pop b0283e26815279d45d201d5585820bb1d1997663
[wine/hacks.git] / dlls / wined3d / glsl_shader.c
blob9bce13b6123c63c9534afcaca85eb31c57070e2e
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
49 typedef struct {
50 char reg_name[150];
51 char mask_str[6];
52 } glsl_dst_param_t;
54 typedef struct {
55 char reg_name[150];
56 char param_str[200];
57 } glsl_src_param_t;
59 typedef struct {
60 const char *name;
61 DWORD coord_mask;
62 } glsl_sample_function_t;
64 enum heap_node_op
66 HEAP_NODE_TRAVERSE_LEFT,
67 HEAP_NODE_TRAVERSE_RIGHT,
68 HEAP_NODE_POP,
71 struct constant_entry
73 unsigned int idx;
74 unsigned int version;
77 struct constant_heap
79 struct constant_entry *entries;
80 unsigned int *positions;
81 unsigned int size;
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86 struct wined3d_shader_buffer shader_buffer;
87 struct wine_rb_tree program_lookup;
88 struct glsl_shader_prog_link *glsl_program;
89 struct constant_heap vconst_heap;
90 struct constant_heap pconst_heap;
91 unsigned char *stack;
92 GLhandleARB depth_blt_program[tex_type_count];
93 UINT next_constant_version;
96 /* Struct to maintain data about a linked GLSL program */
97 struct glsl_shader_prog_link {
98 struct wine_rb_entry program_lookup_entry;
99 struct list vshader_entry;
100 struct list pshader_entry;
101 GLhandleARB programId;
102 GLint *vuniformF_locations;
103 GLint *puniformF_locations;
104 GLint vuniformI_locations[MAX_CONST_I];
105 GLint puniformI_locations[MAX_CONST_I];
106 GLint posFixup_location;
107 GLint np2Fixup_location;
108 GLint bumpenvmat_location[MAX_TEXTURES];
109 GLint luminancescale_location[MAX_TEXTURES];
110 GLint luminanceoffset_location[MAX_TEXTURES];
111 GLint ycorrection_location;
112 GLenum vertex_color_clamp;
113 IWineD3DVertexShader *vshader;
114 IWineD3DPixelShader *pshader;
115 struct vs_compile_args vs_args;
116 struct ps_compile_args ps_args;
117 UINT constant_version;
118 const struct ps_np2fixup_info *np2Fixup_info;
121 typedef struct {
122 IWineD3DVertexShader *vshader;
123 IWineD3DPixelShader *pshader;
124 struct ps_compile_args ps_args;
125 struct vs_compile_args vs_args;
126 } glsl_program_key_t;
128 struct shader_glsl_ctx_priv {
129 const struct vs_compile_args *cur_vs_args;
130 const struct ps_compile_args *cur_ps_args;
131 struct ps_np2fixup_info *cur_np2fixup_info;
134 struct glsl_ps_compiled_shader
136 struct ps_compile_args args;
137 struct ps_np2fixup_info np2fixup;
138 GLhandleARB prgId;
141 struct glsl_pshader_private
143 struct glsl_ps_compiled_shader *gl_shaders;
144 UINT num_gl_shaders, shader_array_size;
147 struct glsl_vs_compiled_shader
149 struct vs_compile_args args;
150 GLhandleARB prgId;
153 struct glsl_vshader_private
155 struct glsl_vs_compiled_shader *gl_shaders;
156 UINT num_gl_shaders, shader_array_size;
159 static const char *debug_gl_shader_type(GLenum type)
161 switch (type)
163 #define WINED3D_TO_STR(u) case u: return #u
164 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
165 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
166 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
167 #undef WINED3D_TO_STR
168 default:
169 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
173 /* Extract a line from the info log.
174 * Note that this modifies the source string. */
175 static char *get_info_log_line(char **ptr)
177 char *p, *q;
179 p = *ptr;
180 if (!(q = strstr(p, "\n")))
182 if (!*p) return NULL;
183 *ptr += strlen(p);
184 return p;
186 *q = '\0';
187 *ptr = q + 1;
189 return p;
192 /** Prints the GLSL info log which will contain error messages if they exist */
193 /* GL locking is done by the caller */
194 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
196 int infologLength = 0;
197 char *infoLog;
198 unsigned int i;
199 BOOL is_spam;
201 static const char * const spam[] =
203 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
204 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
205 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
206 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
207 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
208 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
209 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
210 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
211 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
214 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
216 GL_EXTCALL(glGetObjectParameterivARB(obj,
217 GL_OBJECT_INFO_LOG_LENGTH_ARB,
218 &infologLength));
220 /* A size of 1 is just a null-terminated string, so the log should be bigger than
221 * that if there are errors. */
222 if (infologLength > 1)
224 char *ptr, *line;
226 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
227 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
229 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
230 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
231 is_spam = FALSE;
233 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
234 if(strcmp(infoLog, spam[i]) == 0) {
235 is_spam = TRUE;
236 break;
240 ptr = infoLog;
241 if (is_spam)
243 TRACE("Spam received from GLSL shader #%u:\n", obj);
244 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
246 else
248 FIXME("Error received from GLSL shader #%u:\n", obj);
249 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
251 HeapFree(GetProcessHeap(), 0, infoLog);
255 /* GL locking is done by the caller. */
256 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
258 GLint i, object_count, source_size;
259 GLhandleARB *objects;
260 char *source = NULL;
262 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
263 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
264 if (!objects)
266 ERR("Failed to allocate object array memory.\n");
267 return;
270 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
271 for (i = 0; i < object_count; ++i)
273 char *ptr, *line;
274 GLint tmp;
276 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
278 if (!source || source_size < tmp)
280 HeapFree(GetProcessHeap(), 0, source);
282 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
283 if (!source)
285 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
286 HeapFree(GetProcessHeap(), 0, objects);
287 return;
289 source_size = tmp;
292 FIXME("Object %u:\n", objects[i]);
293 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
294 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
295 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
296 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
297 FIXME("\n");
299 ptr = source;
300 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
301 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
302 FIXME("\n");
305 HeapFree(GetProcessHeap(), 0, source);
306 HeapFree(GetProcessHeap(), 0, objects);
309 /* GL locking is done by the caller. */
310 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
312 GLint tmp;
314 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
316 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
317 if (tmp == GL_PROGRAM_OBJECT_ARB)
319 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
320 if (!tmp)
322 FIXME("Program %u link status invalid.\n", program);
323 shader_glsl_dump_program_source(gl_info, program);
327 print_glsl_info_log(gl_info, program);
331 * Loads (pixel shader) samplers
333 /* GL locking is done by the caller */
334 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
335 DWORD *tex_unit_map, GLhandleARB programId)
337 GLint name_loc;
338 int i;
339 char sampler_name[20];
341 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
342 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
343 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
344 if (name_loc != -1) {
345 DWORD mapped_unit = tex_unit_map[i];
346 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
348 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
349 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
350 checkGLcall("glUniform1iARB");
351 } else {
352 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
358 /* GL locking is done by the caller */
359 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
360 DWORD *tex_unit_map, GLhandleARB programId)
362 GLint name_loc;
363 char sampler_name[20];
364 int i;
366 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
367 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
368 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
369 if (name_loc != -1) {
370 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
371 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
373 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
374 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
375 checkGLcall("glUniform1iARB");
376 } else {
377 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
383 /* GL locking is done by the caller */
384 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
385 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
387 int stack_idx = 0;
388 unsigned int heap_idx = 1;
389 unsigned int idx;
391 if (heap->entries[heap_idx].version <= version) return;
393 idx = heap->entries[heap_idx].idx;
394 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
395 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
397 while (stack_idx >= 0)
399 /* Note that we fall through to the next case statement. */
400 switch(stack[stack_idx])
402 case HEAP_NODE_TRAVERSE_LEFT:
404 unsigned int left_idx = heap_idx << 1;
405 if (left_idx < heap->size && heap->entries[left_idx].version > version)
407 heap_idx = left_idx;
408 idx = heap->entries[heap_idx].idx;
409 if (constant_locations[idx] != -1)
410 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
412 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
413 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
414 break;
418 case HEAP_NODE_TRAVERSE_RIGHT:
420 unsigned int right_idx = (heap_idx << 1) + 1;
421 if (right_idx < heap->size && heap->entries[right_idx].version > version)
423 heap_idx = right_idx;
424 idx = heap->entries[heap_idx].idx;
425 if (constant_locations[idx] != -1)
426 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
428 stack[stack_idx++] = HEAP_NODE_POP;
429 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
430 break;
434 case HEAP_NODE_POP:
436 heap_idx >>= 1;
437 --stack_idx;
438 break;
442 checkGLcall("walk_constant_heap()");
445 /* GL locking is done by the caller */
446 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
448 GLfloat clamped_constant[4];
450 if (location == -1) return;
452 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
453 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
454 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
455 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
457 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
460 /* GL locking is done by the caller */
461 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
462 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
464 int stack_idx = 0;
465 unsigned int heap_idx = 1;
466 unsigned int idx;
468 if (heap->entries[heap_idx].version <= version) return;
470 idx = heap->entries[heap_idx].idx;
471 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
472 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
474 while (stack_idx >= 0)
476 /* Note that we fall through to the next case statement. */
477 switch(stack[stack_idx])
479 case HEAP_NODE_TRAVERSE_LEFT:
481 unsigned int left_idx = heap_idx << 1;
482 if (left_idx < heap->size && heap->entries[left_idx].version > version)
484 heap_idx = left_idx;
485 idx = heap->entries[heap_idx].idx;
486 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
488 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
489 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
490 break;
494 case HEAP_NODE_TRAVERSE_RIGHT:
496 unsigned int right_idx = (heap_idx << 1) + 1;
497 if (right_idx < heap->size && heap->entries[right_idx].version > version)
499 heap_idx = right_idx;
500 idx = heap->entries[heap_idx].idx;
501 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
503 stack[stack_idx++] = HEAP_NODE_POP;
504 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
505 break;
509 case HEAP_NODE_POP:
511 heap_idx >>= 1;
512 --stack_idx;
513 break;
517 checkGLcall("walk_constant_heap_clamped()");
520 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
521 /* GL locking is done by the caller */
522 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
523 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
524 unsigned char *stack, UINT version)
526 const local_constant *lconst;
528 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
529 if (This->baseShader.reg_maps.shader_version.major == 1
530 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
531 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
532 else
533 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
535 if (!This->baseShader.load_local_constsF)
537 TRACE("No need to load local float constants for this shader\n");
538 return;
541 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
542 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
544 GLint location = constant_locations[lconst->idx];
545 /* We found this uniform name in the program - go ahead and send the data */
546 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
548 checkGLcall("glUniform4fvARB()");
551 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
552 /* GL locking is done by the caller */
553 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
554 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
556 unsigned int i;
557 struct list* ptr;
559 for (i = 0; constants_set; constants_set >>= 1, ++i)
561 if (!(constants_set & 1)) continue;
563 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
564 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
566 /* We found this uniform name in the program - go ahead and send the data */
567 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
568 checkGLcall("glUniform4ivARB");
571 /* Load immediate constants */
572 ptr = list_head(&This->baseShader.constantsI);
573 while (ptr) {
574 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
575 unsigned int idx = lconst->idx;
576 const GLint *values = (const GLint *)lconst->value;
578 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
579 values[0], values[1], values[2], values[3]);
581 /* We found this uniform name in the program - go ahead and send the data */
582 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
583 checkGLcall("glUniform4ivARB");
584 ptr = list_next(&This->baseShader.constantsI, ptr);
588 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
589 /* GL locking is done by the caller */
590 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
591 GLhandleARB programId, const BOOL *constants, WORD constants_set)
593 GLint tmp_loc;
594 unsigned int i;
595 char tmp_name[8];
596 const char *prefix;
597 struct list* ptr;
599 switch (This->baseShader.reg_maps.shader_version.type)
601 case WINED3D_SHADER_TYPE_VERTEX:
602 prefix = "VB";
603 break;
605 case WINED3D_SHADER_TYPE_GEOMETRY:
606 prefix = "GB";
607 break;
609 case WINED3D_SHADER_TYPE_PIXEL:
610 prefix = "PB";
611 break;
613 default:
614 FIXME("Unknown shader type %#x.\n",
615 This->baseShader.reg_maps.shader_version.type);
616 prefix = "UB";
617 break;
620 /* TODO: Benchmark and see if it would be beneficial to store the
621 * locations of the constants to avoid looking up each time */
622 for (i = 0; constants_set; constants_set >>= 1, ++i)
624 if (!(constants_set & 1)) continue;
626 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
628 /* TODO: Benchmark and see if it would be beneficial to store the
629 * locations of the constants to avoid looking up each time */
630 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
631 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
632 if (tmp_loc != -1)
634 /* We found this uniform name in the program - go ahead and send the data */
635 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
636 checkGLcall("glUniform1ivARB");
640 /* Load immediate constants */
641 ptr = list_head(&This->baseShader.constantsB);
642 while (ptr) {
643 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
644 unsigned int idx = lconst->idx;
645 const GLint *values = (const GLint *)lconst->value;
647 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
649 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
650 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
651 if (tmp_loc != -1) {
652 /* We found this uniform name in the program - go ahead and send the data */
653 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
654 checkGLcall("glUniform1ivARB");
656 ptr = list_next(&This->baseShader.constantsB, ptr);
660 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
662 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
666 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
668 /* GL locking is done by the caller (state handler) */
669 static void shader_glsl_load_np2fixup_constants(
670 IWineD3DDevice* device,
671 char usePixelShader,
672 char useVertexShader) {
674 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
675 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
677 if (!prog) {
678 /* No GLSL program set - nothing to do. */
679 return;
682 if (!usePixelShader) {
683 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
684 return;
687 if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
688 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
689 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
690 UINT i;
691 UINT fixup = prog->ps_args.np2_fixup;
692 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
694 for (i = 0; fixup; fixup >>= 1, ++i) {
695 const unsigned char idx = prog->np2Fixup_info->idx[i];
696 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
697 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
699 if (!tex) {
700 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
701 continue;
704 if (idx % 2) {
705 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
706 } else {
707 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
711 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
716 * Loads the app-supplied constants into the currently set GLSL program.
718 /* GL locking is done by the caller (state handler) */
719 static void shader_glsl_load_constants(const struct wined3d_context *context,
720 char usePixelShader, char useVertexShader)
722 const struct wined3d_gl_info *gl_info = context->gl_info;
723 IWineD3DDeviceImpl *device = context->swapchain->device;
724 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
725 struct shader_glsl_priv *priv = device->shader_priv;
727 GLhandleARB programId;
728 struct glsl_shader_prog_link *prog = priv->glsl_program;
729 UINT constant_version;
730 int i;
732 if (!prog) {
733 /* No GLSL program set - nothing to do. */
734 return;
736 programId = prog->programId;
737 constant_version = prog->constant_version;
739 if (useVertexShader) {
740 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
742 /* Load DirectX 9 float constants/uniforms for vertex shader */
743 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
744 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
746 /* Load DirectX 9 integer constants/uniforms for vertex shader */
747 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
748 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
750 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
751 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
752 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
754 /* Upload the position fixup params */
755 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
756 checkGLcall("glUniform4fvARB");
759 if (usePixelShader) {
761 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
763 /* Load DirectX 9 float constants/uniforms for pixel shader */
764 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
765 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
767 /* Load DirectX 9 integer constants/uniforms for pixel shader */
768 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
769 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
771 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
772 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
773 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
775 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
776 * It can't be 0 for a valid texbem instruction.
778 for(i = 0; i < MAX_TEXTURES; i++) {
779 const float *data;
781 if(prog->bumpenvmat_location[i] == -1) continue;
783 data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
784 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
785 checkGLcall("glUniformMatrix2fvARB");
787 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
788 * is set too, so we can check that in the needsbumpmat check
790 if(prog->luminancescale_location[i] != -1) {
791 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
792 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
794 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
795 checkGLcall("glUniform1fvARB");
796 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
797 checkGLcall("glUniform1fvARB");
801 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
802 float correction_params[4];
804 if (context->render_offscreen)
806 correction_params[0] = 0.0f;
807 correction_params[1] = 1.0f;
808 } else {
809 /* position is window relative, not viewport relative */
810 correction_params[0] = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
811 correction_params[1] = -1.0f;
813 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
817 if (priv->next_constant_version == UINT_MAX)
819 TRACE("Max constant version reached, resetting to 0.\n");
820 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
821 priv->next_constant_version = 1;
823 else
825 prog->constant_version = priv->next_constant_version++;
829 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
830 unsigned int heap_idx, DWORD new_version)
832 struct constant_entry *entries = heap->entries;
833 unsigned int *positions = heap->positions;
834 unsigned int parent_idx;
836 while (heap_idx > 1)
838 parent_idx = heap_idx >> 1;
840 if (new_version <= entries[parent_idx].version) break;
842 entries[heap_idx] = entries[parent_idx];
843 positions[entries[parent_idx].idx] = heap_idx;
844 heap_idx = parent_idx;
847 entries[heap_idx].version = new_version;
848 entries[heap_idx].idx = idx;
849 positions[idx] = heap_idx;
852 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
854 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
855 struct shader_glsl_priv *priv = This->shader_priv;
856 struct constant_heap *heap = &priv->vconst_heap;
857 UINT i;
859 for (i = start; i < count + start; ++i)
861 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
862 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
863 else
864 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
868 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
870 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
871 struct shader_glsl_priv *priv = This->shader_priv;
872 struct constant_heap *heap = &priv->pconst_heap;
873 UINT i;
875 for (i = start; i < count + start; ++i)
877 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
878 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
879 else
880 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
884 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
886 unsigned int ret = gl_info->limits.glsl_varyings / 4;
887 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
888 if(shader_major > 3) return ret;
890 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
891 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
892 return ret;
895 /** Generate the variable & register declarations for the GLSL output target */
896 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
897 struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
898 const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
900 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
901 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
902 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
903 const struct wined3d_gl_info *gl_info = context->gl_info;
904 unsigned int i, extra_constants_needed = 0;
905 const local_constant *lconst;
906 DWORD map;
908 /* There are some minor differences between pixel and vertex shaders */
909 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
910 char prefix = pshader ? 'P' : 'V';
912 /* Prototype the subroutines */
913 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
915 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
918 /* Declare the constants (aka uniforms) */
919 if (This->baseShader.limits.constant_float > 0) {
920 unsigned max_constantsF;
921 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
922 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
923 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
924 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
925 * a dx9 card, as long as it doesn't also use all the other constants.
927 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
928 * declare only the amount that we're assured to have.
930 * Thus we run into problems in these two cases:
931 * 1) The shader really uses more uniforms than supported
932 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
934 if (pshader)
936 /* No indirect addressing here. */
937 max_constantsF = gl_info->limits.glsl_ps_float_constants;
939 else
941 if(This->baseShader.reg_maps.usesrelconstF) {
942 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
943 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
944 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
945 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
947 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
949 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
950 if(ctx_priv->cur_vs_args->clip_enabled)
952 max_constantsF -= gl_info->limits.clipplanes;
954 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
955 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
956 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
957 * for now take this into account when calculating the number of available constants
959 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
960 /* Set by driver quirks in directx.c */
961 max_constantsF -= gl_info->reserved_glsl_constants;
963 else
965 max_constantsF = gl_info->limits.glsl_vs_float_constants;
968 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
969 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
972 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
973 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
975 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
976 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
978 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
979 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
981 if(!pshader) {
982 shader_addline(buffer, "uniform vec4 posFixup;\n");
983 /* Predeclaration; This function is added at link time based on the pixel shader.
984 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
985 * that. We know the input to the reorder function at vertex shader compile time, so
986 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
987 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
988 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
989 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
990 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
991 * inout.
993 if (reg_maps->shader_version.major >= 3)
995 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
996 } else {
997 shader_addline(buffer, "void order_ps_input();\n");
999 } else {
1000 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1002 if (!(map & 1)) continue;
1004 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1006 if (reg_maps->luminanceparams & (1 << i))
1008 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1009 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1010 extra_constants_needed++;
1013 extra_constants_needed++;
1016 if (ps_args->srgb_correction)
1018 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1019 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1020 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1021 srgb_cmp);
1023 if (reg_maps->vpos || reg_maps->usesdsy)
1025 if (This->baseShader.limits.constant_float + extra_constants_needed
1026 + 1 < gl_info->limits.glsl_ps_float_constants)
1028 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1029 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
1030 extra_constants_needed++;
1031 } else {
1032 /* This happens because we do not have proper tracking of the constant registers that are
1033 * actually used, only the max limit of the shader version
1035 FIXME("Cannot find a free uniform for vpos correction params\n");
1036 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1037 context->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
1038 context->render_offscreen ? 1.0f : -1.0f);
1040 shader_addline(buffer, "vec4 vpos;\n");
1044 /* Declare texture samplers */
1045 for (i = 0; i < This->baseShader.limits.sampler; i++) {
1046 if (reg_maps->sampler_type[i])
1048 switch (reg_maps->sampler_type[i])
1050 case WINED3DSTT_1D:
1051 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1052 break;
1053 case WINED3DSTT_2D:
1054 if(device->stateBlock->textures[i] &&
1055 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
1056 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1057 } else {
1058 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1060 break;
1061 case WINED3DSTT_CUBE:
1062 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
1063 break;
1064 case WINED3DSTT_VOLUME:
1065 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
1066 break;
1067 default:
1068 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1069 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1070 break;
1075 /* Declare uniforms for NP2 texcoord fixup:
1076 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1077 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1078 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1079 if (pshader && ps_args->np2_fixup) {
1081 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1082 UINT cur = 0;
1084 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1085 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1086 * samplerNP2Fixup stores texture dimensions and is updated through
1087 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1089 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
1090 if (reg_maps->sampler_type[i]) {
1091 if (!(ps_args->np2_fixup & (1 << i))) continue;
1093 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1094 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1095 continue;
1098 fixup->idx[i] = cur++;
1102 fixup->num_consts = (cur + 1) >> 1;
1103 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1106 /* Declare address variables */
1107 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1109 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1112 /* Declare texture coordinate temporaries and initialize them */
1113 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1115 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1118 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1119 * helper function shader that is linked in at link time
1121 if (pshader && reg_maps->shader_version.major >= 3)
1123 if (use_vs(device->stateBlock))
1125 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1126 } else {
1127 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1128 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1129 * pixel shader that reads the fixed function color into the packed input registers.
1131 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1135 /* Declare output register temporaries */
1136 if(This->baseShader.limits.packed_output) {
1137 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1140 /* Declare temporary variables */
1141 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1143 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1146 /* Declare attributes */
1147 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1149 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1151 if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1155 /* Declare loop registers aLx */
1156 for (i = 0; i < reg_maps->loop_depth; i++) {
1157 shader_addline(buffer, "int aL%u;\n", i);
1158 shader_addline(buffer, "int tmpInt%u;\n", i);
1161 /* Temporary variables for matrix operations */
1162 shader_addline(buffer, "vec4 tmp0;\n");
1163 shader_addline(buffer, "vec4 tmp1;\n");
1165 /* Local constants use a different name so they can be loaded once at shader link time
1166 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1167 * float -> string conversion can cause precision loss.
1169 if(!This->baseShader.load_local_constsF) {
1170 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1171 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1175 shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
1177 /* Start the main program */
1178 shader_addline(buffer, "void main() {\n");
1179 if(pshader && reg_maps->vpos) {
1180 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1181 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1182 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1183 * precision troubles when we just substract 0.5.
1185 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1187 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1189 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1190 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1191 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1192 * correctly on drivers that returns integer values.
1194 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1198 /*****************************************************************************
1199 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1201 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1202 ****************************************************************************/
1204 /* Prototypes */
1205 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1206 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1208 /** Used for opcode modifiers - They multiply the result by the specified amount */
1209 static const char * const shift_glsl_tab[] = {
1210 "", /* 0 (none) */
1211 "2.0 * ", /* 1 (x2) */
1212 "4.0 * ", /* 2 (x4) */
1213 "8.0 * ", /* 3 (x8) */
1214 "16.0 * ", /* 4 (x16) */
1215 "32.0 * ", /* 5 (x32) */
1216 "", /* 6 (x64) */
1217 "", /* 7 (x128) */
1218 "", /* 8 (d256) */
1219 "", /* 9 (d128) */
1220 "", /* 10 (d64) */
1221 "", /* 11 (d32) */
1222 "0.0625 * ", /* 12 (d16) */
1223 "0.125 * ", /* 13 (d8) */
1224 "0.25 * ", /* 14 (d4) */
1225 "0.5 * " /* 15 (d2) */
1228 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1229 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1231 out_str[0] = 0;
1233 switch (src_modifier)
1235 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1236 case WINED3DSPSM_DW:
1237 case WINED3DSPSM_NONE:
1238 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1239 break;
1240 case WINED3DSPSM_NEG:
1241 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1242 break;
1243 case WINED3DSPSM_NOT:
1244 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1245 break;
1246 case WINED3DSPSM_BIAS:
1247 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1248 break;
1249 case WINED3DSPSM_BIASNEG:
1250 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1251 break;
1252 case WINED3DSPSM_SIGN:
1253 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1254 break;
1255 case WINED3DSPSM_SIGNNEG:
1256 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1257 break;
1258 case WINED3DSPSM_COMP:
1259 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1260 break;
1261 case WINED3DSPSM_X2:
1262 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1263 break;
1264 case WINED3DSPSM_X2NEG:
1265 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1266 break;
1267 case WINED3DSPSM_ABS:
1268 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1269 break;
1270 case WINED3DSPSM_ABSNEG:
1271 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1272 break;
1273 default:
1274 FIXME("Unhandled modifier %u\n", src_modifier);
1275 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1279 /** Writes the GLSL variable name that corresponds to the register that the
1280 * DX opcode parameter is trying to access */
1281 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1282 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1284 /* oPos, oFog and oPts in D3D */
1285 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1287 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1288 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1289 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1291 *is_color = FALSE;
1293 switch (reg->type)
1295 case WINED3DSPR_TEMP:
1296 sprintf(register_name, "R%u", reg->idx);
1297 break;
1299 case WINED3DSPR_INPUT:
1300 /* vertex shaders */
1301 if (!pshader)
1303 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1304 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1305 sprintf(register_name, "attrib%u", reg->idx);
1306 break;
1309 /* pixel shaders >= 3.0 */
1310 if (This->baseShader.reg_maps.shader_version.major >= 3)
1312 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1313 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1315 if (reg->rel_addr)
1317 glsl_src_param_t rel_param;
1319 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1321 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1322 * operation there */
1323 if (idx)
1325 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1327 sprintf(register_name,
1328 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1329 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1330 rel_param.param_str, idx);
1332 else
1334 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1337 else
1339 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1341 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1342 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1343 rel_param.param_str);
1345 else
1347 sprintf(register_name, "IN[%s]", rel_param.param_str);
1351 else
1353 if (idx == in_count) sprintf(register_name, "gl_Color");
1354 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1355 else sprintf(register_name, "IN[%u]", idx);
1358 else
1360 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1361 else strcpy(register_name, "gl_SecondaryColor");
1362 break;
1364 break;
1366 case WINED3DSPR_CONST:
1368 const char prefix = pshader ? 'P' : 'V';
1370 /* Relative addressing */
1371 if (reg->rel_addr)
1373 glsl_src_param_t rel_param;
1374 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1375 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1376 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1378 else
1380 if (shader_constant_is_local(This, reg->idx))
1381 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1382 else
1383 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1386 break;
1388 case WINED3DSPR_CONSTINT:
1389 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1390 else sprintf(register_name, "VI[%u]", reg->idx);
1391 break;
1393 case WINED3DSPR_CONSTBOOL:
1394 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1395 else sprintf(register_name, "VB[%u]", reg->idx);
1396 break;
1398 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1399 if (pshader) sprintf(register_name, "T%u", reg->idx);
1400 else sprintf(register_name, "A%u", reg->idx);
1401 break;
1403 case WINED3DSPR_LOOP:
1404 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1405 break;
1407 case WINED3DSPR_SAMPLER:
1408 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1409 else sprintf(register_name, "Vsampler%u", reg->idx);
1410 break;
1412 case WINED3DSPR_COLOROUT:
1413 if (reg->idx >= gl_info->limits.buffers)
1414 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1416 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1417 break;
1419 case WINED3DSPR_RASTOUT:
1420 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1421 break;
1423 case WINED3DSPR_DEPTHOUT:
1424 sprintf(register_name, "gl_FragDepth");
1425 break;
1427 case WINED3DSPR_ATTROUT:
1428 if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1429 else sprintf(register_name, "gl_FrontSecondaryColor");
1430 break;
1432 case WINED3DSPR_TEXCRDOUT:
1433 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1434 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1435 else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1436 break;
1438 case WINED3DSPR_MISCTYPE:
1439 if (reg->idx == 0)
1441 /* vPos */
1442 sprintf(register_name, "vpos");
1444 else if (reg->idx == 1)
1446 /* Note that gl_FrontFacing is a bool, while vFace is
1447 * a float for which the sign determines front/back */
1448 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1450 else
1452 FIXME("Unhandled misctype register %d\n", reg->idx);
1453 sprintf(register_name, "unrecognized_register");
1455 break;
1457 case WINED3DSPR_IMMCONST:
1458 switch (reg->immconst_type)
1460 case WINED3D_IMMCONST_FLOAT:
1461 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1462 break;
1464 case WINED3D_IMMCONST_FLOAT4:
1465 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1466 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1467 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1468 break;
1470 default:
1471 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1472 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1474 break;
1476 default:
1477 FIXME("Unhandled register name Type(%d)\n", reg->type);
1478 sprintf(register_name, "unrecognized_register");
1479 break;
1483 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1485 *str++ = '.';
1486 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1487 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1488 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1489 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1490 *str = '\0';
1493 /* Get the GLSL write mask for the destination register */
1494 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1496 DWORD mask = param->write_mask;
1498 if (shader_is_scalar(&param->reg))
1500 mask = WINED3DSP_WRITEMASK_0;
1501 *write_mask = '\0';
1503 else
1505 shader_glsl_write_mask_to_str(mask, write_mask);
1508 return mask;
1511 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1512 unsigned int size = 0;
1514 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1515 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1516 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1517 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1519 return size;
1522 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1524 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1525 * but addressed as "rgba". To fix this we need to swap the register's x
1526 * and z components. */
1527 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1529 *str++ = '.';
1530 /* swizzle bits fields: wwzzyyxx */
1531 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1532 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1533 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1534 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1535 *str = '\0';
1538 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1539 BOOL fixup, DWORD mask, char *swizzle_str)
1541 if (shader_is_scalar(&param->reg))
1542 *swizzle_str = '\0';
1543 else
1544 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1547 /* From a given parameter token, generate the corresponding GLSL string.
1548 * Also, return the actual register name and swizzle in case the
1549 * caller needs this information as well. */
1550 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1551 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1553 BOOL is_color = FALSE;
1554 char swizzle_str[6];
1556 glsl_src->reg_name[0] = '\0';
1557 glsl_src->param_str[0] = '\0';
1558 swizzle_str[0] = '\0';
1560 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1561 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1562 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1565 /* From a given parameter token, generate the corresponding GLSL string.
1566 * Also, return the actual register name and swizzle in case the
1567 * caller needs this information as well. */
1568 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1569 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1571 BOOL is_color = FALSE;
1573 glsl_dst->mask_str[0] = '\0';
1574 glsl_dst->reg_name[0] = '\0';
1576 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1577 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1580 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1581 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1582 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1584 glsl_dst_param_t glsl_dst;
1585 DWORD mask;
1587 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1588 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1590 return mask;
1593 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1594 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1596 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1599 /** Process GLSL instruction modifiers */
1600 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1602 glsl_dst_param_t dst_param;
1603 DWORD modifiers;
1605 if (!ins->dst_count) return;
1607 modifiers = ins->dst[0].modifiers;
1608 if (!modifiers) return;
1610 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1612 if (modifiers & WINED3DSPDM_SATURATE)
1614 /* _SAT means to clamp the value of the register to between 0 and 1 */
1615 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1616 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1619 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1621 FIXME("_centroid modifier not handled\n");
1624 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1626 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1630 static inline const char *shader_get_comp_op(DWORD op)
1632 switch (op) {
1633 case COMPARISON_GT: return ">";
1634 case COMPARISON_EQ: return "==";
1635 case COMPARISON_GE: return ">=";
1636 case COMPARISON_LT: return "<";
1637 case COMPARISON_NE: return "!=";
1638 case COMPARISON_LE: return "<=";
1639 default:
1640 FIXME("Unrecognized comparison value: %u\n", op);
1641 return "(\?\?)";
1645 static void shader_glsl_get_sample_function(const struct wined3d_gl_info *gl_info,
1646 DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1648 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1649 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1650 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1651 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1653 /* Note that there's no such thing as a projected cube texture. */
1654 switch(sampler_type) {
1655 case WINED3DSTT_1D:
1656 if(lod) {
1657 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1659 else if (grad)
1661 if (gl_info->supported[EXT_GPU_SHADER4])
1662 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1663 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1664 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1665 else
1667 FIXME("Unsupported 1D grad function.\n");
1668 sample_function->name = "unsupported1DGrad";
1671 else
1673 sample_function->name = projected ? "texture1DProj" : "texture1D";
1675 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1676 break;
1677 case WINED3DSTT_2D:
1678 if(texrect) {
1679 if(lod) {
1680 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1682 else if (grad)
1684 if (gl_info->supported[EXT_GPU_SHADER4])
1685 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1686 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1687 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1688 else
1690 FIXME("Unsupported RECT grad function.\n");
1691 sample_function->name = "unsupported2DRectGrad";
1694 else
1696 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1698 } else {
1699 if(lod) {
1700 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1702 else if (grad)
1704 if (gl_info->supported[EXT_GPU_SHADER4])
1705 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1706 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1707 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1708 else
1710 FIXME("Unsupported 2D grad function.\n");
1711 sample_function->name = "unsupported2DGrad";
1714 else
1716 sample_function->name = projected ? "texture2DProj" : "texture2D";
1719 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1720 break;
1721 case WINED3DSTT_CUBE:
1722 if(lod) {
1723 sample_function->name = "textureCubeLod";
1725 else if (grad)
1727 if (gl_info->supported[EXT_GPU_SHADER4])
1728 sample_function->name = "textureCubeGrad";
1729 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1730 sample_function->name = "textureCubeGradARB";
1731 else
1733 FIXME("Unsupported Cube grad function.\n");
1734 sample_function->name = "unsupportedCubeGrad";
1737 else
1739 sample_function->name = "textureCube";
1741 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1742 break;
1743 case WINED3DSTT_VOLUME:
1744 if(lod) {
1745 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1747 else if (grad)
1749 if (gl_info->supported[EXT_GPU_SHADER4])
1750 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1751 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1752 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1753 else
1755 FIXME("Unsupported 3D grad function.\n");
1756 sample_function->name = "unsupported3DGrad";
1759 else
1761 sample_function->name = projected ? "texture3DProj" : "texture3D";
1763 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1764 break;
1765 default:
1766 sample_function->name = "";
1767 sample_function->coord_mask = 0;
1768 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1769 break;
1773 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1774 BOOL sign_fixup, enum fixup_channel_source channel_source)
1776 switch(channel_source)
1778 case CHANNEL_SOURCE_ZERO:
1779 strcat(arguments, "0.0");
1780 break;
1782 case CHANNEL_SOURCE_ONE:
1783 strcat(arguments, "1.0");
1784 break;
1786 case CHANNEL_SOURCE_X:
1787 strcat(arguments, reg_name);
1788 strcat(arguments, ".x");
1789 break;
1791 case CHANNEL_SOURCE_Y:
1792 strcat(arguments, reg_name);
1793 strcat(arguments, ".y");
1794 break;
1796 case CHANNEL_SOURCE_Z:
1797 strcat(arguments, reg_name);
1798 strcat(arguments, ".z");
1799 break;
1801 case CHANNEL_SOURCE_W:
1802 strcat(arguments, reg_name);
1803 strcat(arguments, ".w");
1804 break;
1806 default:
1807 FIXME("Unhandled channel source %#x\n", channel_source);
1808 strcat(arguments, "undefined");
1809 break;
1812 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1815 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1817 struct wined3d_shader_dst_param dst;
1818 unsigned int mask_size, remaining;
1819 glsl_dst_param_t dst_param;
1820 char arguments[256];
1821 DWORD mask;
1823 mask = 0;
1824 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1825 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1826 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1827 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1828 mask &= ins->dst[0].write_mask;
1830 if (!mask) return; /* Nothing to do */
1832 if (is_complex_fixup(fixup))
1834 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1835 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1836 return;
1839 mask_size = shader_glsl_get_write_mask_size(mask);
1841 dst = ins->dst[0];
1842 dst.write_mask = mask;
1843 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1845 arguments[0] = '\0';
1846 remaining = mask_size;
1847 if (mask & WINED3DSP_WRITEMASK_0)
1849 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1850 if (--remaining) strcat(arguments, ", ");
1852 if (mask & WINED3DSP_WRITEMASK_1)
1854 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1855 if (--remaining) strcat(arguments, ", ");
1857 if (mask & WINED3DSP_WRITEMASK_2)
1859 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1860 if (--remaining) strcat(arguments, ", ");
1862 if (mask & WINED3DSP_WRITEMASK_3)
1864 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1865 if (--remaining) strcat(arguments, ", ");
1868 if (mask_size > 1)
1870 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1871 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1873 else
1875 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1879 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1880 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1881 const char *dx, const char *dy,
1882 const char *bias, const char *coord_reg_fmt, ...)
1884 const char *sampler_base;
1885 char dst_swizzle[6];
1886 struct color_fixup_desc fixup;
1887 BOOL np2_fixup = FALSE;
1888 va_list args;
1890 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1892 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1894 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1895 fixup = priv->cur_ps_args->color_fixup[sampler];
1896 sampler_base = "Psampler";
1898 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
1899 if(bias) {
1900 FIXME("Biased sampling from NP2 textures is unsupported\n");
1901 } else {
1902 np2_fixup = TRUE;
1905 } else {
1906 sampler_base = "Vsampler";
1907 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1910 shader_glsl_append_dst(ins->ctx->buffer, ins);
1912 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1914 va_start(args, coord_reg_fmt);
1915 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1916 va_end(args);
1918 if(bias) {
1919 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1920 } else {
1921 if (np2_fixup) {
1922 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1923 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
1925 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
1926 (idx % 2) ? "zw" : "xy", dst_swizzle);
1927 } else if(dx && dy) {
1928 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1929 } else {
1930 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1934 if(!is_identity_fixup(fixup)) {
1935 shader_glsl_color_correction(ins, fixup);
1939 /*****************************************************************************
1940 * Begin processing individual instruction opcodes
1941 ****************************************************************************/
1943 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1944 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1946 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1947 glsl_src_param_t src0_param;
1948 glsl_src_param_t src1_param;
1949 DWORD write_mask;
1950 char op;
1952 /* Determine the GLSL operator to use based on the opcode */
1953 switch (ins->handler_idx)
1955 case WINED3DSIH_MUL: op = '*'; break;
1956 case WINED3DSIH_ADD: op = '+'; break;
1957 case WINED3DSIH_SUB: op = '-'; break;
1958 default:
1959 op = ' ';
1960 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1961 break;
1964 write_mask = shader_glsl_append_dst(buffer, ins);
1965 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1966 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1967 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1970 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1971 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1973 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1974 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1975 glsl_src_param_t src0_param;
1976 DWORD write_mask;
1978 write_mask = shader_glsl_append_dst(buffer, ins);
1979 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1981 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1982 * shader versions WINED3DSIO_MOVA is used for this. */
1983 if (ins->ctx->reg_maps->shader_version.major == 1
1984 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1985 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1987 /* This is a simple floor() */
1988 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1989 if (mask_size > 1) {
1990 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1991 } else {
1992 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1995 else if(ins->handler_idx == WINED3DSIH_MOVA)
1997 /* We need to *round* to the nearest int here. */
1998 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2000 if (gl_info->supported[EXT_GPU_SHADER4])
2002 if (mask_size > 1)
2003 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2004 else
2005 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2007 else
2009 if (mask_size > 1)
2010 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2011 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2012 else
2013 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2014 src0_param.param_str, src0_param.param_str);
2017 else
2019 shader_addline(buffer, "%s);\n", src0_param.param_str);
2023 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2024 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2026 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2027 glsl_src_param_t src0_param;
2028 glsl_src_param_t src1_param;
2029 DWORD dst_write_mask, src_write_mask;
2030 unsigned int dst_size = 0;
2032 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2033 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2035 /* dp3 works on vec3, dp4 on vec4 */
2036 if (ins->handler_idx == WINED3DSIH_DP4)
2038 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2039 } else {
2040 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2043 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2044 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2046 if (dst_size > 1) {
2047 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2048 } else {
2049 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2053 /* Note that this instruction has some restrictions. The destination write mask
2054 * can't contain the w component, and the source swizzles have to be .xyzw */
2055 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2057 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2058 glsl_src_param_t src0_param;
2059 glsl_src_param_t src1_param;
2060 char dst_mask[6];
2062 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2063 shader_glsl_append_dst(ins->ctx->buffer, ins);
2064 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2065 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2066 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2069 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2070 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2071 * GLSL uses the value as-is. */
2072 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2074 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2075 glsl_src_param_t src0_param;
2076 glsl_src_param_t src1_param;
2077 DWORD dst_write_mask;
2078 unsigned int dst_size;
2080 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2081 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2083 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2084 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2086 if (dst_size > 1) {
2087 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2088 } else {
2089 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
2093 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2094 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2095 * GLSL uses the value as-is. */
2096 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2098 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2099 glsl_src_param_t src0_param;
2100 DWORD dst_write_mask;
2101 unsigned int dst_size;
2103 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2104 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2106 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2108 if (dst_size > 1)
2110 shader_addline(buffer, "vec%d(%s == 0.0 ? -FLT_MAX : log2(abs(%s))));\n",
2111 dst_size, src0_param.param_str, src0_param.param_str);
2113 else
2115 shader_addline(buffer, "%s == 0.0 ? -FLT_MAX : log2(abs(%s)));\n",
2116 src0_param.param_str, src0_param.param_str);
2120 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2121 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2123 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2124 glsl_src_param_t src_param;
2125 const char *instruction;
2126 DWORD write_mask;
2127 unsigned i;
2129 /* Determine the GLSL function to use based on the opcode */
2130 /* TODO: Possibly make this a table for faster lookups */
2131 switch (ins->handler_idx)
2133 case WINED3DSIH_MIN: instruction = "min"; break;
2134 case WINED3DSIH_MAX: instruction = "max"; break;
2135 case WINED3DSIH_ABS: instruction = "abs"; break;
2136 case WINED3DSIH_FRC: instruction = "fract"; break;
2137 case WINED3DSIH_EXP: instruction = "exp2"; break;
2138 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2139 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2140 default: instruction = "";
2141 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2142 break;
2145 write_mask = shader_glsl_append_dst(buffer, ins);
2147 shader_addline(buffer, "%s(", instruction);
2149 if (ins->src_count)
2151 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2152 shader_addline(buffer, "%s", src_param.param_str);
2153 for (i = 1; i < ins->src_count; ++i)
2155 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2156 shader_addline(buffer, ", %s", src_param.param_str);
2160 shader_addline(buffer, "));\n");
2163 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2165 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2166 glsl_src_param_t src_param;
2167 unsigned int mask_size;
2168 DWORD write_mask;
2169 char dst_mask[6];
2171 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2172 mask_size = shader_glsl_get_write_mask_size(write_mask);
2173 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2175 shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
2176 shader_glsl_append_dst(buffer, ins);
2177 if (mask_size > 1)
2179 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2180 mask_size, src_param.param_str);
2182 else
2184 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
2185 src_param.param_str);
2189 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2190 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2191 * dst.x = 2^(floor(src))
2192 * dst.y = src - floor(src)
2193 * dst.z = 2^src (partial precision is allowed, but optional)
2194 * dst.w = 1.0;
2195 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2196 * dst = 2^src; (partial precision is allowed, but optional)
2198 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2200 glsl_src_param_t src_param;
2202 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2204 if (ins->ctx->reg_maps->shader_version.major < 2)
2206 char dst_mask[6];
2208 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2209 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2210 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2211 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2213 shader_glsl_append_dst(ins->ctx->buffer, ins);
2214 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2215 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2216 } else {
2217 DWORD write_mask;
2218 unsigned int mask_size;
2220 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2221 mask_size = shader_glsl_get_write_mask_size(write_mask);
2223 if (mask_size > 1) {
2224 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2225 } else {
2226 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2231 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2232 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2234 glsl_src_param_t src_param;
2235 DWORD write_mask;
2236 unsigned int mask_size;
2238 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2239 mask_size = shader_glsl_get_write_mask_size(write_mask);
2240 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2242 if (mask_size > 1)
2244 shader_addline(ins->ctx->buffer, "vec%d(%s == 0.0 ? FLT_MAX : 1.0 / %s));\n",
2245 mask_size, src_param.param_str, src_param.param_str);
2247 else
2249 shader_addline(ins->ctx->buffer, "%s == 0.0 ? FLT_MAX : 1.0 / %s);\n",
2250 src_param.param_str, src_param.param_str);
2254 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2256 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2257 glsl_src_param_t src_param;
2258 DWORD write_mask;
2259 unsigned int mask_size;
2261 write_mask = shader_glsl_append_dst(buffer, ins);
2262 mask_size = shader_glsl_get_write_mask_size(write_mask);
2264 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2266 if (mask_size > 1)
2268 shader_addline(buffer, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s))));\n",
2269 mask_size, src_param.param_str, src_param.param_str);
2271 else
2273 shader_addline(buffer, "%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s)));\n",
2274 src_param.param_str, src_param.param_str);
2278 /** Process signed comparison opcodes in GLSL. */
2279 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2281 glsl_src_param_t src0_param;
2282 glsl_src_param_t src1_param;
2283 DWORD write_mask;
2284 unsigned int mask_size;
2286 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2287 mask_size = shader_glsl_get_write_mask_size(write_mask);
2288 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2289 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2291 if (mask_size > 1) {
2292 const char *compare;
2294 switch(ins->handler_idx)
2296 case WINED3DSIH_SLT: compare = "lessThan"; break;
2297 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2298 default: compare = "";
2299 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2302 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2303 src0_param.param_str, src1_param.param_str);
2304 } else {
2305 switch(ins->handler_idx)
2307 case WINED3DSIH_SLT:
2308 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2309 * to return 0.0 but step returns 1.0 because step is not < x
2310 * An alternative is a bvec compare padded with an unused second component.
2311 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2312 * issue. Playing with not() is not possible either because not() does not accept
2313 * a scalar.
2315 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2316 src0_param.param_str, src1_param.param_str);
2317 break;
2318 case WINED3DSIH_SGE:
2319 /* Here we can use the step() function and safe a conditional */
2320 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2321 break;
2322 default:
2323 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2329 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2330 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2332 glsl_src_param_t src0_param;
2333 glsl_src_param_t src1_param;
2334 glsl_src_param_t src2_param;
2335 DWORD write_mask, cmp_channel = 0;
2336 unsigned int i, j;
2337 char mask_char[6];
2338 BOOL temp_destination = FALSE;
2340 if (shader_is_scalar(&ins->src[0].reg))
2342 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2344 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2345 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2346 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2348 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2349 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2350 } else {
2351 DWORD dst_mask = ins->dst[0].write_mask;
2352 struct wined3d_shader_dst_param dst = ins->dst[0];
2354 /* Cycle through all source0 channels */
2355 for (i=0; i<4; i++) {
2356 write_mask = 0;
2357 /* Find the destination channels which use the current source0 channel */
2358 for (j=0; j<4; j++) {
2359 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2361 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2362 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2365 dst.write_mask = dst_mask & write_mask;
2367 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2368 * The first lines may overwrite source parameters of the following lines.
2369 * Deal with that by using a temporary destination register if needed
2371 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2372 && ins->src[0].reg.type == ins->dst[0].reg.type)
2373 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2374 && ins->src[1].reg.type == ins->dst[0].reg.type)
2375 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2376 && ins->src[2].reg.type == ins->dst[0].reg.type))
2378 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2379 if (!write_mask) continue;
2380 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2381 temp_destination = TRUE;
2382 } else {
2383 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2384 if (!write_mask) continue;
2387 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2388 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2389 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2391 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2392 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2395 if(temp_destination) {
2396 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2397 shader_glsl_append_dst(ins->ctx->buffer, ins);
2398 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2404 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2405 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2406 * the compare is done per component of src0. */
2407 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2409 struct wined3d_shader_dst_param dst;
2410 glsl_src_param_t src0_param;
2411 glsl_src_param_t src1_param;
2412 glsl_src_param_t src2_param;
2413 DWORD write_mask, cmp_channel = 0;
2414 unsigned int i, j;
2415 DWORD dst_mask;
2416 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2417 ins->ctx->reg_maps->shader_version.minor);
2419 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2421 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2422 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2423 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2424 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2426 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2427 if (ins->coissue)
2429 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2430 } else {
2431 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2432 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2434 return;
2436 /* Cycle through all source0 channels */
2437 dst_mask = ins->dst[0].write_mask;
2438 dst = ins->dst[0];
2439 for (i=0; i<4; i++) {
2440 write_mask = 0;
2441 /* Find the destination channels which use the current source0 channel */
2442 for (j=0; j<4; j++) {
2443 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2445 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2446 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2450 dst.write_mask = dst_mask & write_mask;
2451 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2452 if (!write_mask) continue;
2454 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2455 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2456 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2458 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2459 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2463 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2464 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2466 glsl_src_param_t src0_param;
2467 glsl_src_param_t src1_param;
2468 glsl_src_param_t src2_param;
2469 DWORD write_mask;
2471 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2472 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2473 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2474 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2475 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2476 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2479 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2480 Vertex shaders to GLSL codes */
2481 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2483 int i;
2484 int nComponents = 0;
2485 struct wined3d_shader_dst_param tmp_dst = {{0}};
2486 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2487 struct wined3d_shader_instruction tmp_ins;
2489 memset(&tmp_ins, 0, sizeof(tmp_ins));
2491 /* Set constants for the temporary argument */
2492 tmp_ins.ctx = ins->ctx;
2493 tmp_ins.dst_count = 1;
2494 tmp_ins.dst = &tmp_dst;
2495 tmp_ins.src_count = 2;
2496 tmp_ins.src = tmp_src;
2498 switch(ins->handler_idx)
2500 case WINED3DSIH_M4x4:
2501 nComponents = 4;
2502 tmp_ins.handler_idx = WINED3DSIH_DP4;
2503 break;
2504 case WINED3DSIH_M4x3:
2505 nComponents = 3;
2506 tmp_ins.handler_idx = WINED3DSIH_DP4;
2507 break;
2508 case WINED3DSIH_M3x4:
2509 nComponents = 4;
2510 tmp_ins.handler_idx = WINED3DSIH_DP3;
2511 break;
2512 case WINED3DSIH_M3x3:
2513 nComponents = 3;
2514 tmp_ins.handler_idx = WINED3DSIH_DP3;
2515 break;
2516 case WINED3DSIH_M3x2:
2517 nComponents = 2;
2518 tmp_ins.handler_idx = WINED3DSIH_DP3;
2519 break;
2520 default:
2521 break;
2524 tmp_dst = ins->dst[0];
2525 tmp_src[0] = ins->src[0];
2526 tmp_src[1] = ins->src[1];
2527 for (i = 0; i < nComponents; ++i)
2529 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2530 shader_glsl_dot(&tmp_ins);
2531 ++tmp_src[1].reg.idx;
2536 The LRP instruction performs a component-wise linear interpolation
2537 between the second and third operands using the first operand as the
2538 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2539 This is equivalent to mix(src2, src1, src0);
2541 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2543 glsl_src_param_t src0_param;
2544 glsl_src_param_t src1_param;
2545 glsl_src_param_t src2_param;
2546 DWORD write_mask;
2548 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2550 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2551 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2552 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2554 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2555 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2558 /** Process the WINED3DSIO_LIT instruction in GLSL:
2559 * dst.x = dst.w = 1.0
2560 * dst.y = (src0.x > 0) ? src0.x
2561 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2562 * where src.w is clamped at +- 128
2564 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2566 glsl_src_param_t src0_param;
2567 glsl_src_param_t src1_param;
2568 glsl_src_param_t src3_param;
2569 char dst_mask[6];
2571 shader_glsl_append_dst(ins->ctx->buffer, ins);
2572 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2574 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2575 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2576 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2578 /* The sdk specifies the instruction like this
2579 * dst.x = 1.0;
2580 * if(src.x > 0.0) dst.y = src.x
2581 * else dst.y = 0.0.
2582 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2583 * else dst.z = 0.0;
2584 * dst.w = 1.0;
2586 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2587 * dst.x = 1.0 ... No further explanation needed
2588 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2589 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2590 * dst.w = 1.0. ... Nothing fancy.
2592 * So we still have one conditional in there. So do this:
2593 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2595 * 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),
2596 * 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.
2597 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2599 shader_addline(ins->ctx->buffer,
2600 "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",
2601 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2604 /** Process the WINED3DSIO_DST instruction in GLSL:
2605 * dst.x = 1.0
2606 * dst.y = src0.x * src0.y
2607 * dst.z = src0.z
2608 * dst.w = src1.w
2610 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2612 glsl_src_param_t src0y_param;
2613 glsl_src_param_t src0z_param;
2614 glsl_src_param_t src1y_param;
2615 glsl_src_param_t src1w_param;
2616 char dst_mask[6];
2618 shader_glsl_append_dst(ins->ctx->buffer, ins);
2619 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2621 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2622 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2623 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2624 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2626 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2627 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2630 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2631 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2632 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2634 * dst.x = cos(src0.?)
2635 * dst.y = sin(src0.?)
2636 * dst.z = dst.z
2637 * dst.w = dst.w
2639 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2641 glsl_src_param_t src0_param;
2642 DWORD write_mask;
2644 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2645 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2647 switch (write_mask) {
2648 case WINED3DSP_WRITEMASK_0:
2649 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2650 break;
2652 case WINED3DSP_WRITEMASK_1:
2653 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2654 break;
2656 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2657 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2658 break;
2660 default:
2661 ERR("Write mask should be .x, .y or .xy\n");
2662 break;
2666 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2667 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2668 * generate invalid code
2670 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2672 glsl_src_param_t src0_param;
2673 DWORD write_mask;
2675 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2676 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2678 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2681 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2682 * Start a for() loop where src1.y is the initial value of aL,
2683 * increment aL by src1.z for a total of src1.x iterations.
2684 * Need to use a temporary variable for this operation.
2686 /* FIXME: I don't think nested loops will work correctly this way. */
2687 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2689 glsl_src_param_t src1_param;
2690 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2691 const DWORD *control_values = NULL;
2692 const local_constant *constant;
2694 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2696 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2697 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2698 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2699 * addressing.
2701 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2703 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2704 if (constant->idx == ins->src[1].reg.idx)
2706 control_values = constant->value;
2707 break;
2712 if (control_values)
2714 struct wined3d_shader_loop_control loop_control;
2715 loop_control.count = control_values[0];
2716 loop_control.start = control_values[1];
2717 loop_control.step = (int)control_values[2];
2719 if (loop_control.step > 0)
2721 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2722 shader->baseShader.cur_loop_depth, loop_control.start,
2723 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2724 shader->baseShader.cur_loop_depth, loop_control.step);
2726 else if (loop_control.step < 0)
2728 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2729 shader->baseShader.cur_loop_depth, loop_control.start,
2730 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2731 shader->baseShader.cur_loop_depth, loop_control.step);
2733 else
2735 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2736 shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2737 shader->baseShader.cur_loop_depth, loop_control.count,
2738 shader->baseShader.cur_loop_depth);
2740 } else {
2741 shader_addline(ins->ctx->buffer,
2742 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2743 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2744 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2745 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2748 shader->baseShader.cur_loop_depth++;
2749 shader->baseShader.cur_loop_regno++;
2752 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2754 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2756 shader_addline(ins->ctx->buffer, "}\n");
2758 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2760 shader->baseShader.cur_loop_depth--;
2761 shader->baseShader.cur_loop_regno--;
2764 if (ins->handler_idx == WINED3DSIH_ENDREP)
2766 shader->baseShader.cur_loop_depth--;
2770 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2772 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2773 glsl_src_param_t src0_param;
2774 const DWORD *control_values = NULL;
2775 const local_constant *constant;
2777 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2778 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2780 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2782 if (constant->idx == ins->src[0].reg.idx)
2784 control_values = constant->value;
2785 break;
2790 if(control_values) {
2791 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2792 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2793 control_values[0], shader->baseShader.cur_loop_depth);
2794 } else {
2795 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2796 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2797 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2798 src0_param.param_str, shader->baseShader.cur_loop_depth);
2800 shader->baseShader.cur_loop_depth++;
2803 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2805 glsl_src_param_t src0_param;
2807 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2808 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2811 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2813 glsl_src_param_t src0_param;
2814 glsl_src_param_t src1_param;
2816 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2817 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2819 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2820 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2823 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2825 shader_addline(ins->ctx->buffer, "} else {\n");
2828 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2830 shader_addline(ins->ctx->buffer, "break;\n");
2833 /* FIXME: According to MSDN the compare is done per component. */
2834 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2836 glsl_src_param_t src0_param;
2837 glsl_src_param_t src1_param;
2839 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2840 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2842 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2843 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2846 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2848 shader_addline(ins->ctx->buffer, "}\n");
2849 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2852 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2854 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2857 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2859 glsl_src_param_t src1_param;
2861 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2862 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2865 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
2867 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2868 * function only suppresses the unhandled instruction warning
2872 /*********************************************
2873 * Pixel Shader Specific Code begins here
2874 ********************************************/
2875 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
2877 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2878 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2879 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2880 ins->ctx->reg_maps->shader_version.minor);
2881 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2882 glsl_sample_function_t sample_function;
2883 DWORD sample_flags = 0;
2884 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2885 DWORD sampler_idx;
2886 DWORD mask = 0, swizzle;
2888 /* 1.0-1.4: Use destination register as sampler source.
2889 * 2.0+: Use provided sampler source. */
2890 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
2891 else sampler_idx = ins->src[1].reg.idx;
2892 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2894 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2896 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2898 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2899 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2900 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2901 switch (flags & ~WINED3DTTFF_PROJECTED) {
2902 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2903 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2904 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2905 case WINED3DTTFF_COUNT4:
2906 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2910 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2912 DWORD src_mod = ins->src[0].modifiers;
2914 if (src_mod == WINED3DSPSM_DZ) {
2915 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2916 mask = WINED3DSP_WRITEMASK_2;
2917 } else if (src_mod == WINED3DSPSM_DW) {
2918 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2919 mask = WINED3DSP_WRITEMASK_3;
2921 } else {
2922 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2924 /* ps 2.0 texldp instruction always divides by the fourth component. */
2925 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2926 mask = WINED3DSP_WRITEMASK_3;
2930 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2931 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2932 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2935 shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
2936 mask |= sample_function.coord_mask;
2938 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2939 else swizzle = ins->src[1].swizzle;
2941 /* 1.0-1.3: Use destination register as coordinate source.
2942 1.4+: Use provided coordinate source register. */
2943 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2945 char coord_mask[6];
2946 shader_glsl_write_mask_to_str(mask, coord_mask);
2947 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2948 "T%u%s", sampler_idx, coord_mask);
2949 } else {
2950 glsl_src_param_t coord_param;
2951 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2952 if (ins->flags & WINED3DSI_TEXLD_BIAS)
2954 glsl_src_param_t bias;
2955 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2956 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2957 "%s", coord_param.param_str);
2958 } else {
2959 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2960 "%s", coord_param.param_str);
2965 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2967 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2968 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2969 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2970 glsl_sample_function_t sample_function;
2971 glsl_src_param_t coord_param, dx_param, dy_param;
2972 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2973 DWORD sampler_type;
2974 DWORD sampler_idx;
2975 DWORD swizzle = ins->src[1].swizzle;
2977 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
2979 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2980 return shader_glsl_tex(ins);
2983 sampler_idx = ins->src[1].reg.idx;
2984 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2985 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2986 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2987 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2990 shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
2991 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2992 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2993 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2995 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2996 "%s", coord_param.param_str);
2999 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3001 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3002 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3003 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3004 glsl_sample_function_t sample_function;
3005 glsl_src_param_t coord_param, lod_param;
3006 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3007 DWORD sampler_type;
3008 DWORD sampler_idx;
3009 DWORD swizzle = ins->src[1].swizzle;
3011 sampler_idx = ins->src[1].reg.idx;
3012 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3013 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3014 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3015 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3017 shader_glsl_get_sample_function(gl_info, sampler_type, sample_flags, &sample_function);
3018 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3020 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3022 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3023 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3025 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3026 * However, they seem to work just fine in fragment shaders as well. */
3027 WARN("Using %s in fragment shader.\n", sample_function.name);
3029 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3030 "%s", coord_param.param_str);
3033 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3035 /* FIXME: Make this work for more than just 2D textures */
3036 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3037 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3039 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3041 char dst_mask[6];
3043 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3044 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3045 ins->dst[0].reg.idx, dst_mask);
3046 } else {
3047 DWORD reg = ins->src[0].reg.idx;
3048 DWORD src_mod = ins->src[0].modifiers;
3049 char dst_swizzle[6];
3051 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3053 if (src_mod == WINED3DSPSM_DZ) {
3054 glsl_src_param_t div_param;
3055 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3056 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3058 if (mask_size > 1) {
3059 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3060 } else {
3061 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3063 } else if (src_mod == WINED3DSPSM_DW) {
3064 glsl_src_param_t div_param;
3065 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3066 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3068 if (mask_size > 1) {
3069 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3070 } else {
3071 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3073 } else {
3074 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3079 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3080 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3081 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3082 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3084 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3085 glsl_src_param_t src0_param;
3086 glsl_sample_function_t sample_function;
3087 DWORD sampler_idx = ins->dst[0].reg.idx;
3088 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3089 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3090 UINT mask_size;
3092 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3094 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3095 * scalar, and projected sampling would require 4.
3097 * It is a dependent read - not valid with conditional NP2 textures
3099 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3100 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3102 switch(mask_size)
3104 case 1:
3105 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3106 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3107 break;
3109 case 2:
3110 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3111 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3112 break;
3114 case 3:
3115 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3116 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3117 break;
3119 default:
3120 FIXME("Unexpected mask size %u\n", mask_size);
3121 break;
3125 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3126 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3127 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3129 glsl_src_param_t src0_param;
3130 DWORD dstreg = ins->dst[0].reg.idx;
3131 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3132 DWORD dst_mask;
3133 unsigned int mask_size;
3135 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3136 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3137 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3139 if (mask_size > 1) {
3140 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3141 } else {
3142 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3146 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3147 * Calculate the depth as dst.x / dst.y */
3148 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3150 glsl_dst_param_t dst_param;
3152 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3154 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3155 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3156 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3157 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3158 * >= 1.0 or < 0.0
3160 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3161 dst_param.reg_name, dst_param.reg_name);
3164 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3165 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3166 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3167 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3169 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3171 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3172 DWORD dstreg = ins->dst[0].reg.idx;
3173 glsl_src_param_t src0_param;
3175 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3177 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3178 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3181 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3182 * Calculate the 1st of a 2-row matrix multiplication. */
3183 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3185 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3186 DWORD reg = ins->dst[0].reg.idx;
3187 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3188 glsl_src_param_t src0_param;
3190 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3191 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3194 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3195 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3196 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3198 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3199 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3200 DWORD reg = ins->dst[0].reg.idx;
3201 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3202 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3203 glsl_src_param_t src0_param;
3205 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3206 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
3207 current_state->texcoord_w[current_state->current_row++] = reg;
3210 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3212 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3213 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3214 DWORD reg = ins->dst[0].reg.idx;
3215 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3216 glsl_src_param_t src0_param;
3217 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3218 glsl_sample_function_t sample_function;
3220 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3221 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3223 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3225 /* Sample the texture using the calculated coordinates */
3226 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3229 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3230 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3231 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3233 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3234 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3235 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3236 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3237 glsl_src_param_t src0_param;
3238 DWORD reg = ins->dst[0].reg.idx;
3239 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3240 glsl_sample_function_t sample_function;
3242 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3243 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3245 /* Dependent read, not valid with conditional NP2 */
3246 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3248 /* Sample the texture using the calculated coordinates */
3249 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3251 current_state->current_row = 0;
3254 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3255 * Perform the 3rd row of a 3x3 matrix multiply */
3256 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3258 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3259 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3260 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3261 glsl_src_param_t src0_param;
3262 char dst_mask[6];
3263 DWORD reg = ins->dst[0].reg.idx;
3265 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3267 shader_glsl_append_dst(ins->ctx->buffer, ins);
3268 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3269 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3271 current_state->current_row = 0;
3274 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3275 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3276 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3278 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3279 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3280 DWORD reg = ins->dst[0].reg.idx;
3281 glsl_src_param_t src0_param;
3282 glsl_src_param_t src1_param;
3283 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3284 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3285 WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
3286 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3287 glsl_sample_function_t sample_function;
3289 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3290 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3292 /* Perform the last matrix multiply operation */
3293 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3294 /* Reflection calculation */
3295 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3297 /* Dependent read, not valid with conditional NP2 */
3298 shader_glsl_get_sample_function(gl_info, stype, 0, &sample_function);
3300 /* Sample the texture */
3301 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3303 current_state->current_row = 0;
3306 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3307 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3308 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3310 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3311 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3312 DWORD reg = ins->dst[0].reg.idx;
3313 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3314 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3315 glsl_src_param_t src0_param;
3316 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3317 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3318 glsl_sample_function_t sample_function;
3320 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3322 /* Perform the last matrix multiply operation */
3323 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3325 /* Construct the eye-ray vector from w coordinates */
3326 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3327 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3328 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3330 /* Dependent read, not valid with conditional NP2 */
3331 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3333 /* Sample the texture using the calculated coordinates */
3334 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3336 current_state->current_row = 0;
3339 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3340 * Apply a fake bump map transform.
3341 * texbem is pshader <= 1.3 only, this saves a few version checks
3343 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3345 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3346 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3347 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3348 glsl_sample_function_t sample_function;
3349 glsl_src_param_t coord_param;
3350 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
3351 DWORD sampler_idx;
3352 DWORD mask;
3353 DWORD flags;
3354 char coord_mask[6];
3356 sampler_idx = ins->dst[0].reg.idx;
3357 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3359 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3360 /* Dependent read, not valid with conditional NP2 */
3361 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3362 mask = sample_function.coord_mask;
3364 shader_glsl_write_mask_to_str(mask, coord_mask);
3366 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3367 * so we can't let the GL handle this.
3369 if (flags & WINED3DTTFF_PROJECTED) {
3370 DWORD div_mask=0;
3371 char coord_div_mask[3];
3372 switch (flags & ~WINED3DTTFF_PROJECTED) {
3373 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3374 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3375 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3376 case WINED3DTTFF_COUNT4:
3377 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3379 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3380 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3383 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3385 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3386 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3387 coord_param.param_str, coord_mask);
3389 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3391 glsl_src_param_t luminance_param;
3392 glsl_dst_param_t dst_param;
3394 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3395 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3397 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3398 dst_param.reg_name, dst_param.mask_str,
3399 luminance_param.param_str, sampler_idx, sampler_idx);
3403 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3405 glsl_src_param_t src0_param, src1_param;
3406 DWORD sampler_idx = ins->dst[0].reg.idx;
3408 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3409 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3411 shader_glsl_append_dst(ins->ctx->buffer, ins);
3412 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3413 src0_param.param_str, sampler_idx, src1_param.param_str);
3416 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3417 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3418 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3420 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3421 glsl_src_param_t src0_param;
3422 DWORD sampler_idx = ins->dst[0].reg.idx;
3423 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3424 glsl_sample_function_t sample_function;
3426 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3428 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3429 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3430 "%s.wx", src0_param.reg_name);
3433 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3434 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3435 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3437 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3438 glsl_src_param_t src0_param;
3439 DWORD sampler_idx = ins->dst[0].reg.idx;
3440 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3441 glsl_sample_function_t sample_function;
3443 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3445 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3446 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3447 "%s.yz", src0_param.reg_name);
3450 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3451 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3452 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3454 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3455 glsl_src_param_t src0_param;
3456 DWORD sampler_idx = ins->dst[0].reg.idx;
3457 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3458 glsl_sample_function_t sample_function;
3460 /* Dependent read, not valid with conditional NP2 */
3461 shader_glsl_get_sample_function(gl_info, sampler_type, 0, &sample_function);
3462 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3464 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3465 "%s", src0_param.param_str);
3468 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3469 * If any of the first 3 components are < 0, discard this pixel */
3470 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3472 glsl_dst_param_t dst_param;
3474 /* The argument is a destination parameter, and no writemasks are allowed */
3475 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3476 if (ins->ctx->reg_maps->shader_version.major >= 2)
3478 /* 2.0 shaders compare all 4 components in texkill */
3479 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3480 } else {
3481 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3482 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3483 * 4 components are defined, only the first 3 are used
3485 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3489 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3490 * dst = dot2(src0, src1) + src2 */
3491 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3493 glsl_src_param_t src0_param;
3494 glsl_src_param_t src1_param;
3495 glsl_src_param_t src2_param;
3496 DWORD write_mask;
3497 unsigned int mask_size;
3499 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3500 mask_size = shader_glsl_get_write_mask_size(write_mask);
3502 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3503 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3504 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3506 if (mask_size > 1) {
3507 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3508 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3509 } else {
3510 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3511 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3515 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3516 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3517 enum vertexprocessing_mode vertexprocessing)
3519 unsigned int i;
3520 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3521 WORD map = reg_maps->input_registers;
3523 for (i = 0; map; map >>= 1, ++i)
3525 const char *semantic_name;
3526 UINT semantic_idx;
3527 char reg_mask[6];
3529 /* Unused */
3530 if (!(map & 1)) continue;
3532 semantic_name = input_signature[i].semantic_name;
3533 semantic_idx = input_signature[i].semantic_idx;
3534 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3536 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3538 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3539 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3540 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3541 else
3542 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3543 This->input_reg_map[i], reg_mask, reg_mask);
3545 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3547 if (semantic_idx == 0)
3548 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3549 This->input_reg_map[i], reg_mask, reg_mask);
3550 else if (semantic_idx == 1)
3551 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3552 This->input_reg_map[i], reg_mask, reg_mask);
3553 else
3554 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3555 This->input_reg_map[i], reg_mask, reg_mask);
3557 else
3559 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3560 This->input_reg_map[i], reg_mask, reg_mask);
3565 /*********************************************
3566 * Vertex Shader Specific Code begins here
3567 ********************************************/
3569 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3570 glsl_program_key_t key;
3572 key.vshader = entry->vshader;
3573 key.pshader = entry->pshader;
3574 key.vs_args = entry->vs_args;
3575 key.ps_args = entry->ps_args;
3577 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3579 ERR("Failed to insert program entry.\n");
3583 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3584 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3585 struct ps_compile_args *ps_args) {
3586 struct wine_rb_entry *entry;
3587 glsl_program_key_t key;
3589 key.vshader = vshader;
3590 key.pshader = pshader;
3591 key.vs_args = *vs_args;
3592 key.ps_args = *ps_args;
3594 entry = wine_rb_get(&priv->program_lookup, &key);
3595 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3598 /* GL locking is done by the caller */
3599 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3600 struct glsl_shader_prog_link *entry)
3602 glsl_program_key_t key;
3604 key.vshader = entry->vshader;
3605 key.pshader = entry->pshader;
3606 key.vs_args = entry->vs_args;
3607 key.ps_args = entry->ps_args;
3608 wine_rb_remove(&priv->program_lookup, &key);
3610 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3611 if (entry->vshader) list_remove(&entry->vshader_entry);
3612 if (entry->pshader) list_remove(&entry->pshader_entry);
3613 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3614 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3615 HeapFree(GetProcessHeap(), 0, entry);
3618 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3619 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3620 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3622 unsigned int i, j;
3623 const char *semantic_name_in, *semantic_name_out;
3624 UINT semantic_idx_in, semantic_idx_out;
3625 DWORD *set;
3626 DWORD in_idx;
3627 unsigned int in_count = vec4_varyings(3, gl_info);
3628 char reg_mask[6], reg_mask_out[6];
3629 char destination[50];
3630 WORD input_map, output_map;
3632 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3634 if (!output_signature)
3636 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3637 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3638 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3641 input_map = reg_maps_in->input_registers;
3642 for (i = 0; input_map; input_map >>= 1, ++i)
3644 if (!(input_map & 1)) continue;
3646 in_idx = map[i];
3647 if (in_idx >= (in_count + 2)) {
3648 FIXME("More input varyings declared than supported, expect issues\n");
3649 continue;
3651 else if (map[i] == ~0U)
3653 /* Declared, but not read register */
3654 continue;
3657 if (in_idx == in_count) {
3658 sprintf(destination, "gl_FrontColor");
3659 } else if (in_idx == in_count + 1) {
3660 sprintf(destination, "gl_FrontSecondaryColor");
3661 } else {
3662 sprintf(destination, "IN[%u]", in_idx);
3665 semantic_name_in = input_signature[i].semantic_name;
3666 semantic_idx_in = input_signature[i].semantic_idx;
3667 set[map[i]] = input_signature[i].mask;
3668 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3670 if (!output_signature)
3672 if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3674 if (semantic_idx_in == 0)
3675 shader_addline(buffer, "%s%s = front_color%s;\n",
3676 destination, reg_mask, reg_mask);
3677 else if (semantic_idx_in == 1)
3678 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3679 destination, reg_mask, reg_mask);
3680 else
3681 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3682 destination, reg_mask, reg_mask);
3684 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3686 if (semantic_idx_in < 8)
3688 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3689 destination, reg_mask, semantic_idx_in, reg_mask);
3691 else
3693 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3694 destination, reg_mask, reg_mask);
3697 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3699 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3700 destination, reg_mask, reg_mask);
3702 else
3704 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3705 destination, reg_mask, reg_mask);
3707 } else {
3708 BOOL found = FALSE;
3710 output_map = reg_maps_out->output_registers;
3711 for (j = 0; output_map; output_map >>= 1, ++j)
3713 if (!(output_map & 1)) continue;
3715 semantic_name_out = output_signature[j].semantic_name;
3716 semantic_idx_out = output_signature[j].semantic_idx;
3717 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3719 if (semantic_idx_in == semantic_idx_out
3720 && !strcmp(semantic_name_in, semantic_name_out))
3722 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3723 destination, reg_mask, j, reg_mask);
3724 found = TRUE;
3727 if(!found) {
3728 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3729 destination, reg_mask, reg_mask);
3734 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3735 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3736 * input varyings are assigned above, if the optimizer works properly.
3738 for(i = 0; i < in_count + 2; i++) {
3739 if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3741 unsigned int size = 0;
3742 memset(reg_mask, 0, sizeof(reg_mask));
3743 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3744 reg_mask[size] = 'x';
3745 size++;
3747 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3748 reg_mask[size] = 'y';
3749 size++;
3751 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3752 reg_mask[size] = 'z';
3753 size++;
3755 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3756 reg_mask[size] = 'w';
3757 size++;
3760 if (i == in_count) {
3761 sprintf(destination, "gl_FrontColor");
3762 } else if (i == in_count + 1) {
3763 sprintf(destination, "gl_FrontSecondaryColor");
3764 } else {
3765 sprintf(destination, "IN[%u]", i);
3768 if (size == 1) {
3769 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3770 } else {
3771 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3776 HeapFree(GetProcessHeap(), 0, set);
3779 /* GL locking is done by the caller */
3780 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3781 IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3783 GLhandleARB ret = 0;
3784 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3785 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3786 IWineD3DDeviceImpl *device;
3787 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3788 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3789 unsigned int i;
3790 const char *semantic_name;
3791 UINT semantic_idx;
3792 char reg_mask[6];
3793 const struct wined3d_shader_signature_element *output_signature;
3795 shader_buffer_clear(buffer);
3797 shader_addline(buffer, "#version 120\n");
3799 if(vs_major < 3 && ps_major < 3) {
3800 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3801 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3803 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3804 if ((gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
3805 && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
3807 shader_addline(buffer, "void order_ps_input() {\n");
3808 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3809 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3810 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3811 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3814 shader_addline(buffer, "}\n");
3815 } else {
3816 shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
3818 } else if(ps_major < 3 && vs_major >= 3) {
3819 WORD map = vs->baseShader.reg_maps.output_registers;
3821 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3822 output_signature = vs->baseShader.output_signature;
3824 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3825 for (i = 0; map; map >>= 1, ++i)
3827 DWORD write_mask;
3829 if (!(map & 1)) continue;
3831 semantic_name = output_signature[i].semantic_name;
3832 semantic_idx = output_signature[i].semantic_idx;
3833 write_mask = output_signature[i].mask;
3834 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3836 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3838 if (semantic_idx == 0)
3839 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3840 else if (semantic_idx == 1)
3841 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3843 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3845 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3847 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3849 if (semantic_idx < 8)
3851 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3852 write_mask |= WINED3DSP_WRITEMASK_3;
3854 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3855 semantic_idx, reg_mask, i, reg_mask);
3856 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3857 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3860 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3862 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3864 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3866 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3869 shader_addline(buffer, "}\n");
3871 } else if(ps_major >= 3 && vs_major >= 3) {
3872 WORD map = vs->baseShader.reg_maps.output_registers;
3874 output_signature = vs->baseShader.output_signature;
3876 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3877 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3878 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3880 /* First, sort out position and point size. Those are not passed to the pixel shader */
3881 for (i = 0; map; map >>= 1, ++i)
3883 if (!(map & 1)) continue;
3885 semantic_name = output_signature[i].semantic_name;
3886 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3888 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3890 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3892 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3894 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3898 /* Then, fix the pixel shader input */
3899 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
3900 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3902 shader_addline(buffer, "}\n");
3903 } else if(ps_major >= 3 && vs_major < 3) {
3904 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3905 shader_addline(buffer, "void order_ps_input() {\n");
3906 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3907 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3908 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3910 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
3911 &ps->baseShader.reg_maps, NULL, NULL);
3912 shader_addline(buffer, "}\n");
3913 } else {
3914 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3917 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3918 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3919 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
3920 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3921 GL_EXTCALL(glCompileShaderARB(ret));
3922 checkGLcall("glCompileShaderARB(ret)");
3924 return ret;
3927 /* GL locking is done by the caller */
3928 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
3929 GLhandleARB programId, char prefix)
3931 const local_constant *lconst;
3932 GLint tmp_loc;
3933 const float *value;
3934 char glsl_name[8];
3936 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3937 value = (const float *)lconst->value;
3938 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3939 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3940 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3942 checkGLcall("Hardcoding local constants");
3945 /* GL locking is done by the caller */
3946 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3947 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
3948 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3950 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3951 const struct wined3d_gl_info *gl_info = context->gl_info;
3952 CONST DWORD *function = This->baseShader.function;
3953 struct shader_glsl_ctx_priv priv_ctx;
3955 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3956 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3958 memset(&priv_ctx, 0, sizeof(priv_ctx));
3959 priv_ctx.cur_ps_args = args;
3960 priv_ctx.cur_np2fixup_info = np2fixup_info;
3962 shader_addline(buffer, "#version 120\n");
3964 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
3966 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3968 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3970 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3971 * drivers write a warning if we don't do so
3973 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3975 if (gl_info->supported[EXT_GPU_SHADER4])
3977 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
3980 /* Base Declarations */
3981 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3983 /* Pack 3.0 inputs */
3984 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3986 shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
3987 This->baseShader.input_signature, reg_maps, args->vp_mode);
3990 /* Base Shader Body */
3991 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3993 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3994 if (reg_maps->shader_version.major < 2)
3996 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3997 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4000 if (args->srgb_correction)
4002 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4003 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4004 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4005 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4006 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4007 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4009 /* Pixel shader < 3.0 do not replace the fog stage.
4010 * This implements linear fog computation and blending.
4011 * TODO: non linear fog
4012 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4013 * -1/(e-s) and e/(e-s) respectively.
4015 if (reg_maps->shader_version.major < 3)
4017 switch(args->fog) {
4018 case FOG_OFF: break;
4019 case FOG_LINEAR:
4020 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4021 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4022 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4023 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4024 break;
4025 case FOG_EXP:
4026 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4027 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4028 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4029 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4030 break;
4031 case FOG_EXP2:
4032 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4033 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4034 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4035 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4036 break;
4040 shader_addline(buffer, "}\n");
4042 TRACE("Compiling shader object %u\n", shader_obj);
4043 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4044 GL_EXTCALL(glCompileShaderARB(shader_obj));
4045 print_glsl_info_log(gl_info, shader_obj);
4047 /* Store the shader object */
4048 return shader_obj;
4051 /* GL locking is done by the caller */
4052 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4053 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
4054 const struct vs_compile_args *args)
4056 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4057 const struct wined3d_gl_info *gl_info = context->gl_info;
4058 CONST DWORD *function = This->baseShader.function;
4059 struct shader_glsl_ctx_priv priv_ctx;
4061 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4062 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4064 shader_addline(buffer, "#version 120\n");
4066 if (gl_info->supported[EXT_GPU_SHADER4])
4068 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4071 memset(&priv_ctx, 0, sizeof(priv_ctx));
4072 priv_ctx.cur_vs_args = args;
4074 /* Base Declarations */
4075 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4077 /* Base Shader Body */
4078 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
4080 /* Unpack 3.0 outputs */
4081 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
4082 else shader_addline(buffer, "order_ps_input();\n");
4084 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4085 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4086 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4087 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4089 if(args->fog_src == VS_FOG_Z) {
4090 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4091 } else if (!reg_maps->fog) {
4092 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4095 /* Write the final position.
4097 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4098 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4099 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4100 * contains 1.0 to allow a mad.
4102 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4103 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4104 if(args->clip_enabled) {
4105 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4108 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4110 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4111 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4112 * which is the same as z = z * 2 - w.
4114 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4116 shader_addline(buffer, "}\n");
4118 TRACE("Compiling shader object %u\n", shader_obj);
4119 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
4120 GL_EXTCALL(glCompileShaderARB(shader_obj));
4121 print_glsl_info_log(gl_info, shader_obj);
4123 return shader_obj;
4126 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4127 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
4128 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4130 UINT i;
4131 DWORD new_size;
4132 struct glsl_ps_compiled_shader *new_array;
4133 struct glsl_pshader_private *shader_data;
4134 struct ps_np2fixup_info *np2fixup = NULL;
4135 GLhandleARB ret;
4137 if (!shader->baseShader.backend_data)
4139 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4140 if (!shader->baseShader.backend_data)
4142 ERR("Failed to allocate backend data.\n");
4143 return 0;
4146 shader_data = shader->baseShader.backend_data;
4148 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4149 * so a linear search is more performant than a hashmap or a binary search
4150 * (cache coherency etc)
4152 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4153 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4154 if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4155 return shader_data->gl_shaders[i].prgId;
4159 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4160 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4161 if (shader_data->num_gl_shaders)
4163 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4164 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4165 new_size * sizeof(*shader_data->gl_shaders));
4166 } else {
4167 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4168 new_size = 1;
4171 if(!new_array) {
4172 ERR("Out of memory\n");
4173 return 0;
4175 shader_data->gl_shaders = new_array;
4176 shader_data->shader_array_size = new_size;
4179 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4181 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4182 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4184 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4185 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4187 shader_buffer_clear(buffer);
4188 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4189 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4190 *np2fixup_info = np2fixup;
4192 return ret;
4195 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4196 const DWORD use_map) {
4197 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4198 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4199 return stored->fog_src == new->fog_src;
4202 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4203 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
4204 const struct vs_compile_args *args)
4206 UINT i;
4207 DWORD new_size;
4208 struct glsl_vs_compiled_shader *new_array;
4209 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4210 struct glsl_vshader_private *shader_data;
4211 GLhandleARB ret;
4213 if (!shader->baseShader.backend_data)
4215 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4216 if (!shader->baseShader.backend_data)
4218 ERR("Failed to allocate backend data.\n");
4219 return 0;
4222 shader_data = shader->baseShader.backend_data;
4224 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4225 * so a linear search is more performant than a hashmap or a binary search
4226 * (cache coherency etc)
4228 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4229 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4230 return shader_data->gl_shaders[i].prgId;
4234 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4236 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4237 if (shader_data->num_gl_shaders)
4239 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4240 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4241 new_size * sizeof(*shader_data->gl_shaders));
4242 } else {
4243 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4244 new_size = 1;
4247 if(!new_array) {
4248 ERR("Out of memory\n");
4249 return 0;
4251 shader_data->gl_shaders = new_array;
4252 shader_data->shader_array_size = new_size;
4255 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4257 shader_buffer_clear(buffer);
4258 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4259 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4261 return ret;
4264 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4265 * It sets the programId on the current StateBlock (because it should be called
4266 * inside of the DrawPrimitive() part of the render loop).
4268 * If a program for the given combination does not exist, create one, and store
4269 * the program in the hash table. If it creates a program, it will link the
4270 * given objects, too.
4273 /* GL locking is done by the caller */
4274 static void set_glsl_shader_program(const struct wined3d_context *context,
4275 IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4277 IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
4278 IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
4279 const struct wined3d_gl_info *gl_info = context->gl_info;
4280 struct shader_glsl_priv *priv = device->shader_priv;
4281 struct glsl_shader_prog_link *entry = NULL;
4282 GLhandleARB programId = 0;
4283 GLhandleARB reorder_shader_id = 0;
4284 unsigned int i;
4285 char glsl_name[8];
4286 struct ps_compile_args ps_compile_args;
4287 struct vs_compile_args vs_compile_args;
4289 if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
4290 if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
4292 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4293 if (entry) {
4294 priv->glsl_program = entry;
4295 return;
4298 /* If we get to this point, then no matching program exists, so we create one */
4299 programId = GL_EXTCALL(glCreateProgramObjectARB());
4300 TRACE("Created new GLSL shader program %u\n", programId);
4302 /* Create the entry */
4303 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4304 entry->programId = programId;
4305 entry->vshader = vshader;
4306 entry->pshader = pshader;
4307 entry->vs_args = vs_compile_args;
4308 entry->ps_args = ps_compile_args;
4309 entry->constant_version = 0;
4310 entry->np2Fixup_info = NULL;
4311 /* Add the hash table entry */
4312 add_glsl_program_entry(priv, entry);
4314 /* Set the current program */
4315 priv->glsl_program = entry;
4317 /* Attach GLSL vshader */
4318 if (vshader)
4320 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4321 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4322 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4323 char tmp_name[10];
4325 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4326 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4327 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4328 checkGLcall("glAttachObjectARB");
4329 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4330 * is destroyed
4332 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4334 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4335 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4336 checkGLcall("glAttachObjectARB");
4338 /* Bind vertex attributes to a corresponding index number to match
4339 * the same index numbers as ARB_vertex_programs (makes loading
4340 * vertex attributes simpler). With this method, we can use the
4341 * exact same code to load the attributes later for both ARB and
4342 * GLSL shaders.
4344 * We have to do this here because we need to know the Program ID
4345 * in order to make the bindings work, and it has to be done prior
4346 * to linking the GLSL program. */
4347 for (i = 0; map; map >>= 1, ++i)
4349 if (!(map & 1)) continue;
4351 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4352 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4354 checkGLcall("glBindAttribLocationARB");
4356 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4359 /* Attach GLSL pshader */
4360 if (pshader)
4362 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4363 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4364 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4365 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4366 checkGLcall("glAttachObjectARB");
4368 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4371 /* Link the program */
4372 TRACE("Linking GLSL shader program %u\n", programId);
4373 GL_EXTCALL(glLinkProgramARB(programId));
4374 shader_glsl_validate_link(gl_info, programId);
4376 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4377 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4378 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4380 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4381 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4383 for (i = 0; i < MAX_CONST_I; ++i)
4385 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4386 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4388 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4389 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4390 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4392 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4393 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4395 for (i = 0; i < MAX_CONST_I; ++i)
4397 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4398 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4401 if(pshader) {
4402 char name[32];
4404 for(i = 0; i < MAX_TEXTURES; i++) {
4405 sprintf(name, "bumpenvmat%u", i);
4406 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4407 sprintf(name, "luminancescale%u", i);
4408 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4409 sprintf(name, "luminanceoffset%u", i);
4410 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4413 if (ps_compile_args.np2_fixup) {
4414 if (entry->np2Fixup_info) {
4415 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4416 } else {
4417 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4422 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4423 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4424 checkGLcall("Find glsl program uniform locations");
4426 if (pshader
4427 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4428 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4430 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4431 entry->vertex_color_clamp = GL_FALSE;
4432 } else {
4433 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4436 /* Set the shader to allow uniform loading on it */
4437 GL_EXTCALL(glUseProgramObjectARB(programId));
4438 checkGLcall("glUseProgramObjectARB(programId)");
4440 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4441 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4442 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4443 * vertex shader with fixed function pixel processing is used we make sure that the card
4444 * supports enough samplers to allow the max number of vertex samplers with all possible
4445 * fixed function fragment processing setups. So once the program is linked these samplers
4446 * won't change.
4448 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4449 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4451 /* If the local constants do not have to be loaded with the environment constants,
4452 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4453 * later
4455 if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
4457 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4459 if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
4461 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4465 /* GL locking is done by the caller */
4466 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
4468 GLhandleARB program_id;
4469 GLhandleARB vshader_id, pshader_id;
4470 static const char *blt_vshader[] =
4472 "#version 120\n"
4473 "void main(void)\n"
4474 "{\n"
4475 " gl_Position = gl_Vertex;\n"
4476 " gl_FrontColor = vec4(1.0);\n"
4477 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4478 "}\n"
4481 static const char *blt_pshaders[tex_type_count] =
4483 /* tex_1d */
4484 NULL,
4485 /* tex_2d */
4486 "#version 120\n"
4487 "uniform sampler2D sampler;\n"
4488 "void main(void)\n"
4489 "{\n"
4490 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4491 "}\n",
4492 /* tex_3d */
4493 NULL,
4494 /* tex_cube */
4495 "#version 120\n"
4496 "uniform samplerCube sampler;\n"
4497 "void main(void)\n"
4498 "{\n"
4499 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4500 "}\n",
4501 /* tex_rect */
4502 "#version 120\n"
4503 "#extension GL_ARB_texture_rectangle : enable\n"
4504 "uniform sampler2DRect sampler;\n"
4505 "void main(void)\n"
4506 "{\n"
4507 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4508 "}\n",
4511 if (!blt_pshaders[tex_type])
4513 FIXME("tex_type %#x not supported\n", tex_type);
4514 tex_type = tex_2d;
4517 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4518 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4519 GL_EXTCALL(glCompileShaderARB(vshader_id));
4521 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4522 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
4523 GL_EXTCALL(glCompileShaderARB(pshader_id));
4525 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4526 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4527 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4528 GL_EXTCALL(glLinkProgramARB(program_id));
4530 shader_glsl_validate_link(gl_info, program_id);
4532 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4533 * is destroyed
4535 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4536 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4537 return program_id;
4540 /* GL locking is done by the caller */
4541 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4543 const struct wined3d_gl_info *gl_info = context->gl_info;
4544 IWineD3DDeviceImpl *device = context->swapchain->device;
4545 struct shader_glsl_priv *priv = device->shader_priv;
4546 GLhandleARB program_id = 0;
4547 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4549 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4551 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4552 else priv->glsl_program = NULL;
4554 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4556 if (old_vertex_color_clamp != current_vertex_color_clamp)
4558 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4560 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4561 checkGLcall("glClampColorARB");
4563 else
4565 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4569 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4570 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4571 GL_EXTCALL(glUseProgramObjectARB(program_id));
4572 checkGLcall("glUseProgramObjectARB");
4574 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4575 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4576 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4577 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4579 shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
4583 /* GL locking is done by the caller */
4584 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4585 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4586 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4587 struct shader_glsl_priv *priv = This->shader_priv;
4588 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
4590 if (!*blt_program) {
4591 GLint loc;
4592 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
4593 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4594 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4595 GL_EXTCALL(glUniform1iARB(loc, 0));
4596 } else {
4597 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4601 /* GL locking is done by the caller */
4602 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4603 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4604 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4605 struct shader_glsl_priv *priv = This->shader_priv;
4606 GLhandleARB program_id;
4608 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4609 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4611 GL_EXTCALL(glUseProgramObjectARB(program_id));
4612 checkGLcall("glUseProgramObjectARB");
4615 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4616 const struct list *linked_programs;
4617 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4618 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4619 struct shader_glsl_priv *priv = device->shader_priv;
4620 const struct wined3d_gl_info *gl_info;
4621 struct wined3d_context *context;
4623 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4624 * can be called from IWineD3DBaseShader::Release
4626 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4628 if(pshader) {
4629 struct glsl_pshader_private *shader_data;
4630 shader_data = This->baseShader.backend_data;
4631 if(!shader_data || shader_data->num_gl_shaders == 0)
4633 HeapFree(GetProcessHeap(), 0, shader_data);
4634 This->baseShader.backend_data = NULL;
4635 return;
4638 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4639 gl_info = context->gl_info;
4641 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4643 ENTER_GL();
4644 shader_glsl_select(context, FALSE, FALSE);
4645 LEAVE_GL();
4647 } else {
4648 struct glsl_vshader_private *shader_data;
4649 shader_data = This->baseShader.backend_data;
4650 if(!shader_data || shader_data->num_gl_shaders == 0)
4652 HeapFree(GetProcessHeap(), 0, shader_data);
4653 This->baseShader.backend_data = NULL;
4654 return;
4657 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4658 gl_info = context->gl_info;
4660 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4662 ENTER_GL();
4663 shader_glsl_select(context, FALSE, FALSE);
4664 LEAVE_GL();
4668 linked_programs = &This->baseShader.linked_programs;
4670 TRACE("Deleting linked programs\n");
4671 if (linked_programs->next) {
4672 struct glsl_shader_prog_link *entry, *entry2;
4674 ENTER_GL();
4675 if(pshader) {
4676 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4677 delete_glsl_program_entry(priv, gl_info, entry);
4679 } else {
4680 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4681 delete_glsl_program_entry(priv, gl_info, entry);
4684 LEAVE_GL();
4687 if(pshader) {
4688 UINT i;
4689 struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
4691 ENTER_GL();
4692 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4693 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4694 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4695 checkGLcall("glDeleteObjectARB");
4697 LEAVE_GL();
4698 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4700 else
4702 UINT i;
4703 struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
4705 ENTER_GL();
4706 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4707 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4708 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4709 checkGLcall("glDeleteObjectARB");
4711 LEAVE_GL();
4712 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4715 HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
4716 This->baseShader.backend_data = NULL;
4718 context_release(context);
4721 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4723 const glsl_program_key_t *k = key;
4724 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4725 const struct glsl_shader_prog_link, program_lookup_entry);
4726 int cmp;
4728 if (k->vshader > prog->vshader) return 1;
4729 else if (k->vshader < prog->vshader) return -1;
4731 if (k->pshader > prog->pshader) return 1;
4732 else if (k->pshader < prog->pshader) return -1;
4734 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4735 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4737 return 0;
4740 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4742 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4743 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4745 if (!mem)
4747 ERR("Failed to allocate memory\n");
4748 return FALSE;
4751 heap->entries = mem;
4752 heap->entries[1].version = 0;
4753 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4754 heap->size = 1;
4756 return TRUE;
4759 static void constant_heap_free(struct constant_heap *heap)
4761 HeapFree(GetProcessHeap(), 0, heap->entries);
4764 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4766 wined3d_rb_alloc,
4767 wined3d_rb_realloc,
4768 wined3d_rb_free,
4769 glsl_program_key_compare,
4772 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4773 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4774 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4775 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4776 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4777 gl_info->limits.glsl_ps_float_constants)) + 1;
4779 if (!shader_buffer_init(&priv->shader_buffer))
4781 ERR("Failed to initialize shader buffer.\n");
4782 goto fail;
4785 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4786 if (!priv->stack)
4788 ERR("Failed to allocate memory.\n");
4789 goto fail;
4792 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4794 ERR("Failed to initialize vertex shader constant heap\n");
4795 goto fail;
4798 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4800 ERR("Failed to initialize pixel shader constant heap\n");
4801 goto fail;
4804 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4806 ERR("Failed to initialize rbtree.\n");
4807 goto fail;
4810 priv->next_constant_version = 1;
4812 This->shader_priv = priv;
4813 return WINED3D_OK;
4815 fail:
4816 constant_heap_free(&priv->pconst_heap);
4817 constant_heap_free(&priv->vconst_heap);
4818 HeapFree(GetProcessHeap(), 0, priv->stack);
4819 shader_buffer_free(&priv->shader_buffer);
4820 HeapFree(GetProcessHeap(), 0, priv);
4821 return E_OUTOFMEMORY;
4824 /* Context activation is done by the caller. */
4825 static void shader_glsl_free(IWineD3DDevice *iface) {
4826 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4827 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4828 struct shader_glsl_priv *priv = This->shader_priv;
4829 int i;
4831 ENTER_GL();
4832 for (i = 0; i < tex_type_count; ++i)
4834 if (priv->depth_blt_program[i])
4836 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4839 LEAVE_GL();
4841 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4842 constant_heap_free(&priv->pconst_heap);
4843 constant_heap_free(&priv->vconst_heap);
4844 HeapFree(GetProcessHeap(), 0, priv->stack);
4845 shader_buffer_free(&priv->shader_buffer);
4847 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4848 This->shader_priv = NULL;
4851 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4852 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4853 return FALSE;
4856 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4858 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4859 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4860 * on the version of NV_vertex_program.
4861 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4862 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4863 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4864 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4866 if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
4867 || gl_info->limits.arb_ps_instructions <= 512)
4868 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4869 else
4870 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4871 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4872 pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
4874 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4875 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4876 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4877 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4878 * in max native instructions. Intel and others also offer the info in this extension but they
4879 * don't support GLSL (at least on Windows).
4881 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4882 * of instructions is 512 or less we have to do with ps2.0 hardware.
4883 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4885 if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
4886 || gl_info->limits.arb_ps_instructions <= 512)
4887 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4888 else
4889 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4891 pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
4893 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4894 * Direct3D minimum requirement.
4896 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4897 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4899 * The problem is that the refrast clamps temporary results in the shader to
4900 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4901 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4902 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4903 * offer a way to query this.
4905 pCaps->PixelShader1xMaxValue = 8.0;
4906 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4908 pCaps->VSClipping = TRUE;
4911 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4913 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4915 TRACE("Checking support for fixup:\n");
4916 dump_color_fixup_desc(fixup);
4919 /* We support everything except YUV conversions. */
4920 if (!is_complex_fixup(fixup))
4922 TRACE("[OK]\n");
4923 return TRUE;
4926 TRACE("[FAILED]\n");
4927 return FALSE;
4930 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4932 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4933 /* WINED3DSIH_ADD */ shader_glsl_arith,
4934 /* WINED3DSIH_BEM */ shader_glsl_bem,
4935 /* WINED3DSIH_BREAK */ shader_glsl_break,
4936 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4937 /* WINED3DSIH_BREAKP */ NULL,
4938 /* WINED3DSIH_CALL */ shader_glsl_call,
4939 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4940 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4941 /* WINED3DSIH_CND */ shader_glsl_cnd,
4942 /* WINED3DSIH_CRS */ shader_glsl_cross,
4943 /* WINED3DSIH_CUT */ NULL,
4944 /* WINED3DSIH_DCL */ NULL,
4945 /* WINED3DSIH_DEF */ NULL,
4946 /* WINED3DSIH_DEFB */ NULL,
4947 /* WINED3DSIH_DEFI */ NULL,
4948 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
4949 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4950 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4951 /* WINED3DSIH_DST */ shader_glsl_dst,
4952 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4953 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4954 /* WINED3DSIH_ELSE */ shader_glsl_else,
4955 /* WINED3DSIH_EMIT */ NULL,
4956 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4957 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4958 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4959 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4960 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4961 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4962 /* WINED3DSIH_IADD */ NULL,
4963 /* WINED3DSIH_IF */ shader_glsl_if,
4964 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4965 /* WINED3DSIH_IGE */ NULL,
4966 /* WINED3DSIH_LABEL */ shader_glsl_label,
4967 /* WINED3DSIH_LIT */ shader_glsl_lit,
4968 /* WINED3DSIH_LOG */ shader_glsl_log,
4969 /* WINED3DSIH_LOGP */ shader_glsl_log,
4970 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4971 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4972 /* WINED3DSIH_LT */ NULL,
4973 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4974 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4975 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4976 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4977 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4978 /* WINED3DSIH_MAD */ shader_glsl_mad,
4979 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4980 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4981 /* WINED3DSIH_MOV */ shader_glsl_mov,
4982 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4983 /* WINED3DSIH_MUL */ shader_glsl_arith,
4984 /* WINED3DSIH_NOP */ NULL,
4985 /* WINED3DSIH_NRM */ shader_glsl_nrm,
4986 /* WINED3DSIH_PHASE */ NULL,
4987 /* WINED3DSIH_POW */ shader_glsl_pow,
4988 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4989 /* WINED3DSIH_REP */ shader_glsl_rep,
4990 /* WINED3DSIH_RET */ shader_glsl_ret,
4991 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4992 /* WINED3DSIH_SETP */ NULL,
4993 /* WINED3DSIH_SGE */ shader_glsl_compare,
4994 /* WINED3DSIH_SGN */ shader_glsl_sgn,
4995 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4996 /* WINED3DSIH_SLT */ shader_glsl_compare,
4997 /* WINED3DSIH_SUB */ shader_glsl_arith,
4998 /* WINED3DSIH_TEX */ shader_glsl_tex,
4999 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
5000 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
5001 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
5002 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
5003 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
5004 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
5005 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
5006 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
5007 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
5008 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
5009 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
5010 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
5011 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
5012 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5013 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
5014 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
5015 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
5016 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
5017 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
5018 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
5019 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
5022 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5023 SHADER_HANDLER hw_fct;
5025 /* Select handler */
5026 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5028 /* Unhandled opcode */
5029 if (!hw_fct)
5031 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5032 return;
5034 hw_fct(ins);
5036 shader_glsl_add_instruction_modifiers(ins);
5039 const shader_backend_t glsl_shader_backend = {
5040 shader_glsl_handle_instruction,
5041 shader_glsl_select,
5042 shader_glsl_select_depth_blt,
5043 shader_glsl_deselect_depth_blt,
5044 shader_glsl_update_float_vertex_constants,
5045 shader_glsl_update_float_pixel_constants,
5046 shader_glsl_load_constants,
5047 shader_glsl_load_np2fixup_constants,
5048 shader_glsl_destroy,
5049 shader_glsl_alloc,
5050 shader_glsl_free,
5051 shader_glsl_dirty_const,
5052 shader_glsl_get_caps,
5053 shader_glsl_color_fixup_supported,