wined3d: Pass implementation pointers to generate_param_reorder_function().
[wine.git] / dlls / wined3d / glsl_shader.c
blobb8022e147a76abcb42f514bb07782888f43b3de0
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2010 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.
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define 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
47 typedef struct {
48 char reg_name[150];
49 char mask_str[6];
50 } glsl_dst_param_t;
52 typedef struct {
53 char reg_name[150];
54 char param_str[200];
55 } glsl_src_param_t;
57 typedef struct {
58 const char *name;
59 DWORD coord_mask;
60 } glsl_sample_function_t;
62 enum heap_node_op
64 HEAP_NODE_TRAVERSE_LEFT,
65 HEAP_NODE_TRAVERSE_RIGHT,
66 HEAP_NODE_POP,
69 struct constant_entry
71 unsigned int idx;
72 unsigned int version;
75 struct constant_heap
77 struct constant_entry *entries;
78 unsigned int *positions;
79 unsigned int size;
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;
89 unsigned char *stack;
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;
120 typedef struct {
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;
137 GLhandleARB prgId;
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;
149 GLhandleARB prgId;
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)
160 switch (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
167 default:
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)
176 char *p, *q;
178 p = *ptr;
179 if (!(q = strstr(p, "\n")))
181 if (!*p) return NULL;
182 *ptr += strlen(p);
183 return p;
185 *q = '\0';
186 *ptr = q + 1;
188 return p;
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;
196 char *infoLog;
197 unsigned int i;
198 BOOL is_spam;
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,
220 &infologLength));
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)
226 char *ptr, *line;
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));
233 is_spam = FALSE;
235 for (i = 0; i < sizeof(spam) / sizeof(*spam); ++i)
237 if (!strcmp(infoLog, spam[i]))
239 is_spam = TRUE;
240 break;
244 ptr = infoLog;
245 if (is_spam)
247 TRACE("Spam received from GLSL shader #%u:\n", obj);
248 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
250 else
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;
275 char *source = NULL;
277 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
278 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
279 if (!objects)
281 ERR("Failed to allocate object array memory.\n");
282 return;
285 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
286 for (i = 0; i < object_count; ++i)
288 char *ptr, *line;
289 GLint tmp;
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);
298 if (!source)
300 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
301 HeapFree(GetProcessHeap(), 0, objects);
302 return;
304 source_size = tmp;
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);
312 FIXME("\n");
314 ptr = source;
315 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
316 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
317 FIXME("\n");
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)
327 GLint tmp;
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));
335 if (!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)
352 GLint name_loc;
353 int i;
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");
366 } else {
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)
377 GLint name_loc;
378 char sampler_name[20];
379 int i;
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");
391 } else {
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)
402 int stack_idx = 0;
403 unsigned int heap_idx = 1;
404 unsigned int idx;
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)
422 heap_idx = left_idx;
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;
429 break;
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;
445 break;
449 case HEAP_NODE_POP:
451 heap_idx >>= 1;
452 --stack_idx;
453 break;
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)
479 int stack_idx = 0;
480 unsigned int heap_idx = 1;
481 unsigned int idx;
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)
499 heap_idx = left_idx;
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;
505 break;
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;
520 break;
524 case HEAP_NODE_POP:
526 heap_idx >>= 1;
527 --stack_idx;
528 break;
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);
547 else
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");
553 return;
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)
571 unsigned int i;
572 struct list* ptr;
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);
588 while (ptr) {
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)
608 GLint tmp_loc;
609 unsigned int i;
610 char tmp_name[8];
611 const char *prefix;
612 struct list* ptr;
614 switch (This->baseShader.reg_maps.shader_version.type)
616 case WINED3D_SHADER_TYPE_VERTEX:
617 prefix = "VB";
618 break;
620 case WINED3D_SHADER_TYPE_GEOMETRY:
621 prefix = "GB";
622 break;
624 case WINED3D_SHADER_TYPE_PIXEL:
625 prefix = "PB";
626 break;
628 default:
629 FIXME("Unknown shader type %#x.\n",
630 This->baseShader.reg_maps.shader_version.type);
631 prefix = "UB";
632 break;
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));
647 if (tmp_loc != -1)
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);
657 while (ptr) {
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));
666 if (tmp_loc != -1) {
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. */
691 if (!prog) return;
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)
698 UINT i;
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];
708 if (!tex)
710 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
711 continue;
714 if (idx % 2) {
715 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
716 } else {
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;
741 int i;
743 if (!prog) {
744 /* No GLSL program set - nothing to do. */
745 return;
747 programId = prog->programId;
748 constant_version = prog->constant_version;
750 if (useVertexShader)
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");
772 if (usePixelShader)
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++) {
792 const float *data;
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;
822 } else {
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;
837 else
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;
850 while (heap_idx > 1)
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;
870 UINT i;
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);
876 else
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;
885 UINT i;
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);
891 else
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;
904 return ret;
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;
918 DWORD map;
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
947 if (pshader)
949 /* No indirect addressing here. */
950 max_constantsF = gl_info->limits.glsl_ps_float_constants;
952 else
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;
980 else
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);
998 if (!pshader)
1000 shader_addline(buffer, "uniform vec4 posFixup;\n");
1001 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
1003 else
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",
1026 srgb_cmp);
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++;
1036 } else {
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])
1058 case WINED3DSTT_1D:
1059 if (pshader && ps_args->shadow & (1 << i))
1060 shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
1061 else
1062 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1063 break;
1064 case WINED3DSTT_2D:
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);
1070 else
1071 shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
1073 else
1075 if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1076 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1077 else
1078 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1080 break;
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);
1084 break;
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);
1088 break;
1089 default:
1090 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1091 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1092 break;
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;
1104 UINT cur = 0;
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");
1119 continue;
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)
1147 if (use_vs(state))
1149 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1150 } else {
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 ****************************************************************************/
1227 /* Prototypes */
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[] = {
1233 "", /* 0 (none) */
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) */
1239 "", /* 6 (x64) */
1240 "", /* 7 (x128) */
1241 "", /* 8 (d256) */
1242 "", /* 9 (d128) */
1243 "", /* 10 (d64) */
1244 "", /* 11 (d32) */
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)
1254 out_str[0] = 0;
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);
1262 break;
1263 case WINED3DSPSM_NEG:
1264 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1265 break;
1266 case WINED3DSPSM_NOT:
1267 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1268 break;
1269 case WINED3DSPSM_BIAS:
1270 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1271 break;
1272 case WINED3DSPSM_BIASNEG:
1273 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1274 break;
1275 case WINED3DSPSM_SIGN:
1276 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1277 break;
1278 case WINED3DSPSM_SIGNNEG:
1279 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1280 break;
1281 case WINED3DSPSM_COMP:
1282 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1283 break;
1284 case WINED3DSPSM_X2:
1285 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1286 break;
1287 case WINED3DSPSM_X2NEG:
1288 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1289 break;
1290 case WINED3DSPSM_ABS:
1291 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1292 break;
1293 case WINED3DSPSM_ABSNEG:
1294 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1295 break;
1296 default:
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);
1315 *is_color = FALSE;
1317 switch (reg->type)
1319 case WINED3DSPR_TEMP:
1320 sprintf(register_name, "R%u", reg->idx);
1321 break;
1323 case WINED3DSPR_INPUT:
1324 /* vertex shaders */
1325 if (!pshader)
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);
1330 break;
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);
1339 if (reg->rel_addr)
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 */
1347 if (idx)
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);
1356 else
1358 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1361 else
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);
1369 else
1371 sprintf(register_name, "IN[%s]", rel_param.param_str);
1375 else
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);
1382 else
1384 if (!reg->idx) strcpy(register_name, "gl_Color");
1385 else strcpy(register_name, "gl_SecondaryColor");
1386 break;
1388 break;
1390 case WINED3DSPR_CONST:
1392 const char prefix = pshader ? 'P' : 'V';
1394 /* Relative addressing */
1395 if (reg->rel_addr)
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);
1402 else
1404 if (shader_constant_is_local(This, reg->idx))
1405 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1406 else
1407 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1410 break;
1412 case WINED3DSPR_CONSTINT:
1413 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1414 else sprintf(register_name, "VI[%u]", reg->idx);
1415 break;
1417 case WINED3DSPR_CONSTBOOL:
1418 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1419 else sprintf(register_name, "VB[%u]", reg->idx);
1420 break;
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);
1425 break;
1427 case WINED3DSPR_LOOP:
1428 sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1429 break;
1431 case WINED3DSPR_SAMPLER:
1432 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1433 else sprintf(register_name, "Vsampler%u", reg->idx);
1434 break;
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);
1441 break;
1443 case WINED3DSPR_RASTOUT:
1444 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1445 break;
1447 case WINED3DSPR_DEPTHOUT:
1448 sprintf(register_name, "gl_FragDepth");
1449 break;
1451 case WINED3DSPR_ATTROUT:
1452 if (!reg->idx) sprintf(register_name, "OUT[8]");
1453 else sprintf(register_name, "OUT[9]");
1454 break;
1456 case WINED3DSPR_TEXCRDOUT:
1457 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1458 sprintf(register_name, "OUT[%u]", reg->idx);
1459 break;
1461 case WINED3DSPR_MISCTYPE:
1462 if (!reg->idx)
1464 /* vPos */
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)");
1473 else
1475 FIXME("Unhandled misctype register %d\n", reg->idx);
1476 sprintf(register_name, "unrecognized_register");
1478 break;
1480 case WINED3DSPR_IMMCONST:
1481 switch (reg->immconst_type)
1483 case WINED3D_IMMCONST_SCALAR:
1484 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1485 break;
1487 case WINED3D_IMMCONST_VEC4:
1488 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1489 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1490 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1491 break;
1493 default:
1494 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1495 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1497 break;
1499 default:
1500 FIXME("Unhandled register name Type(%d)\n", reg->type);
1501 sprintf(register_name, "unrecognized_register");
1502 break;
1506 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1508 *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';
1513 *str = '\0';
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(&param->reg))
1523 mask = WINED3DSP_WRITEMASK_0;
1524 *write_mask = '\0';
1526 else
1528 shader_glsl_write_mask_to_str(mask, write_mask);
1531 return 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;
1542 return 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";
1552 *str++ = '.';
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];
1558 *str = '\0';
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(&param->reg))
1565 *swizzle_str = '\0';
1566 else
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;
1608 DWORD mask;
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]);
1613 return mask;
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;
1626 DWORD modifiers;
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)
1655 switch (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 "<=";
1662 default:
1663 FIXME("Unrecognized comparison value: %u\n", op);
1664 return "(\?\?)";
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) {
1682 case WINED3DSTT_1D:
1683 if (shadow)
1685 if (lod)
1687 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1689 else if (grad)
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";
1695 else
1697 FIXME("Unsupported 1D shadow grad function.\n");
1698 sample_function->name = "unsupported1DGrad";
1701 else
1703 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1705 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1707 else
1709 if (lod)
1711 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1713 else if (grad)
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";
1719 else
1721 FIXME("Unsupported 1D grad function.\n");
1722 sample_function->name = "unsupported1DGrad";
1725 else
1727 sample_function->name = projected ? "texture1DProj" : "texture1D";
1729 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1731 break;
1733 case WINED3DSTT_2D:
1734 if (shadow)
1736 if (texrect)
1738 if (lod)
1740 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1742 else if (grad)
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";
1748 else
1750 FIXME("Unsupported RECT shadow grad function.\n");
1751 sample_function->name = "unsupported2DRectGrad";
1754 else
1756 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1759 else
1761 if (lod)
1763 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1765 else if (grad)
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";
1771 else
1773 FIXME("Unsupported 2D shadow grad function.\n");
1774 sample_function->name = "unsupported2DGrad";
1777 else
1779 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1782 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1784 else
1786 if (texrect)
1788 if (lod)
1790 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1792 else if (grad)
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";
1798 else
1800 FIXME("Unsupported RECT grad function.\n");
1801 sample_function->name = "unsupported2DRectGrad";
1804 else
1806 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1809 else
1811 if (lod)
1813 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1815 else if (grad)
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";
1821 else
1823 FIXME("Unsupported 2D grad function.\n");
1824 sample_function->name = "unsupported2DGrad";
1827 else
1829 sample_function->name = projected ? "texture2DProj" : "texture2D";
1832 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1834 break;
1836 case WINED3DSTT_CUBE:
1837 if (shadow)
1839 FIXME("Unsupported Cube shadow function.\n");
1840 sample_function->name = "unsupportedCubeShadow";
1841 sample_function->coord_mask = 0;
1843 else
1845 if (lod)
1847 sample_function->name = "textureCubeLod";
1849 else if (grad)
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";
1855 else
1857 FIXME("Unsupported Cube grad function.\n");
1858 sample_function->name = "unsupportedCubeGrad";
1861 else
1863 sample_function->name = "textureCube";
1865 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1867 break;
1869 case WINED3DSTT_VOLUME:
1870 if (shadow)
1872 FIXME("Unsupported 3D shadow function.\n");
1873 sample_function->name = "unsupported3DShadow";
1874 sample_function->coord_mask = 0;
1876 else
1878 if (lod)
1880 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1882 else if (grad)
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";
1888 else
1890 FIXME("Unsupported 3D grad function.\n");
1891 sample_function->name = "unsupported3DGrad";
1894 else
1896 sample_function->name = projected ? "texture3DProj" : "texture3D";
1898 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1900 break;
1902 default:
1903 sample_function->name = "";
1904 sample_function->coord_mask = 0;
1905 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1906 break;
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");
1917 break;
1919 case CHANNEL_SOURCE_ONE:
1920 strcat(arguments, "1.0");
1921 break;
1923 case CHANNEL_SOURCE_X:
1924 strcat(arguments, reg_name);
1925 strcat(arguments, ".x");
1926 break;
1928 case CHANNEL_SOURCE_Y:
1929 strcat(arguments, reg_name);
1930 strcat(arguments, ".y");
1931 break;
1933 case CHANNEL_SOURCE_Z:
1934 strcat(arguments, reg_name);
1935 strcat(arguments, ".z");
1936 break;
1938 case CHANNEL_SOURCE_W:
1939 strcat(arguments, reg_name);
1940 strcat(arguments, ".w");
1941 break;
1943 default:
1944 FIXME("Unhandled channel source %#x\n", channel_source);
1945 strcat(arguments, "undefined");
1946 break;
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];
1958 DWORD mask;
1960 mask = 0;
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);
1973 return;
1976 mask_size = shader_glsl_get_write_mask_size(mask);
1978 dst = ins->dst[0];
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, ", ");
2005 if (mask_size > 1)
2007 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2008 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2010 else
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;
2025 va_list args;
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)) {
2036 if(bias) {
2037 FIXME("Biased sampling from NP2 textures is unsupported\n");
2038 } else {
2039 np2_fixup = TRUE;
2042 } else {
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);
2053 va_end(args);
2055 if(bias) {
2056 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2057 } else {
2058 if (np2_fixup) {
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);
2066 } else {
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;
2086 DWORD write_mask;
2087 char op;
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;
2095 default:
2096 op = ' ';
2097 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2098 break;
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;
2113 DWORD write_mask;
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);
2128 } else {
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])
2139 if (mask_size > 1)
2140 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2141 else
2142 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2144 else
2146 if (mask_size > 1)
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);
2149 else
2150 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2151 src0_param.param_str, src0_param.param_str);
2154 else
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;
2176 } else {
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);
2183 if (dst_size > 1) {
2184 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2185 } else {
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;
2197 char dst_mask[6];
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);
2223 if (dst_size > 1)
2225 shader_addline(buffer, "vec%u(pow(abs(%s), %s)));\n",
2226 dst_size, src0_param.param_str, src1_param.param_str);
2228 else
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);
2250 if (dst_size > 1)
2252 shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2253 dst_size, src0_param.param_str);
2255 else
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;
2268 DWORD write_mask;
2269 unsigned i;
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);
2284 break;
2287 write_mask = shader_glsl_append_dst(buffer, ins);
2289 shader_addline(buffer, "%s(", instruction);
2291 if (ins->src_count)
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;
2310 DWORD write_mask;
2311 char dst_mask[6];
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);
2319 if (mask_size > 1)
2321 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2322 mask_size, src_param.param_str);
2324 else
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)
2336 * dst.w = 1.0;
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)
2348 char dst_mask[6];
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);
2358 } else {
2359 DWORD write_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);
2367 } else {
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;
2377 DWORD write_mask;
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);
2384 if (mask_size > 1)
2386 shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2387 mask_size, src_param.param_str);
2389 else
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;
2400 DWORD write_mask;
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);
2408 if (mask_size > 1)
2410 shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2411 mask_size, src_param.param_str);
2413 else
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;
2425 DWORD write_mask;
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);
2446 } else {
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
2455 * a scalar.
2457 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2458 src0_param.param_str, src1_param.param_str);
2459 break;
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);
2463 break;
2464 default:
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;
2478 unsigned int i, j;
2479 char mask_char[6];
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);
2492 } else {
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++) {
2498 write_mask = 0;
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;
2524 } else {
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;
2556 unsigned int i, j;
2557 DWORD dst_mask;
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 */
2569 if (ins->coissue)
2571 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2572 } else {
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);
2576 return;
2578 /* Cycle through all source0 channels */
2579 dst_mask = ins->dst[0].write_mask;
2580 dst = ins->dst[0];
2581 for (i=0; i<4; i++) {
2582 write_mask = 0;
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;
2611 DWORD write_mask;
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)
2625 int i;
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:
2643 nComponents = 4;
2644 tmp_ins.handler_idx = WINED3DSIH_DP4;
2645 break;
2646 case WINED3DSIH_M4x3:
2647 nComponents = 3;
2648 tmp_ins.handler_idx = WINED3DSIH_DP4;
2649 break;
2650 case WINED3DSIH_M3x4:
2651 nComponents = 4;
2652 tmp_ins.handler_idx = WINED3DSIH_DP3;
2653 break;
2654 case WINED3DSIH_M3x3:
2655 nComponents = 3;
2656 tmp_ins.handler_idx = WINED3DSIH_DP3;
2657 break;
2658 case WINED3DSIH_M3x2:
2659 nComponents = 2;
2660 tmp_ins.handler_idx = WINED3DSIH_DP3;
2661 break;
2662 default:
2663 break;
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;
2688 DWORD write_mask;
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;
2711 char dst_mask[6];
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
2721 * dst.x = 1.0;
2722 * if(src.x > 0.0) dst.y = src.x
2723 * else dst.y = 0.0.
2724 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2725 * else dst.z = 0.0;
2726 * dst.w = 1.0;
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:
2747 * dst.x = 1.0
2748 * dst.y = src0.x * src0.y
2749 * dst.z = src0.z
2750 * dst.w = src1.w
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;
2758 char dst_mask[6];
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.?)
2778 * dst.z = dst.z
2779 * dst.w = dst.w
2781 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2783 glsl_src_param_t src0_param;
2784 DWORD write_mask;
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);
2792 break;
2794 case WINED3DSP_WRITEMASK_1:
2795 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2796 break;
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);
2800 break;
2802 default:
2803 ERR("Write mask should be .x, .y or .xy\n");
2804 break;
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;
2815 DWORD write_mask;
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
2842 * addressing.
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;
2850 break;
2855 if (control_values)
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);
2876 else
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);
2883 } else {
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;
2929 break;
2934 if (control_values)
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);
2940 else
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;
3032 DWORD sampler_idx;
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;
3071 } else {
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))
3093 char coord_mask[6];
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);
3097 } else {
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);
3106 } else {
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;
3121 DWORD sampler_idx;
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);
3129 return;
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;
3154 DWORD sampler_idx;
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))
3187 char dst_mask[6];
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);
3192 } else {
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);
3206 } else {
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);
3216 } else {
3217 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3219 } else {
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;
3234 UINT mask_size;
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);
3246 switch(mask_size)
3248 case 1:
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);
3251 break;
3253 case 2:
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);
3256 break;
3258 case 3:
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);
3261 break;
3263 default:
3264 FIXME("Unexpected mask size %u\n", mask_size);
3265 break;
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;
3276 DWORD dst_mask;
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);
3285 } else {
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
3302 * >= 1.0 or < 0.0
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;
3399 char dst_mask[6];
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;
3479 DWORD sampler_idx;
3480 DWORD mask;
3481 DWORD flags;
3482 char coord_mask[6];
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) {
3498 DWORD div_mask=0;
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);
3602 } else {
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;
3618 DWORD write_mask;
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);
3631 } else {
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)
3641 unsigned int i;
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;
3648 UINT semantic_idx;
3649 char reg_mask[6];
3651 /* Unused */
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);
3663 else
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))
3669 if (!semantic_idx)
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);
3675 else
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);
3679 else
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)
3747 unsigned int i, j;
3748 const char *semantic_name_in;
3749 UINT semantic_idx_in;
3750 DWORD *set;
3751 DWORD in_idx;
3752 unsigned int in_count = vec4_varyings(3, gl_info);
3753 char reg_mask[6];
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;
3764 in_idx = map[i];
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");
3770 continue;
3773 if (in_idx == in_count) {
3774 sprintf(destination, "gl_FrontColor");
3775 } else if (in_idx == in_count + 1) {
3776 sprintf(destination, "gl_FrontSecondaryColor");
3777 } else {
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;
3783 set[in_idx] = ~0U;
3785 output_map = reg_maps_out->output_registers;
3786 for (j = 0; output_map; output_map >>= 1, ++j)
3788 DWORD mask;
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))
3794 continue;
3796 set[in_idx] = 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)
3806 unsigned int size;
3808 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
3809 continue;
3811 if (set[i] == ~0U) set[i] = 0;
3813 size = 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;
3837 unsigned int i;
3838 const char *semantic_name;
3839 UINT semantic_idx;
3840 char reg_mask[6];
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");
3849 if (ps_major < 3)
3851 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3853 for (i = 0; map; map >>= 1, ++i)
3855 DWORD write_mask;
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))
3866 if (!semantic_idx)
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");
3903 else
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);
3939 return ret;
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;
3947 GLint tmp_loc;
3948 const float *value;
3949 char glsl_name[8];
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)
4032 switch(args->fog) {
4033 case FOG_OFF: break;
4034 case FOG_LINEAR:
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");
4039 break;
4040 case FOG_EXP:
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");
4045 break;
4046 case FOG_EXP2:
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");
4051 break;
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 */
4061 return shader_obj;
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);
4133 return shader_obj;
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;
4141 UINT i;
4142 DWORD new_size;
4143 struct glsl_ps_compiled_shader *new_array;
4144 struct glsl_pshader_private *shader_data;
4145 struct ps_np2fixup_info *np2fixup = NULL;
4146 GLhandleARB ret;
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");
4154 return 0;
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));
4179 } else {
4180 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4181 new_size = 1;
4184 if(!new_array) {
4185 ERR("Out of memory\n");
4186 return 0;
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;
4204 return ret;
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)
4218 UINT i;
4219 DWORD new_size;
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;
4223 GLhandleARB ret;
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");
4231 return 0;
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));
4254 } else {
4255 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4256 new_size = 1;
4259 if(!new_array) {
4260 ERR("Out of memory\n");
4261 return 0;
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;
4273 return 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;
4297 unsigned int i;
4298 char glsl_name[8];
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);
4307 if (entry)
4309 priv->glsl_program = entry;
4310 return;
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 */
4333 if (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;
4337 char tmp_name[10];
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
4344 * is destroyed
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
4356 * GLSL shaders.
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 */
4374 if (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));
4415 if(pshader) {
4416 char name[32];
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"));
4430 } else {
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");
4440 if (pshader
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;
4446 } else {
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
4460 * won't change.
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
4467 * later
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 =
4487 "#version 120\n"
4488 "void main(void)\n"
4489 "{\n"
4490 " gl_Position = gl_Vertex;\n"
4491 " gl_FrontColor = vec4(1.0);\n"
4492 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4493 "}\n";
4495 static const char * const blt_pshaders_full[tex_type_count] =
4497 /* tex_1d */
4498 NULL,
4499 /* tex_2d */
4500 "#version 120\n"
4501 "uniform sampler2D sampler;\n"
4502 "void main(void)\n"
4503 "{\n"
4504 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4505 "}\n",
4506 /* tex_3d */
4507 NULL,
4508 /* tex_cube */
4509 "#version 120\n"
4510 "uniform samplerCube sampler;\n"
4511 "void main(void)\n"
4512 "{\n"
4513 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4514 "}\n",
4515 /* tex_rect */
4516 "#version 120\n"
4517 "#extension GL_ARB_texture_rectangle : enable\n"
4518 "uniform sampler2DRect sampler;\n"
4519 "void main(void)\n"
4520 "{\n"
4521 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4522 "}\n",
4525 static const char * const blt_pshaders_masked[tex_type_count] =
4527 /* tex_1d */
4528 NULL,
4529 /* tex_2d */
4530 "#version 120\n"
4531 "uniform sampler2D sampler;\n"
4532 "uniform vec4 mask;\n"
4533 "void main(void)\n"
4534 "{\n"
4535 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4536 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4537 "}\n",
4538 /* tex_3d */
4539 NULL,
4540 /* tex_cube */
4541 "#version 120\n"
4542 "uniform samplerCube sampler;\n"
4543 "uniform vec4 mask;\n"
4544 "void main(void)\n"
4545 "{\n"
4546 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4547 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4548 "}\n",
4549 /* tex_rect */
4550 "#version 120\n"
4551 "#extension GL_ARB_texture_rectangle : enable\n"
4552 "uniform sampler2DRect sampler;\n"
4553 "uniform vec4 mask;\n"
4554 "void main(void)\n"
4555 "{\n"
4556 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4557 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4558 "}\n",
4561 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4562 if (!blt_pshader)
4564 FIXME("tex_type %#x not supported\n", tex_type);
4565 tex_type = tex_2d;
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
4582 * is destroyed
4584 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4585 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4586 return program_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");
4612 else
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;
4639 GLint loc;
4641 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4642 if (!*blt_program)
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));
4649 else
4651 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4654 if (masked)
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);
4687 if (pshader)
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;
4695 return;
4698 context = context_acquire(device, NULL);
4699 gl_info = context->gl_info;
4701 if (priv->glsl_program && (IWineD3DBaseShaderImpl *)priv->glsl_program->pshader == shader)
4703 ENTER_GL();
4704 shader_glsl_select(context, FALSE, FALSE);
4705 LEAVE_GL();
4708 else
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;
4716 return;
4719 context = context_acquire(device, NULL);
4720 gl_info = context->gl_info;
4722 if (priv->glsl_program && (IWineD3DBaseShaderImpl *)priv->glsl_program->vshader == shader)
4724 ENTER_GL();
4725 shader_glsl_select(context, FALSE, FALSE);
4726 LEAVE_GL();
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;
4736 ENTER_GL();
4737 if(pshader) {
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);
4741 } else {
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);
4746 LEAVE_GL();
4749 if (pshader)
4751 struct glsl_pshader_private *shader_data = shader->baseShader.backend_data;
4752 UINT i;
4754 ENTER_GL();
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");
4760 LEAVE_GL();
4761 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4763 else
4765 struct glsl_vshader_private *shader_data = shader->baseShader.backend_data;
4766 UINT i;
4768 ENTER_GL();
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");
4774 LEAVE_GL();
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);
4789 int cmp;
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;
4800 return 0;
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);
4808 if (!mem)
4810 ERR("Failed to allocate memory\n");
4811 return FALSE;
4814 heap->entries = mem;
4815 heap->entries[1].version = 0;
4816 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4817 heap->size = 1;
4819 return TRUE;
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 =
4829 wined3d_rb_alloc,
4830 wined3d_rb_realloc,
4831 wined3d_rb_free,
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");
4845 goto fail;
4848 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4849 if (!priv->stack)
4851 ERR("Failed to allocate memory.\n");
4852 goto fail;
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");
4858 goto fail;
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");
4864 goto fail;
4867 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4869 ERR("Failed to initialize rbtree.\n");
4870 goto fail;
4873 priv->next_constant_version = 1;
4875 device->shader_priv = priv;
4876 return WINED3D_OK;
4878 fail:
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;
4892 int i;
4894 ENTER_GL();
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]));
4906 LEAVE_GL();
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 */
4921 return FALSE;
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);
4937 else
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);
4956 else
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))
4990 TRACE("[OK]\n");
4991 return TRUE;
4994 TRACE("[FAILED]\n");
4995 return FALSE;
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 */
5110 if (!hw_fct)
5112 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5113 return;
5115 hw_fct(ins);
5117 shader_glsl_add_instruction_modifiers(ins);
5120 const shader_backend_t glsl_shader_backend = {
5121 shader_glsl_handle_instruction,
5122 shader_glsl_select,
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,
5130 shader_glsl_alloc,
5131 shader_glsl_free,
5132 shader_glsl_dirty_const,
5133 shader_glsl_get_caps,
5134 shader_glsl_color_fixup_supported,