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 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
43 #define WINED3D_GLSL_SAMPLE_RECT 0x2
44 #define WINED3D_GLSL_SAMPLE_LOD 0x4
45 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
59 struct glsl_sample_function
67 HEAP_NODE_TRAVERSE_LEFT
,
68 HEAP_NODE_TRAVERSE_RIGHT
,
80 struct constant_entry
*entries
;
81 unsigned int *positions
;
85 /* GLSL shader private data */
86 struct shader_glsl_priv
{
87 struct wined3d_shader_buffer shader_buffer
;
88 struct wine_rb_tree program_lookup
;
89 struct glsl_shader_prog_link
*glsl_program
;
90 struct constant_heap vconst_heap
;
91 struct constant_heap pconst_heap
;
93 GLhandleARB depth_blt_program_full
[tex_type_count
];
94 GLhandleARB depth_blt_program_masked
[tex_type_count
];
95 UINT next_constant_version
;
98 /* Struct to maintain data about a linked GLSL program */
99 struct glsl_shader_prog_link
{
100 struct wine_rb_entry program_lookup_entry
;
101 struct list vshader_entry
;
102 struct list pshader_entry
;
103 GLhandleARB programId
;
104 GLint
*vuniformF_locations
;
105 GLint
*puniformF_locations
;
106 GLint vuniformI_locations
[MAX_CONST_I
];
107 GLint puniformI_locations
[MAX_CONST_I
];
108 GLint posFixup_location
;
109 GLint np2Fixup_location
;
110 GLint bumpenvmat_location
[MAX_TEXTURES
];
111 GLint luminancescale_location
[MAX_TEXTURES
];
112 GLint luminanceoffset_location
[MAX_TEXTURES
];
113 GLint ycorrection_location
;
114 GLenum vertex_color_clamp
;
115 const struct wined3d_shader
*vshader
;
116 const struct wined3d_shader
*pshader
;
117 struct vs_compile_args vs_args
;
118 struct ps_compile_args ps_args
;
119 UINT constant_version
;
120 const struct ps_np2fixup_info
*np2Fixup_info
;
123 struct glsl_program_key
125 const struct wined3d_shader
*vshader
;
126 const struct wined3d_shader
*pshader
;
127 struct ps_compile_args ps_args
;
128 struct vs_compile_args vs_args
;
131 struct shader_glsl_ctx_priv
{
132 const struct vs_compile_args
*cur_vs_args
;
133 const struct ps_compile_args
*cur_ps_args
;
134 struct ps_np2fixup_info
*cur_np2fixup_info
;
137 struct glsl_ps_compiled_shader
139 struct ps_compile_args args
;
140 struct ps_np2fixup_info np2fixup
;
144 struct glsl_pshader_private
146 struct glsl_ps_compiled_shader
*gl_shaders
;
147 UINT num_gl_shaders
, shader_array_size
;
150 struct glsl_vs_compiled_shader
152 struct vs_compile_args args
;
156 struct glsl_vshader_private
158 struct glsl_vs_compiled_shader
*gl_shaders
;
159 UINT num_gl_shaders
, shader_array_size
;
162 static const char *debug_gl_shader_type(GLenum type
)
166 #define WINED3D_TO_STR(u) case u: return #u
167 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
168 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
169 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
170 #undef WINED3D_TO_STR
172 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
176 /* Extract a line from the info log.
177 * Note that this modifies the source string. */
178 static char *get_info_log_line(char **ptr
)
183 if (!(q
= strstr(p
, "\n")))
185 if (!*p
) return NULL
;
195 /** Prints the GLSL info log which will contain error messages if they exist */
196 /* GL locking is done by the caller */
197 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
199 int infologLength
= 0;
204 static const char * const spam
[] =
206 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
207 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
208 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
209 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
210 "Fragment shader(s) linked, vertex shader(s) linked. \n", /* fglrx, with \n */
211 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
212 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
213 "Vertex shader(s) linked, no fragment shader(s) defined. \n", /* fglrx, with \n */
214 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
215 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
216 "Fragment shader(s) linked, no vertex shader(s) defined. \n", /* fglrx, with \n */
217 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
220 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
222 GL_EXTCALL(glGetObjectParameterivARB(obj
,
223 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
226 /* A size of 1 is just a null-terminated string, so the log should be bigger than
227 * that if there are errors. */
228 if (infologLength
> 1)
232 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
233 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
235 infoLog
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, infologLength
);
236 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
239 for (i
= 0; i
< sizeof(spam
) / sizeof(*spam
); ++i
)
241 if (!strcmp(infoLog
, spam
[i
]))
251 TRACE("Spam received from GLSL shader #%u:\n", obj
);
252 while ((line
= get_info_log_line(&ptr
))) TRACE(" %s\n", line
);
256 FIXME("Error received from GLSL shader #%u:\n", obj
);
257 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
259 HeapFree(GetProcessHeap(), 0, infoLog
);
263 /* GL locking is done by the caller. */
264 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLhandleARB shader
, const char *src
)
266 TRACE("Compiling shader object %u.\n", shader
);
267 GL_EXTCALL(glShaderSourceARB(shader
, 1, &src
, NULL
));
268 checkGLcall("glShaderSourceARB");
269 GL_EXTCALL(glCompileShaderARB(shader
));
270 checkGLcall("glCompileShaderARB");
271 print_glsl_info_log(gl_info
, shader
);
274 /* GL locking is done by the caller. */
275 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
277 GLint i
, object_count
, source_size
= -1;
278 GLhandleARB
*objects
;
281 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
282 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
285 ERR("Failed to allocate object array memory.\n");
289 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
290 for (i
= 0; i
< object_count
; ++i
)
295 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
297 if (source_size
< tmp
)
299 HeapFree(GetProcessHeap(), 0, source
);
301 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
304 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
305 HeapFree(GetProcessHeap(), 0, objects
);
311 FIXME("Object %u:\n", objects
[i
]);
312 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
313 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
314 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
315 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
319 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
320 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
324 HeapFree(GetProcessHeap(), 0, source
);
325 HeapFree(GetProcessHeap(), 0, objects
);
328 /* GL locking is done by the caller. */
329 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
333 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
335 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
336 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
338 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
341 FIXME("Program %u link status invalid.\n", program
);
342 shader_glsl_dump_program_source(gl_info
, program
);
346 print_glsl_info_log(gl_info
, program
);
350 * Loads (pixel shader) samplers
352 /* GL locking is done by the caller */
353 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
354 DWORD
*tex_unit_map
, GLhandleARB programId
)
358 char sampler_name
[20];
360 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
361 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
362 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
363 if (name_loc
!= -1) {
364 DWORD mapped_unit
= tex_unit_map
[i
];
365 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
367 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
368 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
369 checkGLcall("glUniform1iARB");
371 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
377 /* GL locking is done by the caller */
378 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
379 DWORD
*tex_unit_map
, GLhandleARB programId
)
382 char sampler_name
[20];
385 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
386 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
387 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
388 if (name_loc
!= -1) {
389 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
390 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
392 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
393 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
394 checkGLcall("glUniform1iARB");
396 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
402 /* GL locking is done by the caller */
403 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
404 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
407 unsigned int heap_idx
= 1;
410 if (heap
->entries
[heap_idx
].version
<= version
) return;
412 idx
= heap
->entries
[heap_idx
].idx
;
413 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
414 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
416 while (stack_idx
>= 0)
418 /* Note that we fall through to the next case statement. */
419 switch(stack
[stack_idx
])
421 case HEAP_NODE_TRAVERSE_LEFT
:
423 unsigned int left_idx
= heap_idx
<< 1;
424 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
427 idx
= heap
->entries
[heap_idx
].idx
;
428 if (constant_locations
[idx
] != -1)
429 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
431 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
432 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
437 case HEAP_NODE_TRAVERSE_RIGHT
:
439 unsigned int right_idx
= (heap_idx
<< 1) + 1;
440 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
442 heap_idx
= right_idx
;
443 idx
= heap
->entries
[heap_idx
].idx
;
444 if (constant_locations
[idx
] != -1)
445 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
447 stack
[stack_idx
++] = HEAP_NODE_POP
;
448 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
461 checkGLcall("walk_constant_heap()");
464 /* GL locking is done by the caller */
465 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
467 GLfloat clamped_constant
[4];
469 if (location
== -1) return;
471 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
472 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
473 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
474 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
476 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
479 /* GL locking is done by the caller */
480 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
481 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
484 unsigned int heap_idx
= 1;
487 if (heap
->entries
[heap_idx
].version
<= version
) return;
489 idx
= heap
->entries
[heap_idx
].idx
;
490 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
491 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
493 while (stack_idx
>= 0)
495 /* Note that we fall through to the next case statement. */
496 switch(stack
[stack_idx
])
498 case HEAP_NODE_TRAVERSE_LEFT
:
500 unsigned int left_idx
= heap_idx
<< 1;
501 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
504 idx
= heap
->entries
[heap_idx
].idx
;
505 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
507 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
508 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
513 case HEAP_NODE_TRAVERSE_RIGHT
:
515 unsigned int right_idx
= (heap_idx
<< 1) + 1;
516 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
518 heap_idx
= right_idx
;
519 idx
= heap
->entries
[heap_idx
].idx
;
520 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
522 stack
[stack_idx
++] = HEAP_NODE_POP
;
523 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
536 checkGLcall("walk_constant_heap_clamped()");
539 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
540 /* GL locking is done by the caller */
541 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
542 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
543 unsigned char *stack
, UINT version
)
545 const local_constant
*lconst
;
547 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
548 if (shader
->reg_maps
.shader_version
.major
== 1
549 && shader_is_pshader_version(shader
->reg_maps
.shader_version
.type
))
550 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
552 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
554 if (!shader
->load_local_constsF
)
556 TRACE("No need to load local float constants for this shader\n");
560 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
561 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, local_constant
, entry
)
563 GLint location
= constant_locations
[lconst
->idx
];
564 /* We found this uniform name in the program - go ahead and send the data */
565 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
567 checkGLcall("glUniform4fvARB()");
570 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
571 /* GL locking is done by the caller */
572 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
573 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
578 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
580 if (!(constants_set
& 1)) continue;
582 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
583 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
585 /* We found this uniform name in the program - go ahead and send the data */
586 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
587 checkGLcall("glUniform4ivARB");
590 /* Load immediate constants */
591 ptr
= list_head(&shader
->constantsI
);
594 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
595 unsigned int idx
= lconst
->idx
;
596 const GLint
*values
= (const GLint
*)lconst
->value
;
598 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
599 values
[0], values
[1], values
[2], values
[3]);
601 /* We found this uniform name in the program - go ahead and send the data */
602 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
603 checkGLcall("glUniform4ivARB");
604 ptr
= list_next(&shader
->constantsI
, ptr
);
608 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
609 /* GL locking is done by the caller */
610 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
611 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
619 switch (shader
->reg_maps
.shader_version
.type
)
621 case WINED3D_SHADER_TYPE_VERTEX
:
625 case WINED3D_SHADER_TYPE_GEOMETRY
:
629 case WINED3D_SHADER_TYPE_PIXEL
:
634 FIXME("Unknown shader type %#x.\n",
635 shader
->reg_maps
.shader_version
.type
);
640 /* TODO: Benchmark and see if it would be beneficial to store the
641 * locations of the constants to avoid looking up each time */
642 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
644 if (!(constants_set
& 1)) continue;
646 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
648 /* TODO: Benchmark and see if it would be beneficial to store the
649 * locations of the constants to avoid looking up each time */
650 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
651 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
654 /* We found this uniform name in the program - go ahead and send the data */
655 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
656 checkGLcall("glUniform1ivARB");
660 /* Load immediate constants */
661 ptr
= list_head(&shader
->constantsB
);
664 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
665 unsigned int idx
= lconst
->idx
;
666 const GLint
*values
= (const GLint
*)lconst
->value
;
668 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
670 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
671 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
673 /* We found this uniform name in the program - go ahead and send the data */
674 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
675 checkGLcall("glUniform1ivARB");
677 ptr
= list_next(&shader
->constantsB
, ptr
);
681 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
683 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
687 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
689 /* GL locking is done by the caller (state handler) */
690 static void shader_glsl_load_np2fixup_constants(void *shader_priv
,
691 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
693 struct shader_glsl_priv
*glsl_priv
= shader_priv
;
694 const struct glsl_shader_prog_link
*prog
= glsl_priv
->glsl_program
;
696 /* No GLSL program set - nothing to do. */
699 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
700 if (!use_ps(state
)) return;
702 if (prog
->ps_args
.np2_fixup
&& prog
->np2Fixup_location
!= -1)
705 UINT fixup
= prog
->ps_args
.np2_fixup
;
706 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
708 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
710 const struct wined3d_texture
*tex
= state
->textures
[i
];
711 const unsigned char idx
= prog
->np2Fixup_info
->idx
[i
];
712 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
716 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
722 tex_dim
[2] = tex
->pow2_matrix
[0];
723 tex_dim
[3] = tex
->pow2_matrix
[5];
727 tex_dim
[0] = tex
->pow2_matrix
[0];
728 tex_dim
[1] = tex
->pow2_matrix
[5];
732 GL_EXTCALL(glUniform4fvARB(prog
->np2Fixup_location
, prog
->np2Fixup_info
->num_consts
, np2fixup_constants
));
737 * Loads the app-supplied constants into the currently set GLSL program.
739 /* GL locking is done by the caller (state handler) */
740 static void shader_glsl_load_constants(const struct wined3d_context
*context
,
741 char usePixelShader
, char useVertexShader
)
743 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
744 struct wined3d_device
*device
= context
->swapchain
->device
;
745 struct wined3d_stateblock
*stateBlock
= device
->stateBlock
;
746 struct shader_glsl_priv
*priv
= device
->shader_priv
;
747 float position_fixup
[4];
749 GLhandleARB programId
;
750 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
751 UINT constant_version
;
755 /* No GLSL program set - nothing to do. */
758 programId
= prog
->programId
;
759 constant_version
= prog
->constant_version
;
763 const struct wined3d_shader
*vshader
= stateBlock
->state
.vertex_shader
;
765 /* Load DirectX 9 float constants/uniforms for vertex shader */
766 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->state
.vs_consts_f
,
767 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
769 /* Load DirectX 9 integer constants/uniforms for vertex shader */
770 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, stateBlock
->state
.vs_consts_i
,
771 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->reg_maps
.integer_constants
);
773 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
774 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, stateBlock
->state
.vs_consts_b
,
775 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->reg_maps
.boolean_constants
);
777 /* Upload the position fixup params */
778 shader_get_position_fixup(context
, &stateBlock
->state
, position_fixup
);
779 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, position_fixup
));
780 checkGLcall("glUniform4fvARB");
785 const struct wined3d_shader
*pshader
= stateBlock
->state
.pixel_shader
;
787 /* Load DirectX 9 float constants/uniforms for pixel shader */
788 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->state
.ps_consts_f
,
789 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
791 /* Load DirectX 9 integer constants/uniforms for pixel shader */
792 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, stateBlock
->state
.ps_consts_i
,
793 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->reg_maps
.integer_constants
);
795 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
796 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, stateBlock
->state
.ps_consts_b
,
797 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->reg_maps
.boolean_constants
);
799 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
800 * It can't be 0 for a valid texbem instruction.
802 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
805 if(prog
->bumpenvmat_location
[i
] == -1) continue;
807 data
= (const float *)&stateBlock
->state
.texture_states
[i
][WINED3DTSS_BUMPENVMAT00
];
808 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
809 checkGLcall("glUniformMatrix2fvARB");
811 /* texbeml needs the luminance scale and offset too. If texbeml
812 * is used, needsbumpmat is set too, so we can check that in the
813 * needsbumpmat check. */
814 if (prog
->luminancescale_location
[i
] != -1)
816 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->state
.texture_states
[i
][WINED3DTSS_BUMPENVLSCALE
];
817 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->state
.texture_states
[i
][WINED3DTSS_BUMPENVLOFFSET
];
819 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
820 checkGLcall("glUniform1fvARB");
821 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
822 checkGLcall("glUniform1fvARB");
826 if (pshader
->u
.ps
.vpos_uniform
)
828 float correction_params
[4];
830 if (context
->render_offscreen
)
832 correction_params
[0] = 0.0f
;
833 correction_params
[1] = 1.0f
;
835 /* position is window relative, not viewport relative */
836 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
837 correction_params
[1] = -1.0f
;
839 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
843 if (priv
->next_constant_version
== UINT_MAX
)
845 TRACE("Max constant version reached, resetting to 0.\n");
846 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
847 priv
->next_constant_version
= 1;
851 prog
->constant_version
= priv
->next_constant_version
++;
855 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
856 unsigned int heap_idx
, DWORD new_version
)
858 struct constant_entry
*entries
= heap
->entries
;
859 unsigned int *positions
= heap
->positions
;
860 unsigned int parent_idx
;
864 parent_idx
= heap_idx
>> 1;
866 if (new_version
<= entries
[parent_idx
].version
) break;
868 entries
[heap_idx
] = entries
[parent_idx
];
869 positions
[entries
[parent_idx
].idx
] = heap_idx
;
870 heap_idx
= parent_idx
;
873 entries
[heap_idx
].version
= new_version
;
874 entries
[heap_idx
].idx
= idx
;
875 positions
[idx
] = heap_idx
;
878 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
880 struct shader_glsl_priv
*priv
= device
->shader_priv
;
881 struct constant_heap
*heap
= &priv
->vconst_heap
;
884 for (i
= start
; i
< count
+ start
; ++i
)
886 if (!device
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
887 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
889 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
893 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
895 struct shader_glsl_priv
*priv
= device
->shader_priv
;
896 struct constant_heap
*heap
= &priv
->pconst_heap
;
899 for (i
= start
; i
< count
+ start
; ++i
)
901 if (!device
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
902 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
904 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
908 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
910 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
911 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
912 if(shader_major
> 3) return ret
;
914 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
915 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
919 /** Generate the variable & register declarations for the GLSL output target */
920 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
921 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
922 const struct wined3d_shader_reg_maps
*reg_maps
, struct shader_glsl_ctx_priv
*ctx_priv
)
924 const struct wined3d_state
*state
= &shader
->device
->stateBlock
->state
;
925 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
926 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
927 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
928 unsigned int i
, extra_constants_needed
= 0;
929 const local_constant
*lconst
;
932 /* There are some minor differences between pixel and vertex shaders */
933 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
934 char prefix
= pshader
? 'P' : 'V';
936 /* Prototype the subroutines */
937 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
939 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
942 /* Declare the constants (aka uniforms) */
943 if (shader
->limits
.constant_float
> 0)
945 unsigned max_constantsF
;
946 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
947 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
948 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
949 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
950 * a dx9 card, as long as it doesn't also use all the other constants.
952 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
953 * declare only the amount that we're assured to have.
955 * Thus we run into problems in these two cases:
956 * 1) The shader really uses more uniforms than supported
957 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
961 /* No indirect addressing here. */
962 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
966 if (reg_maps
->usesrelconstF
)
968 /* Subtract the other potential uniforms from the max
969 * available (bools, ints, and 1 row of projection matrix).
970 * Subtract another uniform for immediate values, which have
971 * to be loaded via uniform by the driver as well. The shader
972 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
973 * shader code, so one vec4 should be enough. (Unfortunately
974 * the Nvidia driver doesn't store 128 and -128 in one float).
976 * Writing gl_ClipVertex requires one uniform for each
977 * clipplane as well. */
978 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
979 if(ctx_priv
->cur_vs_args
->clip_enabled
)
981 max_constantsF
-= gl_info
->limits
.clipplanes
;
983 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
984 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
985 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
986 * for now take this into account when calculating the number of available constants
988 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
989 /* Set by driver quirks in directx.c */
990 max_constantsF
-= gl_info
->reserved_glsl_constants
;
994 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
997 max_constantsF
= min(shader
->limits
.constant_float
, max_constantsF
);
998 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
1001 /* Always declare the full set of constants, the compiler can remove the
1002 * unused ones because d3d doesn't (yet) support indirect int and bool
1003 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1004 if (shader
->limits
.constant_int
> 0 && reg_maps
->integer_constants
)
1005 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, shader
->limits
.constant_int
);
1007 if (shader
->limits
.constant_bool
> 0 && reg_maps
->boolean_constants
)
1008 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, shader
->limits
.constant_bool
);
1012 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1013 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
1017 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1019 if (!(map
& 1)) continue;
1021 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
1023 if (reg_maps
->luminanceparams
& (1 << i
))
1025 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
1026 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
1027 extra_constants_needed
++;
1030 extra_constants_needed
++;
1033 if (ps_args
->srgb_correction
)
1035 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1036 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
1037 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1040 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1042 if (shader
->limits
.constant_float
+ extra_constants_needed
1043 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1045 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1046 shader
->u
.ps
.vpos_uniform
= 1;
1047 extra_constants_needed
++;
1051 /* This happens because we do not have proper tracking of the constant registers that are
1052 * actually used, only the max limit of the shader version
1054 FIXME("Cannot find a free uniform for vpos correction params\n");
1055 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1056 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->resource
.height
,
1057 context
->render_offscreen
? 1.0f
: -1.0f
);
1059 shader_addline(buffer
, "vec4 vpos;\n");
1063 /* Declare texture samplers */
1064 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1066 if (reg_maps
->sampler_type
[i
])
1068 const struct wined3d_texture
*texture
;
1070 switch (reg_maps
->sampler_type
[i
])
1073 if (pshader
&& ps_args
->shadow
& (1 << i
))
1074 shader_addline(buffer
, "uniform sampler1DShadow %csampler%u;\n", prefix
, i
);
1076 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
1079 texture
= state
->textures
[i
];
1080 if (pshader
&& ps_args
->shadow
& (1 << i
))
1082 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
1083 shader_addline(buffer
, "uniform sampler2DRectShadow %csampler%u;\n", prefix
, i
);
1085 shader_addline(buffer
, "uniform sampler2DShadow %csampler%u;\n", prefix
, i
);
1089 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
1090 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
1092 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
1095 case WINED3DSTT_CUBE
:
1096 if (pshader
&& ps_args
->shadow
& (1 << i
)) FIXME("Unsupported Cube shadow sampler.\n");
1097 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
1099 case WINED3DSTT_VOLUME
:
1100 if (pshader
&& ps_args
->shadow
& (1 << i
)) FIXME("Unsupported 3D shadow sampler.\n");
1101 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
1104 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
1105 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
1111 /* Declare uniforms for NP2 texcoord fixup:
1112 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1113 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1114 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1115 if (pshader
&& ps_args
->np2_fixup
) {
1117 struct ps_np2fixup_info
* const fixup
= ctx_priv
->cur_np2fixup_info
;
1120 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1121 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1122 * samplerNP2Fixup stores texture dimensions and is updated through
1123 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1125 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1127 if (reg_maps
->sampler_type
[i
])
1129 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1131 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1132 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1136 fixup
->idx
[i
] = cur
++;
1140 fixup
->num_consts
= (cur
+ 1) >> 1;
1141 shader_addline(buffer
, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1144 /* Declare address variables */
1145 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1147 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1150 /* Declare texture coordinate temporaries and initialize them */
1151 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1153 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1156 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1157 * helper function shader that is linked in at link time
1159 if (pshader
&& reg_maps
->shader_version
.major
>= 3)
1163 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1165 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1166 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1167 * pixel shader that reads the fixed function color into the packed input registers.
1169 shader_addline(buffer
, "vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
1173 /* Declare output register temporaries */
1174 if (shader
->limits
.packed_output
)
1175 shader_addline(buffer
, "vec4 OUT[%u];\n", shader
->limits
.packed_output
);
1177 /* Declare temporary variables */
1178 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1180 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1183 /* Declare attributes */
1184 if (reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
)
1186 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1188 if (map
& 1) shader_addline(buffer
, "attribute vec4 attrib%i;\n", i
);
1192 /* Declare loop registers aLx */
1193 for (i
= 0; i
< reg_maps
->loop_depth
; i
++) {
1194 shader_addline(buffer
, "int aL%u;\n", i
);
1195 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1198 /* Temporary variables for matrix operations */
1199 shader_addline(buffer
, "vec4 tmp0;\n");
1200 shader_addline(buffer
, "vec4 tmp1;\n");
1202 /* Local constants use a different name so they can be loaded once at shader link time
1203 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1204 * float -> string conversion can cause precision loss.
1206 if (!shader
->load_local_constsF
)
1208 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, local_constant
, entry
)
1210 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
1214 /* Start the main program */
1215 shader_addline(buffer
, "void main() {\n");
1216 if(pshader
&& reg_maps
->vpos
) {
1217 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1218 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1219 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1220 * precision troubles when we just subtract 0.5.
1222 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1224 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1226 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1227 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1228 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1229 * correctly on drivers that returns integer values.
1231 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1235 /*****************************************************************************
1236 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1238 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1239 ****************************************************************************/
1242 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1243 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1245 /** Used for opcode modifiers - They multiply the result by the specified amount */
1246 static const char * const shift_glsl_tab
[] = {
1248 "2.0 * ", /* 1 (x2) */
1249 "4.0 * ", /* 2 (x4) */
1250 "8.0 * ", /* 3 (x8) */
1251 "16.0 * ", /* 4 (x16) */
1252 "32.0 * ", /* 5 (x32) */
1259 "0.0625 * ", /* 12 (d16) */
1260 "0.125 * ", /* 13 (d8) */
1261 "0.25 * ", /* 14 (d4) */
1262 "0.5 * " /* 15 (d2) */
1265 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1266 static void shader_glsl_gen_modifier(DWORD src_modifier
, const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1270 switch (src_modifier
)
1272 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1273 case WINED3DSPSM_DW
:
1274 case WINED3DSPSM_NONE
:
1275 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1277 case WINED3DSPSM_NEG
:
1278 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1280 case WINED3DSPSM_NOT
:
1281 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1283 case WINED3DSPSM_BIAS
:
1284 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1286 case WINED3DSPSM_BIASNEG
:
1287 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1289 case WINED3DSPSM_SIGN
:
1290 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1292 case WINED3DSPSM_SIGNNEG
:
1293 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1295 case WINED3DSPSM_COMP
:
1296 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1298 case WINED3DSPSM_X2
:
1299 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1301 case WINED3DSPSM_X2NEG
:
1302 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1304 case WINED3DSPSM_ABS
:
1305 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1307 case WINED3DSPSM_ABSNEG
:
1308 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1311 FIXME("Unhandled modifier %u\n", src_modifier
);
1312 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1316 /** Writes the GLSL variable name that corresponds to the register that the
1317 * DX opcode parameter is trying to access */
1318 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1319 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1321 /* oPos, oFog and oPts in D3D */
1322 static const char * const hwrastout_reg_names
[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1324 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1325 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1326 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1327 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1333 case WINED3DSPR_TEMP
:
1334 sprintf(register_name
, "R%u", reg
->idx
);
1337 case WINED3DSPR_INPUT
:
1338 /* vertex shaders */
1341 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1342 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1343 sprintf(register_name
, "attrib%u", reg
->idx
);
1347 /* pixel shaders >= 3.0 */
1348 if (reg_maps
->shader_version
.major
>= 3)
1350 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
];
1351 unsigned int in_count
= vec4_varyings(reg_maps
->shader_version
.major
, gl_info
);
1355 struct glsl_src_param rel_param
;
1357 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1359 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1360 * operation there */
1363 if (shader
->u
.ps
.declared_in_count
> in_count
)
1365 sprintf(register_name
,
1366 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1367 rel_param
.param_str
, idx
, in_count
- 1, rel_param
.param_str
, idx
, in_count
,
1368 rel_param
.param_str
, idx
);
1372 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
1377 if (shader
->u
.ps
.declared_in_count
> in_count
)
1379 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1380 rel_param
.param_str
, in_count
- 1, rel_param
.param_str
, in_count
,
1381 rel_param
.param_str
);
1385 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1391 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1392 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1393 else sprintf(register_name
, "IN[%u]", idx
);
1398 if (!reg
->idx
) strcpy(register_name
, "gl_Color");
1399 else strcpy(register_name
, "gl_SecondaryColor");
1404 case WINED3DSPR_CONST
:
1406 const char prefix
= pshader
? 'P' : 'V';
1408 /* Relative addressing */
1411 struct glsl_src_param rel_param
;
1412 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1413 if (reg
->idx
) sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
->idx
);
1414 else sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1418 if (shader_constant_is_local(shader
, reg
->idx
))
1419 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1421 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1426 case WINED3DSPR_CONSTINT
:
1427 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1428 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1431 case WINED3DSPR_CONSTBOOL
:
1432 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1433 else sprintf(register_name
, "VB[%u]", reg
->idx
);
1436 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1437 if (pshader
) sprintf(register_name
, "T%u", reg
->idx
);
1438 else sprintf(register_name
, "A%u", reg
->idx
);
1441 case WINED3DSPR_LOOP
:
1442 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1445 case WINED3DSPR_SAMPLER
:
1446 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1447 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
1450 case WINED3DSPR_COLOROUT
:
1451 if (reg
->idx
>= gl_info
->limits
.buffers
)
1452 WARN("Write to render target %u, only %d supported.\n", reg
->idx
, gl_info
->limits
.buffers
);
1454 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
);
1457 case WINED3DSPR_RASTOUT
:
1458 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1461 case WINED3DSPR_DEPTHOUT
:
1462 sprintf(register_name
, "gl_FragDepth");
1465 case WINED3DSPR_ATTROUT
:
1466 if (!reg
->idx
) sprintf(register_name
, "OUT[8]");
1467 else sprintf(register_name
, "OUT[9]");
1470 case WINED3DSPR_TEXCRDOUT
:
1471 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1472 sprintf(register_name
, "OUT[%u]", reg
->idx
);
1475 case WINED3DSPR_MISCTYPE
:
1479 sprintf(register_name
, "vpos");
1481 else if (reg
->idx
== 1)
1483 /* Note that gl_FrontFacing is a bool, while vFace is
1484 * a float for which the sign determines front/back */
1485 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1489 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1490 sprintf(register_name
, "unrecognized_register");
1494 case WINED3DSPR_IMMCONST
:
1495 switch (reg
->immconst_type
)
1497 case WINED3D_IMMCONST_SCALAR
:
1498 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1501 case WINED3D_IMMCONST_VEC4
:
1502 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1503 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1504 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1508 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1509 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1514 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1515 sprintf(register_name
, "unrecognized_register");
1520 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1523 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1524 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1525 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1526 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1530 /* Get the GLSL write mask for the destination register */
1531 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1533 DWORD mask
= param
->write_mask
;
1535 if (shader_is_scalar(¶m
->reg
))
1537 mask
= WINED3DSP_WRITEMASK_0
;
1542 shader_glsl_write_mask_to_str(mask
, write_mask
);
1548 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1549 unsigned int size
= 0;
1551 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1552 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1553 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1554 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1559 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1561 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1562 * but addressed as "rgba". To fix this we need to swap the register's x
1563 * and z components. */
1564 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1567 /* swizzle bits fields: wwzzyyxx */
1568 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1569 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1570 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1571 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1575 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1576 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1578 if (shader_is_scalar(¶m
->reg
))
1579 *swizzle_str
= '\0';
1581 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1584 /* From a given parameter token, generate the corresponding GLSL string.
1585 * Also, return the actual register name and swizzle in case the
1586 * caller needs this information as well. */
1587 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1588 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1590 BOOL is_color
= FALSE
;
1591 char swizzle_str
[6];
1593 glsl_src
->reg_name
[0] = '\0';
1594 glsl_src
->param_str
[0] = '\0';
1595 swizzle_str
[0] = '\0';
1597 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1598 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1599 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1602 /* From a given parameter token, generate the corresponding GLSL string.
1603 * Also, return the actual register name and swizzle in case the
1604 * caller needs this information as well. */
1605 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1606 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1608 BOOL is_color
= FALSE
;
1610 glsl_dst
->mask_str
[0] = '\0';
1611 glsl_dst
->reg_name
[0] = '\0';
1613 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1614 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1617 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1618 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1619 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1621 struct glsl_dst_param glsl_dst
;
1624 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1625 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1630 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1631 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1633 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1636 /** Process GLSL instruction modifiers */
1637 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1639 struct glsl_dst_param dst_param
;
1642 if (!ins
->dst_count
) return;
1644 modifiers
= ins
->dst
[0].modifiers
;
1645 if (!modifiers
) return;
1647 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1649 if (modifiers
& WINED3DSPDM_SATURATE
)
1651 /* _SAT means to clamp the value of the register to between 0 and 1 */
1652 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1653 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1656 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1658 FIXME("_centroid modifier not handled\n");
1661 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1663 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1667 static inline const char *shader_get_comp_op(DWORD op
)
1670 case COMPARISON_GT
: return ">";
1671 case COMPARISON_EQ
: return "==";
1672 case COMPARISON_GE
: return ">=";
1673 case COMPARISON_LT
: return "<";
1674 case COMPARISON_NE
: return "!=";
1675 case COMPARISON_LE
: return "<=";
1677 FIXME("Unrecognized comparison value: %u\n", op
);
1682 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1683 DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
1685 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ctx
->reg_maps
->sampler_type
[sampler_idx
];
1686 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1687 BOOL shadow
= shader_is_pshader_version(ctx
->reg_maps
->shader_version
.type
)
1688 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << sampler_idx
));
1689 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1690 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1691 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1692 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1694 /* Note that there's no such thing as a projected cube texture. */
1695 switch(sampler_type
) {
1701 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1705 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1706 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1707 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1708 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1711 FIXME("Unsupported 1D shadow grad function.\n");
1712 sample_function
->name
= "unsupported1DGrad";
1717 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1719 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1725 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1729 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1730 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1731 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1732 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1735 FIXME("Unsupported 1D grad function.\n");
1736 sample_function
->name
= "unsupported1DGrad";
1741 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1743 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1754 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1758 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1759 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1760 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1761 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1764 FIXME("Unsupported RECT shadow grad function.\n");
1765 sample_function
->name
= "unsupported2DRectGrad";
1770 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
1777 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
1781 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1782 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
1783 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1784 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
1787 FIXME("Unsupported 2D shadow grad function.\n");
1788 sample_function
->name
= "unsupported2DGrad";
1793 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
1796 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1804 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1808 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1809 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
1810 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1811 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1814 FIXME("Unsupported RECT grad function.\n");
1815 sample_function
->name
= "unsupported2DRectGrad";
1820 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1827 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1831 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1832 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
1833 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1834 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1837 FIXME("Unsupported 2D grad function.\n");
1838 sample_function
->name
= "unsupported2DGrad";
1843 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1846 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1850 case WINED3DSTT_CUBE
:
1853 FIXME("Unsupported Cube shadow function.\n");
1854 sample_function
->name
= "unsupportedCubeShadow";
1855 sample_function
->coord_mask
= 0;
1861 sample_function
->name
= "textureCubeLod";
1865 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1866 sample_function
->name
= "textureCubeGrad";
1867 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1868 sample_function
->name
= "textureCubeGradARB";
1871 FIXME("Unsupported Cube grad function.\n");
1872 sample_function
->name
= "unsupportedCubeGrad";
1877 sample_function
->name
= "textureCube";
1879 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1883 case WINED3DSTT_VOLUME
:
1886 FIXME("Unsupported 3D shadow function.\n");
1887 sample_function
->name
= "unsupported3DShadow";
1888 sample_function
->coord_mask
= 0;
1894 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1898 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1899 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
1900 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1901 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1904 FIXME("Unsupported 3D grad function.\n");
1905 sample_function
->name
= "unsupported3DGrad";
1910 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1912 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1917 sample_function
->name
= "";
1918 sample_function
->coord_mask
= 0;
1919 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1924 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1925 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1927 switch(channel_source
)
1929 case CHANNEL_SOURCE_ZERO
:
1930 strcat(arguments
, "0.0");
1933 case CHANNEL_SOURCE_ONE
:
1934 strcat(arguments
, "1.0");
1937 case CHANNEL_SOURCE_X
:
1938 strcat(arguments
, reg_name
);
1939 strcat(arguments
, ".x");
1942 case CHANNEL_SOURCE_Y
:
1943 strcat(arguments
, reg_name
);
1944 strcat(arguments
, ".y");
1947 case CHANNEL_SOURCE_Z
:
1948 strcat(arguments
, reg_name
);
1949 strcat(arguments
, ".z");
1952 case CHANNEL_SOURCE_W
:
1953 strcat(arguments
, reg_name
);
1954 strcat(arguments
, ".w");
1958 FIXME("Unhandled channel source %#x\n", channel_source
);
1959 strcat(arguments
, "undefined");
1963 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1966 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1968 struct wined3d_shader_dst_param dst
;
1969 unsigned int mask_size
, remaining
;
1970 struct glsl_dst_param dst_param
;
1971 char arguments
[256];
1975 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1976 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1977 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1978 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1979 mask
&= ins
->dst
[0].write_mask
;
1981 if (!mask
) return; /* Nothing to do */
1983 if (is_complex_fixup(fixup
))
1985 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1986 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
1990 mask_size
= shader_glsl_get_write_mask_size(mask
);
1993 dst
.write_mask
= mask
;
1994 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1996 arguments
[0] = '\0';
1997 remaining
= mask_size
;
1998 if (mask
& WINED3DSP_WRITEMASK_0
)
2000 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2001 if (--remaining
) strcat(arguments
, ", ");
2003 if (mask
& WINED3DSP_WRITEMASK_1
)
2005 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2006 if (--remaining
) strcat(arguments
, ", ");
2008 if (mask
& WINED3DSP_WRITEMASK_2
)
2010 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2011 if (--remaining
) strcat(arguments
, ", ");
2013 if (mask
& WINED3DSP_WRITEMASK_3
)
2015 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2016 if (--remaining
) strcat(arguments
, ", ");
2021 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
2022 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
2026 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
2030 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2031 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2032 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2034 const char *sampler_base
;
2035 char dst_swizzle
[6];
2036 struct color_fixup_desc fixup
;
2037 BOOL np2_fixup
= FALSE
;
2040 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2042 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
2044 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2045 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2046 sampler_base
= "Psampler";
2048 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2050 FIXME("Biased sampling from NP2 textures is unsupported\n");
2056 sampler_base
= "Vsampler";
2057 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2060 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2062 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
2064 va_start(args
, coord_reg_fmt
);
2065 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2069 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2072 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2073 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2075 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2076 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2077 } else if(dx
&& dy
) {
2078 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2080 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2084 if(!is_identity_fixup(fixup
)) {
2085 shader_glsl_color_correction(ins
, fixup
);
2089 /*****************************************************************************
2090 * Begin processing individual instruction opcodes
2091 ****************************************************************************/
2093 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2094 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
2096 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2097 struct glsl_src_param src0_param
;
2098 struct glsl_src_param src1_param
;
2102 /* Determine the GLSL operator to use based on the opcode */
2103 switch (ins
->handler_idx
)
2105 case WINED3DSIH_MUL
: op
= '*'; break;
2106 case WINED3DSIH_ADD
: op
= '+'; break;
2107 case WINED3DSIH_SUB
: op
= '-'; break;
2110 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2114 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2115 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2116 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2117 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2120 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2121 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2123 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2124 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2125 struct glsl_src_param src0_param
;
2128 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2129 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2131 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2132 * shader versions WINED3DSIO_MOVA is used for this. */
2133 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2134 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
2135 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2137 /* This is a simple floor() */
2138 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2139 if (mask_size
> 1) {
2140 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2142 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2145 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2147 /* We need to *round* to the nearest int here. */
2148 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2150 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2153 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2155 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2160 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2161 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2163 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2164 src0_param
.param_str
, src0_param
.param_str
);
2169 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2173 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2174 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2176 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2177 struct glsl_src_param src0_param
;
2178 struct glsl_src_param src1_param
;
2179 DWORD dst_write_mask
, src_write_mask
;
2180 unsigned int dst_size
= 0;
2182 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2183 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2185 /* dp3 works on vec3, dp4 on vec4 */
2186 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2188 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2190 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2193 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2194 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2197 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2199 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2203 /* Note that this instruction has some restrictions. The destination write mask
2204 * can't contain the w component, and the source swizzles have to be .xyzw */
2205 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2207 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2208 struct glsl_src_param src0_param
;
2209 struct glsl_src_param src1_param
;
2212 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2213 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2214 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2215 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2216 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2219 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2220 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2221 * GLSL uses the value as-is. */
2222 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2224 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2225 struct glsl_src_param src0_param
;
2226 struct glsl_src_param src1_param
;
2227 DWORD dst_write_mask
;
2228 unsigned int dst_size
;
2230 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2231 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2233 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2234 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2238 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2239 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2243 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2244 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2248 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2249 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2250 * GLSL uses the value as-is. */
2251 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
2253 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2254 struct glsl_src_param src0_param
;
2255 DWORD dst_write_mask
;
2256 unsigned int dst_size
;
2258 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2259 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2261 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2265 shader_addline(buffer
, "vec%u(log2(abs(%s))));\n",
2266 dst_size
, src0_param
.param_str
);
2270 shader_addline(buffer
, "log2(abs(%s)));\n",
2271 src0_param
.param_str
);
2275 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2276 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2278 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2279 struct glsl_src_param src_param
;
2280 const char *instruction
;
2284 /* Determine the GLSL function to use based on the opcode */
2285 /* TODO: Possibly make this a table for faster lookups */
2286 switch (ins
->handler_idx
)
2288 case WINED3DSIH_MIN
: instruction
= "min"; break;
2289 case WINED3DSIH_MAX
: instruction
= "max"; break;
2290 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2291 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2292 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
2293 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2294 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2295 default: instruction
= "";
2296 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2300 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2302 shader_addline(buffer
, "%s(", instruction
);
2306 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2307 shader_addline(buffer
, "%s", src_param
.param_str
);
2308 for (i
= 1; i
< ins
->src_count
; ++i
)
2310 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2311 shader_addline(buffer
, ", %s", src_param
.param_str
);
2315 shader_addline(buffer
, "));\n");
2318 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2320 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2321 struct glsl_src_param src_param
;
2322 unsigned int mask_size
;
2326 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2327 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2328 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2330 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2331 src_param
.param_str
, src_param
.param_str
);
2332 shader_glsl_append_dst(buffer
, ins
);
2336 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2337 mask_size
, src_param
.param_str
);
2341 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2342 src_param
.param_str
);
2346 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2347 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2348 * dst.x = 2^(floor(src))
2349 * dst.y = src - floor(src)
2350 * dst.z = 2^src (partial precision is allowed, but optional)
2352 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2353 * dst = 2^src; (partial precision is allowed, but optional)
2355 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2357 struct glsl_src_param src_param
;
2359 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2361 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2365 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2366 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2367 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2368 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2370 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2371 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2372 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2375 unsigned int mask_size
;
2377 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2378 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2380 if (mask_size
> 1) {
2381 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2383 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2388 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2389 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2391 struct glsl_src_param src_param
;
2393 unsigned int mask_size
;
2395 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2396 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2397 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2401 shader_addline(ins
->ctx
->buffer
, "vec%u(1.0 / %s));\n",
2402 mask_size
, src_param
.param_str
);
2406 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n",
2407 src_param
.param_str
);
2411 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2413 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2414 struct glsl_src_param src_param
;
2416 unsigned int mask_size
;
2418 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2419 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2421 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2425 shader_addline(buffer
, "vec%u(inversesqrt(abs(%s))));\n",
2426 mask_size
, src_param
.param_str
);
2430 shader_addline(buffer
, "inversesqrt(abs(%s)));\n",
2431 src_param
.param_str
);
2435 /** Process signed comparison opcodes in GLSL. */
2436 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2438 struct glsl_src_param src0_param
;
2439 struct glsl_src_param src1_param
;
2441 unsigned int mask_size
;
2443 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2444 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2445 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2446 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2448 if (mask_size
> 1) {
2449 const char *compare
;
2451 switch(ins
->handler_idx
)
2453 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2454 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2455 default: compare
= "";
2456 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2459 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2460 src0_param
.param_str
, src1_param
.param_str
);
2462 switch(ins
->handler_idx
)
2464 case WINED3DSIH_SLT
:
2465 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2466 * to return 0.0 but step returns 1.0 because step is not < x
2467 * An alternative is a bvec compare padded with an unused second component.
2468 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2469 * issue. Playing with not() is not possible either because not() does not accept
2472 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2473 src0_param
.param_str
, src1_param
.param_str
);
2475 case WINED3DSIH_SGE
:
2476 /* Here we can use the step() function and safe a conditional */
2477 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2480 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2486 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2487 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
2489 struct glsl_src_param src0_param
;
2490 struct glsl_src_param src1_param
;
2491 struct glsl_src_param src2_param
;
2492 DWORD write_mask
, cmp_channel
= 0;
2495 BOOL temp_destination
= FALSE
;
2497 if (shader_is_scalar(&ins
->src
[0].reg
))
2499 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2501 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2502 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2503 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2505 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2506 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2508 DWORD dst_mask
= ins
->dst
[0].write_mask
;
2509 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
2511 /* Cycle through all source0 channels */
2512 for (i
=0; i
<4; i
++) {
2514 /* Find the destination channels which use the current source0 channel */
2515 for (j
=0; j
<4; j
++) {
2516 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2518 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2519 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2522 dst
.write_mask
= dst_mask
& write_mask
;
2524 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2525 * The first lines may overwrite source parameters of the following lines.
2526 * Deal with that by using a temporary destination register if needed
2528 if ((ins
->src
[0].reg
.idx
== ins
->dst
[0].reg
.idx
2529 && ins
->src
[0].reg
.type
== ins
->dst
[0].reg
.type
)
2530 || (ins
->src
[1].reg
.idx
== ins
->dst
[0].reg
.idx
2531 && ins
->src
[1].reg
.type
== ins
->dst
[0].reg
.type
)
2532 || (ins
->src
[2].reg
.idx
== ins
->dst
[0].reg
.idx
2533 && ins
->src
[2].reg
.type
== ins
->dst
[0].reg
.type
))
2535 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2536 if (!write_mask
) continue;
2537 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2538 temp_destination
= TRUE
;
2540 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2541 if (!write_mask
) continue;
2544 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2545 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2546 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2548 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2549 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2552 if(temp_destination
) {
2553 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2554 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2555 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2561 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2562 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2563 * the compare is done per component of src0. */
2564 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2566 struct wined3d_shader_dst_param dst
;
2567 struct glsl_src_param src0_param
;
2568 struct glsl_src_param src1_param
;
2569 struct glsl_src_param src2_param
;
2570 DWORD write_mask
, cmp_channel
= 0;
2573 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2574 ins
->ctx
->reg_maps
->shader_version
.minor
);
2576 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2578 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2579 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2580 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2581 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2583 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2586 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2588 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2589 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2593 /* Cycle through all source0 channels */
2594 dst_mask
= ins
->dst
[0].write_mask
;
2596 for (i
=0; i
<4; i
++) {
2598 /* Find the destination channels which use the current source0 channel */
2599 for (j
=0; j
<4; j
++) {
2600 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2602 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2603 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2607 dst
.write_mask
= dst_mask
& write_mask
;
2608 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2609 if (!write_mask
) continue;
2611 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2612 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2613 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2615 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2616 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2620 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2621 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2623 struct glsl_src_param src0_param
;
2624 struct glsl_src_param src1_param
;
2625 struct glsl_src_param src2_param
;
2628 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2629 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2630 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2631 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2632 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2633 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2636 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2637 Vertex shaders to GLSL codes */
2638 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2641 int nComponents
= 0;
2642 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2643 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2644 struct wined3d_shader_instruction tmp_ins
;
2646 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2648 /* Set constants for the temporary argument */
2649 tmp_ins
.ctx
= ins
->ctx
;
2650 tmp_ins
.dst_count
= 1;
2651 tmp_ins
.dst
= &tmp_dst
;
2652 tmp_ins
.src_count
= 2;
2653 tmp_ins
.src
= tmp_src
;
2655 switch(ins
->handler_idx
)
2657 case WINED3DSIH_M4x4
:
2659 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2661 case WINED3DSIH_M4x3
:
2663 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2665 case WINED3DSIH_M3x4
:
2667 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2669 case WINED3DSIH_M3x3
:
2671 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2673 case WINED3DSIH_M3x2
:
2675 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2681 tmp_dst
= ins
->dst
[0];
2682 tmp_src
[0] = ins
->src
[0];
2683 tmp_src
[1] = ins
->src
[1];
2684 for (i
= 0; i
< nComponents
; ++i
)
2686 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2687 shader_glsl_dot(&tmp_ins
);
2688 ++tmp_src
[1].reg
.idx
;
2693 The LRP instruction performs a component-wise linear interpolation
2694 between the second and third operands using the first operand as the
2695 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2696 This is equivalent to mix(src2, src1, src0);
2698 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2700 struct glsl_src_param src0_param
;
2701 struct glsl_src_param src1_param
;
2702 struct glsl_src_param src2_param
;
2705 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2707 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2708 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2709 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2711 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2712 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2715 /** Process the WINED3DSIO_LIT instruction in GLSL:
2716 * dst.x = dst.w = 1.0
2717 * dst.y = (src0.x > 0) ? src0.x
2718 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2719 * where src.w is clamped at +- 128
2721 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2723 struct glsl_src_param src0_param
;
2724 struct glsl_src_param src1_param
;
2725 struct glsl_src_param src3_param
;
2728 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2729 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2731 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2732 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2733 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2735 /* The sdk specifies the instruction like this
2737 * if(src.x > 0.0) dst.y = src.x
2739 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2743 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2744 * dst.x = 1.0 ... No further explanation needed
2745 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2746 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2747 * dst.w = 1.0. ... Nothing fancy.
2749 * So we still have one conditional in there. So do this:
2750 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2752 * 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),
2753 * 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.
2754 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2756 shader_addline(ins
->ctx
->buffer
,
2757 "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",
2758 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2761 /** Process the WINED3DSIO_DST instruction in GLSL:
2763 * dst.y = src0.x * src0.y
2767 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2769 struct glsl_src_param src0y_param
;
2770 struct glsl_src_param src0z_param
;
2771 struct glsl_src_param src1y_param
;
2772 struct glsl_src_param src1w_param
;
2775 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2776 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2778 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2779 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2780 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2781 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2783 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2784 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2787 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2788 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2789 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2791 * dst.x = cos(src0.?)
2792 * dst.y = sin(src0.?)
2796 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2798 struct glsl_src_param src0_param
;
2801 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2802 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2804 switch (write_mask
) {
2805 case WINED3DSP_WRITEMASK_0
:
2806 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2809 case WINED3DSP_WRITEMASK_1
:
2810 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2813 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2814 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2818 ERR("Write mask should be .x, .y or .xy\n");
2823 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2824 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2825 * generate invalid code
2827 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
2829 struct glsl_src_param src0_param
;
2832 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2833 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2835 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
2838 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2839 * Start a for() loop where src1.y is the initial value of aL,
2840 * increment aL by src1.z for a total of src1.x iterations.
2841 * Need to use a temporary variable for this operation.
2843 /* FIXME: I don't think nested loops will work correctly this way. */
2844 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2846 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
2847 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2848 struct glsl_src_param src1_param
;
2849 const DWORD
*control_values
= NULL
;
2850 const local_constant
*constant
;
2852 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2854 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2855 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2856 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2859 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
2861 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, local_constant
, entry
)
2863 if (constant
->idx
== ins
->src
[1].reg
.idx
)
2865 control_values
= constant
->value
;
2873 struct wined3d_shader_loop_control loop_control
;
2874 loop_control
.count
= control_values
[0];
2875 loop_control
.start
= control_values
[1];
2876 loop_control
.step
= (int)control_values
[2];
2878 if (loop_control
.step
> 0)
2880 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2881 loop_state
->current_depth
, loop_control
.start
,
2882 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2883 loop_state
->current_depth
, loop_control
.step
);
2885 else if (loop_control
.step
< 0)
2887 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2888 loop_state
->current_depth
, loop_control
.start
,
2889 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2890 loop_state
->current_depth
, loop_control
.step
);
2894 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2895 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
2896 loop_state
->current_depth
, loop_control
.count
,
2897 loop_state
->current_depth
);
2900 shader_addline(ins
->ctx
->buffer
,
2901 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2902 loop_state
->current_depth
, loop_state
->current_reg
,
2903 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
2904 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
2907 ++loop_state
->current_depth
;
2908 ++loop_state
->current_reg
;
2911 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2913 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
2915 shader_addline(ins
->ctx
->buffer
, "}\n");
2917 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2919 --loop_state
->current_depth
;
2920 --loop_state
->current_reg
;
2923 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2925 --loop_state
->current_depth
;
2929 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2931 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2932 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
2933 struct glsl_src_param src0_param
;
2934 const DWORD
*control_values
= NULL
;
2935 const local_constant
*constant
;
2937 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2938 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
2940 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, local_constant
, entry
)
2942 if (constant
->idx
== ins
->src
[0].reg
.idx
)
2944 control_values
= constant
->value
;
2952 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2953 loop_state
->current_depth
, loop_state
->current_depth
,
2954 control_values
[0], loop_state
->current_depth
);
2958 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2959 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2960 loop_state
->current_depth
, loop_state
->current_depth
,
2961 src0_param
.param_str
, loop_state
->current_depth
);
2964 ++loop_state
->current_depth
;
2967 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2969 struct glsl_src_param src0_param
;
2971 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2972 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2975 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2977 struct glsl_src_param src0_param
;
2978 struct glsl_src_param src1_param
;
2980 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2981 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2983 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2984 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2987 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2989 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2992 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2994 shader_addline(ins
->ctx
->buffer
, "break;\n");
2997 /* FIXME: According to MSDN the compare is done per component. */
2998 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3000 struct glsl_src_param src0_param
;
3001 struct glsl_src_param src1_param
;
3003 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3004 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3006 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3007 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
3010 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3012 shader_addline(ins
->ctx
->buffer
, "}\n");
3013 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].reg
.idx
);
3016 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3018 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
);
3021 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3023 struct glsl_src_param src1_param
;
3025 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3026 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].reg
.idx
);
3029 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3031 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3032 * function only suppresses the unhandled instruction warning
3036 /*********************************************
3037 * Pixel Shader Specific Code begins here
3038 ********************************************/
3039 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3041 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3042 struct wined3d_device
*device
= shader
->device
;
3043 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3044 ins
->ctx
->reg_maps
->shader_version
.minor
);
3045 struct glsl_sample_function sample_function
;
3046 const struct wined3d_texture
*texture
;
3047 DWORD sample_flags
= 0;
3049 DWORD mask
= 0, swizzle
;
3051 /* 1.0-1.4: Use destination register as sampler source.
3052 * 2.0+: Use provided sampler source. */
3053 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) sampler_idx
= ins
->dst
[0].reg
.idx
;
3054 else sampler_idx
= ins
->src
[1].reg
.idx
;
3055 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3057 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3059 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3060 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3061 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3062 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3064 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3065 if (flags
& WINED3D_PSARGS_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
3066 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3067 switch (flags
& ~WINED3D_PSARGS_PROJECTED
) {
3068 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3069 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
3070 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
3071 case WINED3DTTFF_COUNT4
:
3072 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
3076 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3078 DWORD src_mod
= ins
->src
[0].modifiers
;
3080 if (src_mod
== WINED3DSPSM_DZ
) {
3081 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3082 mask
= WINED3DSP_WRITEMASK_2
;
3083 } else if (src_mod
== WINED3DSPSM_DW
) {
3084 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3085 mask
= WINED3DSP_WRITEMASK_3
;
3088 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3090 /* ps 2.0 texldp instruction always divides by the fourth component. */
3091 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3092 mask
= WINED3DSP_WRITEMASK_3
;
3096 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
3097 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3099 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3100 mask
|= sample_function
.coord_mask
;
3102 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3103 else swizzle
= ins
->src
[1].swizzle
;
3105 /* 1.0-1.3: Use destination register as coordinate source.
3106 1.4+: Use provided coordinate source register. */
3107 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3110 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3111 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3112 "T%u%s", sampler_idx
, coord_mask
);
3116 struct glsl_src_param coord_param
;
3117 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3118 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3120 struct glsl_src_param bias
;
3121 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3122 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3123 "%s", coord_param
.param_str
);
3125 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3126 "%s", coord_param
.param_str
);
3131 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3133 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3134 struct wined3d_device
*device
= shader
->device
;
3135 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3136 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3137 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3138 struct glsl_sample_function sample_function
;
3140 DWORD swizzle
= ins
->src
[1].swizzle
;
3141 const struct wined3d_texture
*texture
;
3143 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3145 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3146 shader_glsl_tex(ins
);
3150 sampler_idx
= ins
->src
[1].reg
.idx
;
3151 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3152 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
3153 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3155 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3156 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3157 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3158 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3160 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3161 "%s", coord_param
.param_str
);
3164 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3166 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3167 struct wined3d_device
*device
= shader
->device
;
3168 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3169 struct glsl_src_param coord_param
, lod_param
;
3170 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3171 struct glsl_sample_function sample_function
;
3173 DWORD swizzle
= ins
->src
[1].swizzle
;
3174 const struct wined3d_texture
*texture
;
3176 sampler_idx
= ins
->src
[1].reg
.idx
;
3177 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3178 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
3179 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3181 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3182 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3184 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3186 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3187 && shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
3189 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3190 * However, the NVIDIA drivers allow them in fragment shaders as well,
3191 * even without the appropriate extension. */
3192 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3194 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3195 "%s", coord_param
.param_str
);
3198 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3200 /* FIXME: Make this work for more than just 2D textures */
3201 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3202 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3204 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3208 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3209 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3210 ins
->dst
[0].reg
.idx
, dst_mask
);
3212 DWORD reg
= ins
->src
[0].reg
.idx
;
3213 DWORD src_mod
= ins
->src
[0].modifiers
;
3214 char dst_swizzle
[6];
3216 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3218 if (src_mod
== WINED3DSPSM_DZ
)
3220 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3221 struct glsl_src_param div_param
;
3223 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3225 if (mask_size
> 1) {
3226 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3228 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3231 else if (src_mod
== WINED3DSPSM_DW
)
3233 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3234 struct glsl_src_param div_param
;
3236 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3238 if (mask_size
> 1) {
3239 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3241 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3244 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3249 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3250 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3251 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3252 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3254 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3255 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3256 struct glsl_sample_function sample_function
;
3257 struct glsl_src_param src0_param
;
3260 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3262 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3263 * scalar, and projected sampling would require 4.
3265 * It is a dependent read - not valid with conditional NP2 textures
3267 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3268 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3273 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3274 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3278 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3279 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3283 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3284 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3288 FIXME("Unexpected mask size %u\n", mask_size
);
3293 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3294 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3295 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3297 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3298 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3299 struct glsl_src_param src0_param
;
3301 unsigned int mask_size
;
3303 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3304 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3305 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3307 if (mask_size
> 1) {
3308 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3310 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3314 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3315 * Calculate the depth as dst.x / dst.y */
3316 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3318 struct glsl_dst_param dst_param
;
3320 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3322 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3323 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3324 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3325 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3328 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3329 dst_param
.reg_name
, dst_param
.reg_name
);
3332 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3333 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3334 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3335 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3337 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3339 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3340 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3341 struct glsl_src_param src0_param
;
3343 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3345 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3346 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3349 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3350 * Calculate the 1st of a 2-row matrix multiplication. */
3351 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3353 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3354 DWORD reg
= ins
->dst
[0].reg
.idx
;
3355 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3356 struct glsl_src_param src0_param
;
3358 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3359 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3362 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3363 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3364 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3366 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3367 DWORD reg
= ins
->dst
[0].reg
.idx
;
3368 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3369 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3370 struct glsl_src_param src0_param
;
3372 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3373 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3374 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3377 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3379 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3380 DWORD reg
= ins
->dst
[0].reg
.idx
;
3381 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3382 struct glsl_sample_function sample_function
;
3383 struct glsl_src_param src0_param
;
3385 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3386 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3388 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3390 /* Sample the texture using the calculated coordinates */
3391 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3394 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3395 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3396 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3398 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3399 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3400 struct glsl_sample_function sample_function
;
3401 struct glsl_src_param src0_param
;
3402 DWORD reg
= ins
->dst
[0].reg
.idx
;
3404 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3405 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3407 /* Dependent read, not valid with conditional NP2 */
3408 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3410 /* Sample the texture using the calculated coordinates */
3411 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3413 tex_mx
->current_row
= 0;
3416 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3417 * Perform the 3rd row of a 3x3 matrix multiply */
3418 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3420 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3421 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3422 struct glsl_src_param src0_param
;
3424 DWORD reg
= ins
->dst
[0].reg
.idx
;
3426 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3428 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3429 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3430 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3432 tex_mx
->current_row
= 0;
3435 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3436 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3437 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3439 struct glsl_src_param src0_param
;
3440 struct glsl_src_param src1_param
;
3441 DWORD reg
= ins
->dst
[0].reg
.idx
;
3442 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3443 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3444 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3445 struct glsl_sample_function sample_function
;
3447 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3448 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3450 /* Perform the last matrix multiply operation */
3451 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3452 /* Reflection calculation */
3453 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3455 /* Dependent read, not valid with conditional NP2 */
3456 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3458 /* Sample the texture */
3459 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3461 tex_mx
->current_row
= 0;
3464 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3465 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3466 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3468 DWORD reg
= ins
->dst
[0].reg
.idx
;
3469 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3470 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3471 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3472 struct glsl_sample_function sample_function
;
3473 struct glsl_src_param src0_param
;
3475 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3477 /* Perform the last matrix multiply operation */
3478 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3480 /* Construct the eye-ray vector from w coordinates */
3481 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3482 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3483 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3485 /* Dependent read, not valid with conditional NP2 */
3486 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3488 /* Sample the texture using the calculated coordinates */
3489 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3491 tex_mx
->current_row
= 0;
3494 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3495 * Apply a fake bump map transform.
3496 * texbem is pshader <= 1.3 only, this saves a few version checks
3498 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3500 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3501 struct glsl_sample_function sample_function
;
3502 struct glsl_src_param coord_param
;
3508 sampler_idx
= ins
->dst
[0].reg
.idx
;
3509 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3510 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3512 /* Dependent read, not valid with conditional NP2 */
3513 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3514 mask
= sample_function
.coord_mask
;
3516 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3518 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3519 * so we can't let the GL handle this.
3521 if (flags
& WINED3D_PSARGS_PROJECTED
) {
3523 char coord_div_mask
[3];
3524 switch (flags
& ~WINED3D_PSARGS_PROJECTED
) {
3525 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3526 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
3527 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
3528 case WINED3DTTFF_COUNT4
:
3529 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
3531 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3532 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3535 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3537 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3538 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3539 coord_param
.param_str
, coord_mask
);
3541 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3543 struct glsl_src_param luminance_param
;
3544 struct glsl_dst_param dst_param
;
3546 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3547 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3549 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3550 dst_param
.reg_name
, dst_param
.mask_str
,
3551 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3555 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3557 struct glsl_src_param src0_param
, src1_param
;
3558 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3560 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3561 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3563 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3564 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
3565 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3568 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3569 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3570 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3572 struct glsl_sample_function sample_function
;
3573 struct glsl_src_param src0_param
;
3574 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3576 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3578 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3579 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3580 "%s.wx", src0_param
.reg_name
);
3583 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3584 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3585 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3587 struct glsl_sample_function sample_function
;
3588 struct glsl_src_param src0_param
;
3589 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3591 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3593 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3594 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3595 "%s.yz", src0_param
.reg_name
);
3598 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3599 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3600 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3602 struct glsl_sample_function sample_function
;
3603 struct glsl_src_param src0_param
;
3604 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3606 /* Dependent read, not valid with conditional NP2 */
3607 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3608 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3610 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3611 "%s", src0_param
.param_str
);
3614 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3615 * If any of the first 3 components are < 0, discard this pixel */
3616 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3618 struct glsl_dst_param dst_param
;
3620 /* The argument is a destination parameter, and no writemasks are allowed */
3621 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3622 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
3624 /* 2.0 shaders compare all 4 components in texkill */
3625 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3627 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3628 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3629 * 4 components are defined, only the first 3 are used
3631 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3635 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3636 * dst = dot2(src0, src1) + src2 */
3637 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3639 struct glsl_src_param src0_param
;
3640 struct glsl_src_param src1_param
;
3641 struct glsl_src_param src2_param
;
3643 unsigned int mask_size
;
3645 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3646 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3648 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3649 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3650 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3652 if (mask_size
> 1) {
3653 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3654 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3656 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3657 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3661 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
3662 const struct wined3d_shader_signature_element
*input_signature
,
3663 const struct wined3d_shader_reg_maps
*reg_maps
,
3664 enum vertexprocessing_mode vertexprocessing
)
3666 WORD map
= reg_maps
->input_registers
;
3669 for (i
= 0; map
; map
>>= 1, ++i
)
3671 const char *semantic_name
;
3676 if (!(map
& 1)) continue;
3678 semantic_name
= input_signature
[i
].semantic_name
;
3679 semantic_idx
= input_signature
[i
].semantic_idx
;
3680 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3682 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3684 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
3685 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3686 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
3688 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3689 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3691 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3694 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3695 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3696 else if (semantic_idx
== 1)
3697 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3698 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3700 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3701 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3705 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3706 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3711 /*********************************************
3712 * Vertex Shader Specific Code begins here
3713 ********************************************/
3715 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
3717 struct glsl_program_key key
;
3719 key
.vshader
= entry
->vshader
;
3720 key
.pshader
= entry
->pshader
;
3721 key
.vs_args
= entry
->vs_args
;
3722 key
.ps_args
= entry
->ps_args
;
3724 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
3726 ERR("Failed to insert program entry.\n");
3730 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
3731 const struct wined3d_shader
*vshader
, const struct wined3d_shader
*pshader
,
3732 struct vs_compile_args
*vs_args
, struct ps_compile_args
*ps_args
)
3734 struct wine_rb_entry
*entry
;
3735 struct glsl_program_key key
;
3737 key
.vshader
= vshader
;
3738 key
.pshader
= pshader
;
3739 key
.vs_args
= *vs_args
;
3740 key
.ps_args
= *ps_args
;
3742 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
3743 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
3746 /* GL locking is done by the caller */
3747 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
3748 struct glsl_shader_prog_link
*entry
)
3750 struct glsl_program_key key
;
3752 key
.vshader
= entry
->vshader
;
3753 key
.pshader
= entry
->pshader
;
3754 key
.vs_args
= entry
->vs_args
;
3755 key
.ps_args
= entry
->ps_args
;
3756 wine_rb_remove(&priv
->program_lookup
, &key
);
3758 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3759 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3760 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3761 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3762 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3763 HeapFree(GetProcessHeap(), 0, entry
);
3766 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
3767 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
3768 const struct wined3d_shader_signature_element
*input_signature
,
3769 const struct wined3d_shader_reg_maps
*reg_maps_in
,
3770 const struct wined3d_shader_signature_element
*output_signature
,
3771 const struct wined3d_shader_reg_maps
*reg_maps_out
)
3774 const char *semantic_name_in
;
3775 UINT semantic_idx_in
;
3778 unsigned int in_count
= vec4_varyings(3, gl_info
);
3780 char destination
[50];
3781 WORD input_map
, output_map
;
3783 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3785 input_map
= reg_maps_in
->input_registers
;
3786 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
3788 if (!(input_map
& 1)) continue;
3791 /* Declared, but not read register */
3792 if (in_idx
== ~0U) continue;
3793 if (in_idx
>= (in_count
+ 2))
3795 FIXME("More input varyings declared than supported, expect issues.\n");
3799 if (in_idx
== in_count
) {
3800 sprintf(destination
, "gl_FrontColor");
3801 } else if (in_idx
== in_count
+ 1) {
3802 sprintf(destination
, "gl_FrontSecondaryColor");
3804 sprintf(destination
, "IN[%u]", in_idx
);
3807 semantic_name_in
= input_signature
[i
].semantic_name
;
3808 semantic_idx_in
= input_signature
[i
].semantic_idx
;
3811 output_map
= reg_maps_out
->output_registers
;
3812 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
3816 if (!(output_map
& 1)
3817 || semantic_idx_in
!= output_signature
[j
].semantic_idx
3818 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
3819 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
3823 shader_glsl_write_mask_to_str(mask
, reg_mask
);
3825 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3826 destination
, reg_mask
, j
, reg_mask
);
3830 for (i
= 0; i
< in_count
+ 2; ++i
)
3834 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
3837 if (set
[i
] == ~0U) set
[i
] = 0;
3840 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
3841 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
3842 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
3843 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
3844 reg_mask
[size
] = '\0';
3846 if (i
== in_count
) sprintf(destination
, "gl_FrontColor");
3847 else if (i
== in_count
+ 1) sprintf(destination
, "gl_FrontSecondaryColor");
3848 else sprintf(destination
, "IN[%u]", i
);
3850 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3851 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3854 HeapFree(GetProcessHeap(), 0, set
);
3857 /* GL locking is done by the caller */
3858 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
3859 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
3860 const struct wined3d_gl_info
*gl_info
)
3862 GLhandleARB ret
= 0;
3863 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
3865 const char *semantic_name
;
3868 const struct wined3d_shader_signature_element
*output_signature
= vs
->output_signature
;
3869 WORD map
= vs
->reg_maps
.output_registers
;
3871 shader_buffer_clear(buffer
);
3873 shader_addline(buffer
, "#version 120\n");
3877 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3879 for (i
= 0; map
; map
>>= 1, ++i
)
3883 if (!(map
& 1)) continue;
3885 semantic_name
= output_signature
[i
].semantic_name
;
3886 semantic_idx
= output_signature
[i
].semantic_idx
;
3887 write_mask
= output_signature
[i
].mask
;
3888 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
3890 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3893 shader_addline(buffer
, "gl_FrontColor%s = OUT[%u]%s;\n",
3894 reg_mask
, i
, reg_mask
);
3895 else if (semantic_idx
== 1)
3896 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
3897 reg_mask
, i
, reg_mask
);
3899 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3901 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n",
3902 reg_mask
, i
, reg_mask
);
3904 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3906 if (semantic_idx
< 8)
3908 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
3909 write_mask
|= WINED3DSP_WRITEMASK_3
;
3911 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3912 semantic_idx
, reg_mask
, i
, reg_mask
);
3913 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
3914 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
3917 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3919 shader_addline(buffer
, "gl_PointSize = OUT[%u].%c;\n", i
, reg_mask
[1]);
3921 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3923 shader_addline(buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3926 shader_addline(buffer
, "}\n");
3931 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3932 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3933 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3935 /* First, sort out position and point size. Those are not passed to the pixel shader */
3936 for (i
= 0; map
; map
>>= 1, ++i
)
3938 if (!(map
& 1)) continue;
3940 semantic_name
= output_signature
[i
].semantic_name
;
3941 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
3943 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3945 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n",
3946 reg_mask
, i
, reg_mask
);
3948 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3950 shader_addline(buffer
, "gl_PointSize = OUT[%u].%c;\n", i
, reg_mask
[1]);
3954 /* Then, fix the pixel shader input */
3955 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, ps
->input_signature
,
3956 &ps
->reg_maps
, output_signature
, &vs
->reg_maps
);
3958 shader_addline(buffer
, "}\n");
3961 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3962 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3963 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
3968 /* GL locking is done by the caller */
3969 static void hardcode_local_constants(const struct wined3d_shader
*shader
,
3970 const struct wined3d_gl_info
*gl_info
, GLhandleARB programId
, char prefix
)
3972 const local_constant
*lconst
;
3977 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, local_constant
, entry
)
3979 value
= (const float *)lconst
->value
;
3980 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3981 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
3982 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
3984 checkGLcall("Hardcoding local constants");
3987 /* GL locking is done by the caller */
3988 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
3989 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
3990 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
3992 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
3993 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3994 const DWORD
*function
= shader
->function
;
3995 struct shader_glsl_ctx_priv priv_ctx
;
3997 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3998 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4000 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4001 priv_ctx
.cur_ps_args
= args
;
4002 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4004 shader_addline(buffer
, "#version 120\n");
4006 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4008 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4010 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4012 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4013 * drivers write a warning if we don't do so
4015 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4017 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4019 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4022 /* Base Declarations */
4023 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4025 /* Pack 3.0 inputs */
4026 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4027 shader_glsl_input_pack(shader
, buffer
, shader
->input_signature
, reg_maps
, args
->vp_mode
);
4029 /* Base Shader Body */
4030 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4032 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4033 if (reg_maps
->shader_version
.major
< 2)
4035 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4036 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4039 if (args
->srgb_correction
)
4041 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4042 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4043 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4044 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4045 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4046 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4048 /* Pixel shader < 3.0 do not replace the fog stage.
4049 * This implements linear fog computation and blending.
4050 * TODO: non linear fog
4051 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4052 * -1/(e-s) and e/(e-s) respectively.
4054 if (reg_maps
->shader_version
.major
< 3)
4057 case FOG_OFF
: break;
4059 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4060 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
4061 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4062 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4065 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4066 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4067 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4068 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4071 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4072 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4073 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4074 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4079 shader_addline(buffer
, "}\n");
4081 TRACE("Compiling shader object %u\n", shader_obj
);
4082 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4084 /* Store the shader object */
4088 /* GL locking is done by the caller */
4089 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4090 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4091 const struct vs_compile_args
*args
)
4093 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4094 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4095 const DWORD
*function
= shader
->function
;
4096 struct shader_glsl_ctx_priv priv_ctx
;
4098 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4099 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4101 shader_addline(buffer
, "#version 120\n");
4103 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4104 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4106 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4107 priv_ctx
.cur_vs_args
= args
;
4109 /* Base Declarations */
4110 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4112 /* Base Shader Body */
4113 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4115 /* Unpack outputs */
4116 shader_addline(buffer
, "order_ps_input(OUT);\n");
4118 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4119 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4120 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4121 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4123 if (args
->fog_src
== VS_FOG_Z
)
4124 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4125 else if (!reg_maps
->fog
)
4126 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4128 /* We always store the clipplanes without y inversion */
4129 if (args
->clip_enabled
)
4130 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4132 /* Write the final position.
4134 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4135 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4136 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4137 * contains 1.0 to allow a mad.
4139 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4140 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4142 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4144 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4145 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4146 * which is the same as z = z * 2 - w.
4148 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4150 shader_addline(buffer
, "}\n");
4152 TRACE("Compiling shader object %u\n", shader_obj
);
4153 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4158 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4159 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4160 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4162 struct wined3d_state
*state
= &shader
->device
->stateBlock
->state
;
4165 struct glsl_ps_compiled_shader
*new_array
;
4166 struct glsl_pshader_private
*shader_data
;
4167 struct ps_np2fixup_info
*np2fixup
= NULL
;
4170 if (!shader
->backend_data
)
4172 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4173 if (!shader
->backend_data
)
4175 ERR("Failed to allocate backend data.\n");
4179 shader_data
= shader
->backend_data
;
4181 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4182 * so a linear search is more performant than a hashmap or a binary search
4183 * (cache coherency etc)
4185 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4187 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4189 if (args
->np2_fixup
) *np2fixup_info
= &shader_data
->gl_shaders
[i
].np2fixup
;
4190 return shader_data
->gl_shaders
[i
].prgId
;
4194 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4195 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4196 if (shader_data
->num_gl_shaders
)
4198 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4199 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4200 new_size
* sizeof(*shader_data
->gl_shaders
));
4202 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4207 ERR("Out of memory\n");
4210 shader_data
->gl_shaders
= new_array
;
4211 shader_data
->shader_array_size
= new_size
;
4214 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4216 memset(&shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
, 0, sizeof(struct ps_np2fixup_info
));
4217 if (args
->np2_fixup
) np2fixup
= &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4219 pixelshader_update_samplers(&shader
->reg_maps
, state
->textures
);
4221 shader_buffer_clear(buffer
);
4222 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4223 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4224 *np2fixup_info
= np2fixup
;
4229 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4230 const DWORD use_map
) {
4231 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4232 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4233 return stored
->fog_src
== new->fog_src
;
4236 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4237 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4238 const struct vs_compile_args
*args
)
4242 struct glsl_vs_compiled_shader
*new_array
;
4243 DWORD use_map
= shader
->device
->strided_streams
.use_map
;
4244 struct glsl_vshader_private
*shader_data
;
4247 if (!shader
->backend_data
)
4249 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4250 if (!shader
->backend_data
)
4252 ERR("Failed to allocate backend data.\n");
4256 shader_data
= shader
->backend_data
;
4258 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4259 * so a linear search is more performant than a hashmap or a binary search
4260 * (cache coherency etc)
4262 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4263 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
)) {
4264 return shader_data
->gl_shaders
[i
].prgId
;
4268 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4270 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4271 if (shader_data
->num_gl_shaders
)
4273 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4274 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4275 new_size
* sizeof(*shader_data
->gl_shaders
));
4277 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4282 ERR("Out of memory\n");
4285 shader_data
->gl_shaders
= new_array
;
4286 shader_data
->shader_array_size
= new_size
;
4289 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4291 shader_buffer_clear(buffer
);
4292 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4293 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4298 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4299 * It sets the programId on the current StateBlock (because it should be called
4300 * inside of the DrawPrimitive() part of the render loop).
4302 * If a program for the given combination does not exist, create one, and store
4303 * the program in the hash table. If it creates a program, it will link the
4304 * given objects, too.
4307 /* GL locking is done by the caller */
4308 static void set_glsl_shader_program(const struct wined3d_context
*context
,
4309 struct wined3d_device
*device
, BOOL use_ps
, BOOL use_vs
)
4311 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4312 struct wined3d_shader
*vshader
= use_vs
? state
->vertex_shader
: NULL
;
4313 struct wined3d_shader
*pshader
= use_ps
? state
->pixel_shader
: NULL
;
4314 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4315 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4316 struct glsl_shader_prog_link
*entry
= NULL
;
4317 GLhandleARB programId
= 0;
4318 GLhandleARB reorder_shader_id
= 0;
4321 struct ps_compile_args ps_compile_args
;
4322 struct vs_compile_args vs_compile_args
;
4324 if (vshader
) find_vs_compile_args(state
, vshader
, &vs_compile_args
);
4325 if (pshader
) find_ps_compile_args(state
, pshader
, &ps_compile_args
);
4327 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
4330 priv
->glsl_program
= entry
;
4334 /* If we get to this point, then no matching program exists, so we create one */
4335 programId
= GL_EXTCALL(glCreateProgramObjectARB());
4336 TRACE("Created new GLSL shader program %u\n", programId
);
4338 /* Create the entry */
4339 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
4340 entry
->programId
= programId
;
4341 entry
->vshader
= vshader
;
4342 entry
->pshader
= pshader
;
4343 entry
->vs_args
= vs_compile_args
;
4344 entry
->ps_args
= ps_compile_args
;
4345 entry
->constant_version
= 0;
4346 entry
->np2Fixup_info
= NULL
;
4347 /* Add the hash table entry */
4348 add_glsl_program_entry(priv
, entry
);
4350 /* Set the current program */
4351 priv
->glsl_program
= entry
;
4353 /* Attach GLSL vshader */
4356 GLhandleARB vshader_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
4357 WORD map
= vshader
->reg_maps
.input_registers
;
4360 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
4361 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
4362 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
4363 checkGLcall("glAttachObjectARB");
4364 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4367 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
4369 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
4370 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
4371 checkGLcall("glAttachObjectARB");
4373 /* Bind vertex attributes to a corresponding index number to match
4374 * the same index numbers as ARB_vertex_programs (makes loading
4375 * vertex attributes simpler). With this method, we can use the
4376 * exact same code to load the attributes later for both ARB and
4379 * We have to do this here because we need to know the Program ID
4380 * in order to make the bindings work, and it has to be done prior
4381 * to linking the GLSL program. */
4382 for (i
= 0; map
; map
>>= 1, ++i
)
4384 if (!(map
& 1)) continue;
4386 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%u", i
);
4387 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
4389 checkGLcall("glBindAttribLocationARB");
4391 list_add_head(&vshader
->linked_programs
, &entry
->vshader_entry
);
4394 /* Attach GLSL pshader */
4397 GLhandleARB pshader_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
4398 pshader
, &ps_compile_args
, &entry
->np2Fixup_info
);
4399 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
4400 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
4401 checkGLcall("glAttachObjectARB");
4403 list_add_head(&pshader
->linked_programs
, &entry
->pshader_entry
);
4406 /* Link the program */
4407 TRACE("Linking GLSL shader program %u\n", programId
);
4408 GL_EXTCALL(glLinkProgramARB(programId
));
4409 shader_glsl_validate_link(gl_info
, programId
);
4411 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4412 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
4413 for (i
= 0; i
< gl_info
->limits
.glsl_vs_float_constants
; ++i
)
4415 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
4416 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4418 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4420 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
4421 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4423 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4424 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
4425 for (i
= 0; i
< gl_info
->limits
.glsl_ps_float_constants
; ++i
)
4427 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
4428 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4430 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4432 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
4433 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4439 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
4440 sprintf(name
, "bumpenvmat%u", i
);
4441 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4442 sprintf(name
, "luminancescale%u", i
);
4443 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4444 sprintf(name
, "luminanceoffset%u", i
);
4445 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4448 if (ps_compile_args
.np2_fixup
) {
4449 if (entry
->np2Fixup_info
) {
4450 entry
->np2Fixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "PsamplerNP2Fixup"));
4452 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4457 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
4458 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
4459 checkGLcall("Find glsl program uniform locations");
4461 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
4462 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
4464 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
4465 entry
->vertex_color_clamp
= GL_FALSE
;
4467 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
4470 /* Set the shader to allow uniform loading on it */
4471 GL_EXTCALL(glUseProgramObjectARB(programId
));
4472 checkGLcall("glUseProgramObjectARB(programId)");
4474 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4475 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4476 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4477 * vertex shader with fixed function pixel processing is used we make sure that the card
4478 * supports enough samplers to allow the max number of vertex samplers with all possible
4479 * fixed function fragment processing setups. So once the program is linked these samplers
4482 if (vshader
) shader_glsl_load_vsamplers(gl_info
, device
->texUnitMap
, programId
);
4483 if (pshader
) shader_glsl_load_psamplers(gl_info
, device
->texUnitMap
, programId
);
4485 /* If the local constants do not have to be loaded with the environment constants,
4486 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4489 if (pshader
&& !pshader
->load_local_constsF
)
4490 hardcode_local_constants(pshader
, gl_info
, programId
, 'P');
4491 if (vshader
&& !vshader
->load_local_constsF
)
4492 hardcode_local_constants(vshader
, gl_info
, programId
, 'V');
4495 /* GL locking is done by the caller */
4496 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
4498 GLhandleARB program_id
;
4499 GLhandleARB vshader_id
, pshader_id
;
4500 const char *blt_pshader
;
4502 static const char *blt_vshader
=
4506 " gl_Position = gl_Vertex;\n"
4507 " gl_FrontColor = vec4(1.0);\n"
4508 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4511 static const char * const blt_pshaders_full
[tex_type_count
] =
4517 "uniform sampler2D sampler;\n"
4520 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4526 "uniform samplerCube sampler;\n"
4529 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4533 "#extension GL_ARB_texture_rectangle : enable\n"
4534 "uniform sampler2DRect sampler;\n"
4537 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4541 static const char * const blt_pshaders_masked
[tex_type_count
] =
4547 "uniform sampler2D sampler;\n"
4548 "uniform vec4 mask;\n"
4551 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4552 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4558 "uniform samplerCube sampler;\n"
4559 "uniform vec4 mask;\n"
4562 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4563 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4567 "#extension GL_ARB_texture_rectangle : enable\n"
4568 "uniform sampler2DRect sampler;\n"
4569 "uniform vec4 mask;\n"
4572 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4573 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4577 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
4580 FIXME("tex_type %#x not supported\n", tex_type
);
4584 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4585 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
4587 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4588 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
4590 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
4591 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
4592 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
4593 GL_EXTCALL(glLinkProgramARB(program_id
));
4595 shader_glsl_validate_link(gl_info
, program_id
);
4597 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4600 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4601 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
4605 /* GL locking is done by the caller */
4606 static void shader_glsl_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4608 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4609 struct wined3d_device
*device
= context
->swapchain
->device
;
4610 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4611 GLhandleARB program_id
= 0;
4612 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
4614 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4616 if (useVS
|| usePS
) set_glsl_shader_program(context
, device
, usePS
, useVS
);
4617 else priv
->glsl_program
= NULL
;
4619 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4621 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
4623 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4625 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
4626 checkGLcall("glClampColorARB");
4630 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4634 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4635 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4636 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4637 checkGLcall("glUseProgramObjectARB");
4639 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4640 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4641 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4642 if (priv
->glsl_program
&& priv
->glsl_program
->np2Fixup_info
)
4644 shader_glsl_load_np2fixup_constants(priv
, gl_info
, &device
->stateBlock
->state
);
4648 /* GL locking is done by the caller */
4649 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
4650 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4652 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4653 struct shader_glsl_priv
*priv
= shader_priv
;
4654 GLhandleARB
*blt_program
;
4657 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
4660 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
4661 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
4662 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4663 GL_EXTCALL(glUniform1iARB(loc
, 0));
4667 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4672 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
4673 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
4677 /* GL locking is done by the caller */
4678 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
4680 struct shader_glsl_priv
*priv
= shader_priv
;
4681 GLhandleARB program_id
;
4683 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4684 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4686 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4687 checkGLcall("glUseProgramObjectARB");
4690 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
4692 struct wined3d_device
*device
= shader
->device
;
4693 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4694 const struct wined3d_gl_info
*gl_info
;
4695 const struct list
*linked_programs
;
4696 struct wined3d_context
*context
;
4698 char pshader
= shader_is_pshader_version(shader
->reg_maps
.shader_version
.type
);
4702 struct glsl_pshader_private
*shader_data
= shader
->backend_data
;
4704 if (!shader_data
|| !shader_data
->num_gl_shaders
)
4706 HeapFree(GetProcessHeap(), 0, shader_data
);
4707 shader
->backend_data
= NULL
;
4711 context
= context_acquire(device
, NULL
);
4712 gl_info
= context
->gl_info
;
4714 if (priv
->glsl_program
&& priv
->glsl_program
->pshader
== shader
)
4717 shader_glsl_select(context
, FALSE
, FALSE
);
4723 struct glsl_vshader_private
*shader_data
= shader
->backend_data
;
4725 if (!shader_data
|| !shader_data
->num_gl_shaders
)
4727 HeapFree(GetProcessHeap(), 0, shader_data
);
4728 shader
->backend_data
= NULL
;
4732 context
= context_acquire(device
, NULL
);
4733 gl_info
= context
->gl_info
;
4735 if (priv
->glsl_program
&& priv
->glsl_program
->vshader
== shader
)
4738 shader_glsl_select(context
, FALSE
, FALSE
);
4743 linked_programs
= &shader
->linked_programs
;
4745 TRACE("Deleting linked programs\n");
4746 if (linked_programs
->next
) {
4747 struct glsl_shader_prog_link
*entry
, *entry2
;
4751 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
4752 delete_glsl_program_entry(priv
, gl_info
, entry
);
4755 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
4756 delete_glsl_program_entry(priv
, gl_info
, entry
);
4764 struct glsl_pshader_private
*shader_data
= shader
->backend_data
;
4768 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4769 TRACE("deleting pshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4770 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4771 checkGLcall("glDeleteObjectARB");
4774 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4778 struct glsl_vshader_private
*shader_data
= shader
->backend_data
;
4782 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4783 TRACE("deleting vshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4784 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4785 checkGLcall("glDeleteObjectARB");
4788 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4791 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
4792 shader
->backend_data
= NULL
;
4794 context_release(context
);
4797 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
4799 const struct glsl_program_key
*k
= key
;
4800 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
4801 const struct glsl_shader_prog_link
, program_lookup_entry
);
4804 if (k
->vshader
> prog
->vshader
) return 1;
4805 else if (k
->vshader
< prog
->vshader
) return -1;
4807 if (k
->pshader
> prog
->pshader
) return 1;
4808 else if (k
->pshader
< prog
->pshader
) return -1;
4810 if (k
->vshader
&& (cmp
= memcmp(&k
->vs_args
, &prog
->vs_args
, sizeof(prog
->vs_args
)))) return cmp
;
4811 if (k
->pshader
&& (cmp
= memcmp(&k
->ps_args
, &prog
->ps_args
, sizeof(prog
->ps_args
)))) return cmp
;
4816 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
4818 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
4819 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
4823 ERR("Failed to allocate memory\n");
4827 heap
->entries
= mem
;
4828 heap
->entries
[1].version
= 0;
4829 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
4835 static void constant_heap_free(struct constant_heap
*heap
)
4837 HeapFree(GetProcessHeap(), 0, heap
->entries
);
4840 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
4845 glsl_program_key_compare
,
4848 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
)
4850 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4851 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4852 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
4853 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
4855 if (!shader_buffer_init(&priv
->shader_buffer
))
4857 ERR("Failed to initialize shader buffer.\n");
4861 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4864 ERR("Failed to allocate memory.\n");
4868 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
4870 ERR("Failed to initialize vertex shader constant heap\n");
4874 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
4876 ERR("Failed to initialize pixel shader constant heap\n");
4880 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4882 ERR("Failed to initialize rbtree.\n");
4886 priv
->next_constant_version
= 1;
4888 device
->shader_priv
= priv
;
4892 constant_heap_free(&priv
->pconst_heap
);
4893 constant_heap_free(&priv
->vconst_heap
);
4894 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4895 shader_buffer_free(&priv
->shader_buffer
);
4896 HeapFree(GetProcessHeap(), 0, priv
);
4897 return E_OUTOFMEMORY
;
4900 /* Context activation is done by the caller. */
4901 static void shader_glsl_free(struct wined3d_device
*device
)
4903 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4904 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4908 for (i
= 0; i
< tex_type_count
; ++i
)
4910 if (priv
->depth_blt_program_full
[i
])
4912 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
4914 if (priv
->depth_blt_program_masked
[i
])
4916 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
4921 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
4922 constant_heap_free(&priv
->pconst_heap
);
4923 constant_heap_free(&priv
->vconst_heap
);
4924 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4925 shader_buffer_free(&priv
->shader_buffer
);
4927 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
4928 device
->shader_priv
= NULL
;
4931 static BOOL
shader_glsl_dirty_const(void)
4933 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4937 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
4939 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
4940 * texldd and texldl instructions. */
4941 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
4943 caps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4944 caps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4948 caps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4949 caps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4952 caps
->MaxVertexShaderConst
= gl_info
->limits
.glsl_vs_float_constants
;
4953 caps
->MaxPixelShaderConst
= gl_info
->limits
.glsl_ps_float_constants
;
4955 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4956 * Direct3D minimum requirement.
4958 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4959 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4961 * The problem is that the refrast clamps temporary results in the shader to
4962 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4963 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4964 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4965 * offer a way to query this.
4967 caps
->PixelShader1xMaxValue
= 8.0;
4969 caps
->VSClipping
= TRUE
;
4971 TRACE_(d3d_caps
)("Hardware vertex shader version %u.%u enabled (GLSL).\n",
4972 (caps
->VertexShaderVersion
>> 8) & 0xff, caps
->VertexShaderVersion
& 0xff);
4973 TRACE_(d3d_caps
)("Hardware pixel shader version %u.%u enabled (GLSL).\n",
4974 (caps
->PixelShaderVersion
>> 8) & 0xff, caps
->PixelShaderVersion
& 0xff);
4977 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4979 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4981 TRACE("Checking support for fixup:\n");
4982 dump_color_fixup_desc(fixup
);
4985 /* We support everything except YUV conversions. */
4986 if (!is_complex_fixup(fixup
))
4992 TRACE("[FAILED]\n");
4996 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4998 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4999 /* WINED3DSIH_ADD */ shader_glsl_arith
,
5000 /* WINED3DSIH_AND */ NULL
,
5001 /* WINED3DSIH_BEM */ shader_glsl_bem
,
5002 /* WINED3DSIH_BREAK */ shader_glsl_break
,
5003 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
5004 /* WINED3DSIH_BREAKP */ NULL
,
5005 /* WINED3DSIH_CALL */ shader_glsl_call
,
5006 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
5007 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
5008 /* WINED3DSIH_CND */ shader_glsl_cnd
,
5009 /* WINED3DSIH_CRS */ shader_glsl_cross
,
5010 /* WINED3DSIH_CUT */ NULL
,
5011 /* WINED3DSIH_DCL */ NULL
,
5012 /* WINED3DSIH_DEF */ NULL
,
5013 /* WINED3DSIH_DEFB */ NULL
,
5014 /* WINED3DSIH_DEFI */ NULL
,
5015 /* WINED3DSIH_DIV */ NULL
,
5016 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
5017 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
5018 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
5019 /* WINED3DSIH_DST */ shader_glsl_dst
,
5020 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
5021 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
5022 /* WINED3DSIH_ELSE */ shader_glsl_else
,
5023 /* WINED3DSIH_EMIT */ NULL
,
5024 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
5025 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
5026 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
5027 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
5028 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
5029 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
5030 /* WINED3DSIH_FTOI */ NULL
,
5031 /* WINED3DSIH_IADD */ NULL
,
5032 /* WINED3DSIH_IEQ */ NULL
,
5033 /* WINED3DSIH_IF */ shader_glsl_if
,
5034 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
5035 /* WINED3DSIH_IGE */ NULL
,
5036 /* WINED3DSIH_IMUL */ NULL
,
5037 /* WINED3DSIH_ITOF */ NULL
,
5038 /* WINED3DSIH_LABEL */ shader_glsl_label
,
5039 /* WINED3DSIH_LD */ NULL
,
5040 /* WINED3DSIH_LIT */ shader_glsl_lit
,
5041 /* WINED3DSIH_LOG */ shader_glsl_log
,
5042 /* WINED3DSIH_LOGP */ shader_glsl_log
,
5043 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
5044 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
5045 /* WINED3DSIH_LT */ NULL
,
5046 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
5047 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
5048 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
5049 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
5050 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
5051 /* WINED3DSIH_MAD */ shader_glsl_mad
,
5052 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
5053 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
5054 /* WINED3DSIH_MOV */ shader_glsl_mov
,
5055 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
5056 /* WINED3DSIH_MOVC */ NULL
,
5057 /* WINED3DSIH_MUL */ shader_glsl_arith
,
5058 /* WINED3DSIH_NOP */ NULL
,
5059 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
5060 /* WINED3DSIH_PHASE */ NULL
,
5061 /* WINED3DSIH_POW */ shader_glsl_pow
,
5062 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
5063 /* WINED3DSIH_REP */ shader_glsl_rep
,
5064 /* WINED3DSIH_RET */ shader_glsl_ret
,
5065 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
5066 /* WINED3DSIH_SAMPLE */ NULL
,
5067 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
5068 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
5069 /* WINED3DSIH_SETP */ NULL
,
5070 /* WINED3DSIH_SGE */ shader_glsl_compare
,
5071 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
5072 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
5073 /* WINED3DSIH_SLT */ shader_glsl_compare
,
5074 /* WINED3DSIH_SQRT */ NULL
,
5075 /* WINED3DSIH_SUB */ shader_glsl_arith
,
5076 /* WINED3DSIH_TEX */ shader_glsl_tex
,
5077 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
5078 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
5079 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
5080 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
5081 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
5082 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
5083 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
5084 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
5085 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
5086 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
5087 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
5088 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
5089 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
5090 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5091 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
5092 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
5093 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
5094 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
5095 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
5096 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
5097 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
5098 /* WINED3DSIH_UTOF */ NULL
,
5101 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5102 SHADER_HANDLER hw_fct
;
5104 /* Select handler */
5105 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
5107 /* Unhandled opcode */
5110 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5115 shader_glsl_add_instruction_modifiers(ins
);
5118 const struct wined3d_shader_backend_ops glsl_shader_backend
=
5120 shader_glsl_handle_instruction
,
5122 shader_glsl_select_depth_blt
,
5123 shader_glsl_deselect_depth_blt
,
5124 shader_glsl_update_float_vertex_constants
,
5125 shader_glsl_update_float_pixel_constants
,
5126 shader_glsl_load_constants
,
5127 shader_glsl_load_np2fixup_constants
,
5128 shader_glsl_destroy
,
5131 shader_glsl_dirty_const
,
5132 shader_glsl_get_caps
,
5133 shader_glsl_color_fixup_supported
,