device
)
4837 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4838 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4839 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
4840 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
4842 if (!shader_buffer_init(&priv
->shader_buffer
))
4844 ERR("Failed to initialize shader buffer.\n");
4848 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4851 ERR("Failed to allocate memory.\n");
4855 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
4857 ERR("Failed to initialize vertex shader constant heap\n");
4861 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
4863 ERR("Failed to initialize pixel shader constant heap\n");
4867 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4869 ERR("Failed to initialize rbtree.\n");
4873 priv
->next_constant_version
= 1;
4875 device
->shader_priv
= priv
;
4879 constant_heap_free(&priv
->pconst_heap
);
4880 constant_heap_free(&priv
->vconst_heap
);
4881 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4882 shader_buffer_free(&priv
->shader_buffer
);
4883 HeapFree(GetProcessHeap(), 0, priv
);
4884 return E_OUTOFMEMORY
;
4887 /* Context activation is done by the caller. */
4888 static void shader_glsl_free(IWineD3DDeviceImpl
*device
)
4890 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4891 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4895 for (i
= 0; i
< tex_type_count
; ++i
)
4897 if (priv
->depth_blt_program_full
[i
])
4899 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
4901 if (priv
->depth_blt_program_masked
[i
])
4903 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
4908 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
4909 constant_heap_free(&priv
->pconst_heap
);
4910 constant_heap_free(&priv
->vconst_heap
);
4911 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4912 shader_buffer_free(&priv
->shader_buffer
);
4914 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
4915 device
->shader_priv
= NULL
;
4918 static BOOL
shader_glsl_dirty_const(void)
4920 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4924 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*pCaps
)
4926 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4927 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4928 * on the version of NV_vertex_program.
4929 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4930 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4931 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4932 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4934 if ((gl_info
->supported
[NV_VERTEX_PROGRAM2
] && !gl_info
->supported
[NV_VERTEX_PROGRAM3
])
4935 || gl_info
->limits
.arb_ps_instructions
<= 512)
4936 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4938 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4939 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
4940 pCaps
->MaxVertexShaderConst
= gl_info
->limits
.glsl_vs_float_constants
;
4942 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4943 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4944 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4945 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4946 * in max native instructions. Intel and others also offer the info in this extension but they
4947 * don't support GLSL (at least on Windows).
4949 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4950 * of instructions is 512 or less we have to do with ps2.0 hardware.
4951 * 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.
4953 if ((gl_info
->supported
[NV_FRAGMENT_PROGRAM
] && !gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
4954 || gl_info
->limits
.arb_ps_instructions
<= 512)
4955 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4957 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4959 pCaps
->MaxPixelShaderConst
= gl_info
->limits
.glsl_ps_float_constants
;
4961 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4962 * Direct3D minimum requirement.
4964 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4965 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4967 * The problem is that the refrast clamps temporary results in the shader to
4968 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4969 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4970 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4971 * offer a way to query this.
4973 pCaps
->PixelShader1xMaxValue
= 8.0;
4974 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
4976 pCaps
->VSClipping
= TRUE
;
4979 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4981 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4983 TRACE("Checking support for fixup:\n");
4984 dump_color_fixup_desc(fixup
);
4987 /* We support everything except YUV conversions. */
4988 if (!is_complex_fixup(fixup
))
4994 TRACE("[FAILED]\n");
4998 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
5000 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
5001 /* WINED3DSIH_ADD */ shader_glsl_arith
,
5002 /* WINED3DSIH_AND */ NULL
,
5003 /* WINED3DSIH_BEM */ shader_glsl_bem
,
5004 /* WINED3DSIH_BREAK */ shader_glsl_break
,
5005 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
5006 /* WINED3DSIH_BREAKP */ NULL
,
5007 /* WINED3DSIH_CALL */ shader_glsl_call
,
5008 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
5009 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
5010 /* WINED3DSIH_CND */ shader_glsl_cnd
,
5011 /* WINED3DSIH_CRS */ shader_glsl_cross
,
5012 /* WINED3DSIH_CUT */ NULL
,
5013 /* WINED3DSIH_DCL */ NULL
,
5014 /* WINED3DSIH_DEF */ NULL
,
5015 /* WINED3DSIH_DEFB */ NULL
,
5016 /* WINED3DSIH_DEFI */ NULL
,
5017 /* WINED3DSIH_DIV */ NULL
,
5018 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
5019 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
5020 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
5021 /* WINED3DSIH_DST */ shader_glsl_dst
,
5022 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
5023 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
5024 /* WINED3DSIH_ELSE */ shader_glsl_else
,
5025 /* WINED3DSIH_EMIT */ NULL
,
5026 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
5027 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
5028 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
5029 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
5030 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
5031 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
5032 /* WINED3DSIH_FTOI */ NULL
,
5033 /* WINED3DSIH_IADD */ NULL
,
5034 /* WINED3DSIH_IEQ */ NULL
,
5035 /* WINED3DSIH_IF */ shader_glsl_if
,
5036 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
5037 /* WINED3DSIH_IGE */ NULL
,
5038 /* WINED3DSIH_IMUL */ NULL
,
5039 /* WINED3DSIH_ITOF */ NULL
,
5040 /* WINED3DSIH_LABEL */ shader_glsl_label
,
5041 /* WINED3DSIH_LD */ NULL
,
5042 /* WINED3DSIH_LIT */ shader_glsl_lit
,
5043 /* WINED3DSIH_LOG */ shader_glsl_log
,
5044 /* WINED3DSIH_LOGP */ shader_glsl_log
,
5045 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
5046 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
5047 /* WINED3DSIH_LT */ NULL
,
5048 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
5049 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
5050 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
5051 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
5052 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
5053 /* WINED3DSIH_MAD */ shader_glsl_mad
,
5054 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
5055 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
5056 /* WINED3DSIH_MOV */ shader_glsl_mov
,
5057 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
5058 /* WINED3DSIH_MOVC */ NULL
,
5059 /* WINED3DSIH_MUL */ shader_glsl_arith
,
5060 /* WINED3DSIH_NOP */ NULL
,
5061 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
5062 /* WINED3DSIH_PHASE */ NULL
,
5063 /* WINED3DSIH_POW */ shader_glsl_pow
,
5064 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
5065 /* WINED3DSIH_REP */ shader_glsl_rep
,
5066 /* WINED3DSIH_RET */ shader_glsl_ret
,
5067 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
5068 /* WINED3DSIH_SAMPLE */ NULL
,
5069 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
5070 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
5071 /* WINED3DSIH_SETP */ NULL
,
5072 /* WINED3DSIH_SGE */ shader_glsl_compare
,
5073 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
5074 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
5075 /* WINED3DSIH_SLT */ shader_glsl_compare
,
5076 /* WINED3DSIH_SQRT */ NULL
,
5077 /* WINED3DSIH_SUB */ shader_glsl_arith
,
5078 /* WINED3DSIH_TEX */ shader_glsl_tex
,
5079 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
5080 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
5081 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
5082 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
5083 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
5084 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
5085 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
5086 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
5087 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
5088 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
5089 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
5090 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
5091 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
5092 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5093 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
5094 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
5095 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
5096 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
5097 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
5098 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
5099 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
5100 /* WINED3DSIH_UTOF */ NULL
,
5103 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5104 SHADER_HANDLER hw_fct
;
5106 /* Select handler */
5107 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
5109 /* Unhandled opcode */
5112 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5117 shader_glsl_add_instruction_modifiers(ins
);
5120 const shader_backend_t glsl_shader_backend
= {
5121 shader_glsl_handle_instruction
,
5123 shader_glsl_select_depth_blt
,
5124 shader_glsl_deselect_depth_blt
,
5125 shader_glsl_update_float_vertex_constants
,
5126 shader_glsl_update_float_pixel_constants
,
5127 shader_glsl_load_constants
,
5128 shader_glsl_load_np2fixup_constants
,
5129 shader_glsl_destroy
,
5132 shader_glsl_dirty_const
,
5133 shader_glsl_get_caps
,
5134 shader_glsl_color_fixup_supported
,