push 8c61147e396035865ef2da2e6aa2d0f3b0907179
[wine/hacks.git] / dlls / wined3d / glsl_shader.c
blob018961672dc32fb8e15c805259ada8de0dc11a74
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 /* Extract a line from the info log.
160 * Note that this modifies the source string. */
161 static char *get_info_log_line(char **ptr)
163 char *p, *q;
165 p = *ptr;
166 if (!(q = strstr(p, "\n")))
168 if (!*p) return NULL;
169 *ptr += strlen(p);
170 return p;
172 *q = '\0';
173 *ptr = q + 1;
175 return p;
178 /** Prints the GLSL info log which will contain error messages if they exist */
179 /* GL locking is done by the caller */
180 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
182 int infologLength = 0;
183 char *infoLog;
184 unsigned int i;
185 BOOL is_spam;
187 static const char * const spam[] =
189 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
190 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
191 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
192 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
193 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
194 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
195 "Fragment shader was successfully compiled to run on hardware.\n"
196 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
197 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
200 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
202 GL_EXTCALL(glGetObjectParameterivARB(obj,
203 GL_OBJECT_INFO_LOG_LENGTH_ARB,
204 &infologLength));
206 /* A size of 1 is just a null-terminated string, so the log should be bigger than
207 * that if there are errors. */
208 if (infologLength > 1)
210 char *ptr, *line;
212 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
213 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
215 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
216 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
217 is_spam = FALSE;
219 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
220 if(strcmp(infoLog, spam[i]) == 0) {
221 is_spam = TRUE;
222 break;
226 ptr = infoLog;
227 if (is_spam)
229 TRACE("Spam received from GLSL shader #%u:\n", obj);
230 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
232 else
234 FIXME("Error received from GLSL shader #%u:\n", obj);
235 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
237 HeapFree(GetProcessHeap(), 0, infoLog);
242 * Loads (pixel shader) samplers
244 /* GL locking is done by the caller */
245 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
246 DWORD *tex_unit_map, GLhandleARB programId)
248 GLint name_loc;
249 int i;
250 char sampler_name[20];
252 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
253 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
254 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
255 if (name_loc != -1) {
256 DWORD mapped_unit = tex_unit_map[i];
257 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
259 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
260 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
261 checkGLcall("glUniform1iARB");
262 } else {
263 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
269 /* GL locking is done by the caller */
270 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
271 DWORD *tex_unit_map, GLhandleARB programId)
273 GLint name_loc;
274 char sampler_name[20];
275 int i;
277 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
278 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
279 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
280 if (name_loc != -1) {
281 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
282 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
284 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
285 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
286 checkGLcall("glUniform1iARB");
287 } else {
288 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
294 /* GL locking is done by the caller */
295 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
296 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
298 int stack_idx = 0;
299 unsigned int heap_idx = 1;
300 unsigned int idx;
302 if (heap->entries[heap_idx].version <= version) return;
304 idx = heap->entries[heap_idx].idx;
305 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
306 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
308 while (stack_idx >= 0)
310 /* Note that we fall through to the next case statement. */
311 switch(stack[stack_idx])
313 case HEAP_NODE_TRAVERSE_LEFT:
315 unsigned int left_idx = heap_idx << 1;
316 if (left_idx < heap->size && heap->entries[left_idx].version > version)
318 heap_idx = left_idx;
319 idx = heap->entries[heap_idx].idx;
320 if (constant_locations[idx] != -1)
321 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
323 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
324 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
325 break;
329 case HEAP_NODE_TRAVERSE_RIGHT:
331 unsigned int right_idx = (heap_idx << 1) + 1;
332 if (right_idx < heap->size && heap->entries[right_idx].version > version)
334 heap_idx = right_idx;
335 idx = heap->entries[heap_idx].idx;
336 if (constant_locations[idx] != -1)
337 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
339 stack[stack_idx++] = HEAP_NODE_POP;
340 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
341 break;
345 case HEAP_NODE_POP:
347 heap_idx >>= 1;
348 --stack_idx;
349 break;
353 checkGLcall("walk_constant_heap()");
356 /* GL locking is done by the caller */
357 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
359 GLfloat clamped_constant[4];
361 if (location == -1) return;
363 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
364 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
365 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
366 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
368 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
371 /* GL locking is done by the caller */
372 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
373 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
375 int stack_idx = 0;
376 unsigned int heap_idx = 1;
377 unsigned int idx;
379 if (heap->entries[heap_idx].version <= version) return;
381 idx = heap->entries[heap_idx].idx;
382 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
383 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
385 while (stack_idx >= 0)
387 /* Note that we fall through to the next case statement. */
388 switch(stack[stack_idx])
390 case HEAP_NODE_TRAVERSE_LEFT:
392 unsigned int left_idx = heap_idx << 1;
393 if (left_idx < heap->size && heap->entries[left_idx].version > version)
395 heap_idx = left_idx;
396 idx = heap->entries[heap_idx].idx;
397 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
399 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
400 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
401 break;
405 case HEAP_NODE_TRAVERSE_RIGHT:
407 unsigned int right_idx = (heap_idx << 1) + 1;
408 if (right_idx < heap->size && heap->entries[right_idx].version > version)
410 heap_idx = right_idx;
411 idx = heap->entries[heap_idx].idx;
412 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
414 stack[stack_idx++] = HEAP_NODE_POP;
415 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
416 break;
420 case HEAP_NODE_POP:
422 heap_idx >>= 1;
423 --stack_idx;
424 break;
428 checkGLcall("walk_constant_heap_clamped()");
431 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
432 /* GL locking is done by the caller */
433 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
434 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
435 unsigned char *stack, UINT version)
437 const local_constant *lconst;
439 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
440 if (This->baseShader.reg_maps.shader_version.major == 1
441 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
442 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
443 else
444 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
446 if (!This->baseShader.load_local_constsF)
448 TRACE("No need to load local float constants for this shader\n");
449 return;
452 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
453 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
455 GLint location = constant_locations[lconst->idx];
456 /* We found this uniform name in the program - go ahead and send the data */
457 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
459 checkGLcall("glUniform4fvARB()");
462 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
463 /* GL locking is done by the caller */
464 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
465 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
467 unsigned int i;
468 struct list* ptr;
470 for (i = 0; constants_set; constants_set >>= 1, ++i)
472 if (!(constants_set & 1)) continue;
474 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
475 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
477 /* We found this uniform name in the program - go ahead and send the data */
478 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
479 checkGLcall("glUniform4ivARB");
482 /* Load immediate constants */
483 ptr = list_head(&This->baseShader.constantsI);
484 while (ptr) {
485 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
486 unsigned int idx = lconst->idx;
487 const GLint *values = (const GLint *)lconst->value;
489 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
490 values[0], values[1], values[2], values[3]);
492 /* We found this uniform name in the program - go ahead and send the data */
493 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
494 checkGLcall("glUniform4ivARB");
495 ptr = list_next(&This->baseShader.constantsI, ptr);
499 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
500 /* GL locking is done by the caller */
501 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
502 GLhandleARB programId, const BOOL *constants, WORD constants_set)
504 GLint tmp_loc;
505 unsigned int i;
506 char tmp_name[8];
507 const char *prefix;
508 struct list* ptr;
510 switch (This->baseShader.reg_maps.shader_version.type)
512 case WINED3D_SHADER_TYPE_VERTEX:
513 prefix = "VB";
514 break;
516 case WINED3D_SHADER_TYPE_GEOMETRY:
517 prefix = "GB";
518 break;
520 case WINED3D_SHADER_TYPE_PIXEL:
521 prefix = "PB";
522 break;
524 default:
525 FIXME("Unknown shader type %#x.\n",
526 This->baseShader.reg_maps.shader_version.type);
527 prefix = "UB";
528 break;
531 /* TODO: Benchmark and see if it would be beneficial to store the
532 * locations of the constants to avoid looking up each time */
533 for (i = 0; constants_set; constants_set >>= 1, ++i)
535 if (!(constants_set & 1)) continue;
537 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
539 /* TODO: Benchmark and see if it would be beneficial to store the
540 * locations of the constants to avoid looking up each time */
541 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
542 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
543 if (tmp_loc != -1)
545 /* We found this uniform name in the program - go ahead and send the data */
546 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
547 checkGLcall("glUniform1ivARB");
551 /* Load immediate constants */
552 ptr = list_head(&This->baseShader.constantsB);
553 while (ptr) {
554 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
555 unsigned int idx = lconst->idx;
556 const GLint *values = (const GLint *)lconst->value;
558 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
560 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
561 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
562 if (tmp_loc != -1) {
563 /* We found this uniform name in the program - go ahead and send the data */
564 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
565 checkGLcall("glUniform1ivARB");
567 ptr = list_next(&This->baseShader.constantsB, ptr);
571 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
573 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
577 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
579 /* GL locking is done by the caller (state handler) */
580 static void shader_glsl_load_np2fixup_constants(
581 IWineD3DDevice* device,
582 char usePixelShader,
583 char useVertexShader) {
585 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
586 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
588 if (!prog) {
589 /* No GLSL program set - nothing to do. */
590 return;
593 if (!usePixelShader) {
594 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
595 return;
598 if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
599 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
600 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
601 UINT i;
602 UINT fixup = prog->ps_args.np2_fixup;
603 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
605 for (i = 0; fixup; fixup >>= 1, ++i) {
606 const unsigned char idx = prog->np2Fixup_info->idx[i];
607 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
608 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
610 if (!tex) {
611 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
612 continue;
615 if (idx % 2) {
616 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
617 } else {
618 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
622 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
627 * Loads the app-supplied constants into the currently set GLSL program.
629 /* GL locking is done by the caller (state handler) */
630 static void shader_glsl_load_constants(
631 IWineD3DDevice* device,
632 char usePixelShader,
633 char useVertexShader) {
635 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
636 struct shader_glsl_priv *priv = deviceImpl->shader_priv;
637 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
638 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
640 GLhandleARB programId;
641 struct glsl_shader_prog_link *prog = priv->glsl_program;
642 UINT constant_version;
643 int i;
645 if (!prog) {
646 /* No GLSL program set - nothing to do. */
647 return;
649 programId = prog->programId;
650 constant_version = prog->constant_version;
652 if (useVertexShader) {
653 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
655 /* Load DirectX 9 float constants/uniforms for vertex shader */
656 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
657 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
659 /* Load DirectX 9 integer constants/uniforms for vertex shader */
660 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
661 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
663 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
664 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
665 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
667 /* Upload the position fixup params */
668 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
669 checkGLcall("glUniform4fvARB");
672 if (usePixelShader) {
674 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
676 /* Load DirectX 9 float constants/uniforms for pixel shader */
677 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
678 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
680 /* Load DirectX 9 integer constants/uniforms for pixel shader */
681 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
682 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
684 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
685 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
686 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
688 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
689 * It can't be 0 for a valid texbem instruction.
691 for(i = 0; i < MAX_TEXTURES; i++) {
692 const float *data;
694 if(prog->bumpenvmat_location[i] == -1) continue;
696 data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
697 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
698 checkGLcall("glUniformMatrix2fvARB");
700 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
701 * is set too, so we can check that in the needsbumpmat check
703 if(prog->luminancescale_location[i] != -1) {
704 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
705 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
707 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
708 checkGLcall("glUniform1fvARB");
709 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
710 checkGLcall("glUniform1fvARB");
714 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
715 float correction_params[4];
716 if(deviceImpl->render_offscreen) {
717 correction_params[0] = 0.0f;
718 correction_params[1] = 1.0f;
719 } else {
720 /* position is window relative, not viewport relative */
721 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
722 correction_params[1] = -1.0f;
724 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
728 if (priv->next_constant_version == UINT_MAX)
730 TRACE("Max constant version reached, resetting to 0.\n");
731 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
732 priv->next_constant_version = 1;
734 else
736 prog->constant_version = priv->next_constant_version++;
740 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
741 unsigned int heap_idx, DWORD new_version)
743 struct constant_entry *entries = heap->entries;
744 unsigned int *positions = heap->positions;
745 unsigned int parent_idx;
747 while (heap_idx > 1)
749 parent_idx = heap_idx >> 1;
751 if (new_version <= entries[parent_idx].version) break;
753 entries[heap_idx] = entries[parent_idx];
754 positions[entries[parent_idx].idx] = heap_idx;
755 heap_idx = parent_idx;
758 entries[heap_idx].version = new_version;
759 entries[heap_idx].idx = idx;
760 positions[idx] = heap_idx;
763 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
765 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
766 struct shader_glsl_priv *priv = This->shader_priv;
767 struct constant_heap *heap = &priv->vconst_heap;
768 UINT i;
770 for (i = start; i < count + start; ++i)
772 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
773 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
774 else
775 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
779 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
781 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
782 struct shader_glsl_priv *priv = This->shader_priv;
783 struct constant_heap *heap = &priv->pconst_heap;
784 UINT i;
786 for (i = start; i < count + start; ++i)
788 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
789 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
790 else
791 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
795 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
797 unsigned int ret = GL_LIMITS(glsl_varyings) / 4;
798 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
799 if(shader_major > 3) return ret;
801 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
802 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
803 return ret;
806 /** Generate the variable & register declarations for the GLSL output target */
807 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
808 struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info,
809 struct shader_glsl_ctx_priv *ctx_priv)
811 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
812 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
813 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
814 unsigned int i, extra_constants_needed = 0;
815 const local_constant *lconst;
817 /* There are some minor differences between pixel and vertex shaders */
818 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
819 char prefix = pshader ? 'P' : 'V';
821 /* Prototype the subroutines */
822 for (i = 0; i < This->baseShader.limits.label; i++) {
823 if (reg_maps->labels[i])
824 shader_addline(buffer, "void subroutine%u();\n", i);
827 /* Declare the constants (aka uniforms) */
828 if (This->baseShader.limits.constant_float > 0) {
829 unsigned max_constantsF;
830 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
831 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
832 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
833 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
834 * a dx9 card, as long as it doesn't also use all the other constants.
836 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
837 * declare only the amount that we're assured to have.
839 * Thus we run into problems in these two cases:
840 * 1) The shader really uses more uniforms than supported
841 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
843 if(pshader) {
844 /* No indirect addressing here */
845 max_constantsF = GL_LIMITS(pshader_constantsF);
846 } else {
847 if(This->baseShader.reg_maps.usesrelconstF) {
848 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
849 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
850 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
851 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
853 * Writing gl_ClipPos requires one uniform for each clipplane as well.
855 max_constantsF = GL_LIMITS(vshader_constantsF) - 3 - GL_LIMITS(clipplanes);
856 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
857 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
858 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
859 * for now take this into account when calculating the number of available constants
861 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
862 /* Set by driver quirks in directx.c */
863 max_constantsF -= GLINFO_LOCATION.reserved_glsl_constants;
864 } else {
865 max_constantsF = GL_LIMITS(vshader_constantsF);
868 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
869 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
872 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
873 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
875 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
876 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
878 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
879 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
881 if(!pshader) {
882 shader_addline(buffer, "uniform vec4 posFixup;\n");
883 /* Predeclaration; This function is added at link time based on the pixel shader.
884 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
885 * that. We know the input to the reorder function at vertex shader compile time, so
886 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
887 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
888 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
889 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
890 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
891 * inout.
893 if (reg_maps->shader_version.major >= 3)
895 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
896 } else {
897 shader_addline(buffer, "void order_ps_input();\n");
899 } else {
900 for(i = 0; i < (sizeof(reg_maps->bumpmat) / sizeof(reg_maps->bumpmat[0])); i++) {
901 if(!reg_maps->bumpmat[i]) {
902 continue;
905 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
907 if(reg_maps->luminanceparams) {
908 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
909 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
910 extra_constants_needed++;
913 extra_constants_needed++;
916 if (ps_args->srgb_correction)
918 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
919 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
920 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
921 srgb_cmp);
923 if(reg_maps->vpos || reg_maps->usesdsy) {
924 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
925 shader_addline(buffer, "uniform vec4 ycorrection;\n");
926 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
927 extra_constants_needed++;
928 } else {
929 /* This happens because we do not have proper tracking of the constant registers that are
930 * actually used, only the max limit of the shader version
932 FIXME("Cannot find a free uniform for vpos correction params\n");
933 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
934 device->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
935 device->render_offscreen ? 1.0f : -1.0f);
937 shader_addline(buffer, "vec4 vpos;\n");
941 /* Declare texture samplers */
942 for (i = 0; i < This->baseShader.limits.sampler; i++) {
943 if (reg_maps->sampler_type[i])
945 switch (reg_maps->sampler_type[i])
947 case WINED3DSTT_1D:
948 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
949 break;
950 case WINED3DSTT_2D:
951 if(device->stateBlock->textures[i] &&
952 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
953 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
954 } else {
955 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
957 break;
958 case WINED3DSTT_CUBE:
959 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
960 break;
961 case WINED3DSTT_VOLUME:
962 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
963 break;
964 default:
965 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
966 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
967 break;
972 /* Declare uniforms for NP2 texcoord fixup:
973 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
974 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
975 * Modern cards just skip the code anyway, so put it inside a seperate loop. */
976 if (pshader && ps_args->np2_fixup) {
978 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
979 UINT cur = 0;
981 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
982 * while D3D has them in the (normalized) [0,1]x[0,1] range.
983 * samplerNP2Fixup stores texture dimensions and is updated through
984 * shader_glsl_load_np2fixup_constants when the sampler changes. */
986 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
987 if (reg_maps->sampler_type[i]) {
988 if (!(ps_args->np2_fixup & (1 << i))) continue;
990 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
991 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
992 continue;
995 fixup->idx[i] = cur++;
999 fixup->num_consts = (cur + 1) >> 1;
1000 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1003 /* Declare address variables */
1004 for (i = 0; i < This->baseShader.limits.address; i++) {
1005 if (reg_maps->address[i])
1006 shader_addline(buffer, "ivec4 A%d;\n", i);
1009 /* Declare texture coordinate temporaries and initialize them */
1010 for (i = 0; i < This->baseShader.limits.texcoord; i++) {
1011 if (reg_maps->texcoord[i])
1012 shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1015 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1016 * helper function shader that is linked in at link time
1018 if (pshader && reg_maps->shader_version.major >= 3)
1020 if (use_vs(device->stateBlock))
1022 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1023 } else {
1024 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1025 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1026 * pixel shader that reads the fixed function color into the packed input registers.
1028 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1032 /* Declare output register temporaries */
1033 if(This->baseShader.limits.packed_output) {
1034 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1037 /* Declare temporary variables */
1038 for(i = 0; i < This->baseShader.limits.temporary; i++) {
1039 if (reg_maps->temporary[i])
1040 shader_addline(buffer, "vec4 R%u;\n", i);
1043 /* Declare attributes */
1044 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1046 WORD map = reg_maps->input_registers;
1048 for (i = 0; map; map >>= 1, ++i)
1050 if (!(map & 1)) continue;
1052 shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1056 /* Declare loop registers aLx */
1057 for (i = 0; i < reg_maps->loop_depth; i++) {
1058 shader_addline(buffer, "int aL%u;\n", i);
1059 shader_addline(buffer, "int tmpInt%u;\n", i);
1062 /* Temporary variables for matrix operations */
1063 shader_addline(buffer, "vec4 tmp0;\n");
1064 shader_addline(buffer, "vec4 tmp1;\n");
1066 /* Local constants use a different name so they can be loaded once at shader link time
1067 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1068 * float -> string conversion can cause precision loss.
1070 if(!This->baseShader.load_local_constsF) {
1071 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1072 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1076 /* Start the main program */
1077 shader_addline(buffer, "void main() {\n");
1078 if(pshader && reg_maps->vpos) {
1079 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1080 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1081 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1082 * precision troubles when we just substract 0.5.
1084 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1086 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1088 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1089 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1090 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1091 * correctly on drivers that returns integer values.
1093 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1097 /*****************************************************************************
1098 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1100 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1101 ****************************************************************************/
1103 /* Prototypes */
1104 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1105 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1107 /** Used for opcode modifiers - They multiply the result by the specified amount */
1108 static const char * const shift_glsl_tab[] = {
1109 "", /* 0 (none) */
1110 "2.0 * ", /* 1 (x2) */
1111 "4.0 * ", /* 2 (x4) */
1112 "8.0 * ", /* 3 (x8) */
1113 "16.0 * ", /* 4 (x16) */
1114 "32.0 * ", /* 5 (x32) */
1115 "", /* 6 (x64) */
1116 "", /* 7 (x128) */
1117 "", /* 8 (d256) */
1118 "", /* 9 (d128) */
1119 "", /* 10 (d64) */
1120 "", /* 11 (d32) */
1121 "0.0625 * ", /* 12 (d16) */
1122 "0.125 * ", /* 13 (d8) */
1123 "0.25 * ", /* 14 (d4) */
1124 "0.5 * " /* 15 (d2) */
1127 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1128 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1130 out_str[0] = 0;
1132 switch (src_modifier)
1134 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1135 case WINED3DSPSM_DW:
1136 case WINED3DSPSM_NONE:
1137 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1138 break;
1139 case WINED3DSPSM_NEG:
1140 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1141 break;
1142 case WINED3DSPSM_NOT:
1143 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1144 break;
1145 case WINED3DSPSM_BIAS:
1146 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1147 break;
1148 case WINED3DSPSM_BIASNEG:
1149 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1150 break;
1151 case WINED3DSPSM_SIGN:
1152 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1153 break;
1154 case WINED3DSPSM_SIGNNEG:
1155 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1156 break;
1157 case WINED3DSPSM_COMP:
1158 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1159 break;
1160 case WINED3DSPSM_X2:
1161 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1162 break;
1163 case WINED3DSPSM_X2NEG:
1164 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1165 break;
1166 case WINED3DSPSM_ABS:
1167 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1168 break;
1169 case WINED3DSPSM_ABSNEG:
1170 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1171 break;
1172 default:
1173 FIXME("Unhandled modifier %u\n", src_modifier);
1174 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1178 /** Writes the GLSL variable name that corresponds to the register that the
1179 * DX opcode parameter is trying to access */
1180 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1181 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1183 /* oPos, oFog and oPts in D3D */
1184 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1186 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1187 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1188 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
1189 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1191 *is_color = FALSE;
1193 switch (reg->type)
1195 case WINED3DSPR_TEMP:
1196 sprintf(register_name, "R%u", reg->idx);
1197 break;
1199 case WINED3DSPR_INPUT:
1200 /* vertex shaders */
1201 if (!pshader)
1203 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1204 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1205 sprintf(register_name, "attrib%u", reg->idx);
1206 break;
1209 /* pixel shaders >= 3.0 */
1210 if (This->baseShader.reg_maps.shader_version.major >= 3)
1212 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1213 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1215 if (reg->rel_addr)
1217 glsl_src_param_t rel_param;
1219 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1221 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1222 * operation there */
1223 if (idx)
1225 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1227 sprintf(register_name,
1228 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1229 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1230 rel_param.param_str, idx);
1232 else
1234 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1237 else
1239 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1241 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1242 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1243 rel_param.param_str);
1245 else
1247 sprintf(register_name, "IN[%s]", rel_param.param_str);
1251 else
1253 if (idx == in_count) sprintf(register_name, "gl_Color");
1254 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1255 else sprintf(register_name, "IN[%u]", idx);
1258 else
1260 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1261 else strcpy(register_name, "gl_SecondaryColor");
1262 break;
1264 break;
1266 case WINED3DSPR_CONST:
1268 const char prefix = pshader ? 'P' : 'V';
1270 /* Relative addressing */
1271 if (reg->rel_addr)
1273 glsl_src_param_t rel_param;
1274 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1275 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1276 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1278 else
1280 if (shader_constant_is_local(This, reg->idx))
1281 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1282 else
1283 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1286 break;
1288 case WINED3DSPR_CONSTINT:
1289 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1290 else sprintf(register_name, "VI[%u]", reg->idx);
1291 break;
1293 case WINED3DSPR_CONSTBOOL:
1294 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1295 else sprintf(register_name, "VB[%u]", reg->idx);
1296 break;
1298 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1299 if (pshader) sprintf(register_name, "T%u", reg->idx);
1300 else sprintf(register_name, "A%u", reg->idx);
1301 break;
1303 case WINED3DSPR_LOOP:
1304 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1305 break;
1307 case WINED3DSPR_SAMPLER:
1308 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1309 else sprintf(register_name, "Vsampler%u", reg->idx);
1310 break;
1312 case WINED3DSPR_COLOROUT:
1313 if (reg->idx >= GL_LIMITS(buffers))
1314 WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
1316 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1317 break;
1319 case WINED3DSPR_RASTOUT:
1320 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1321 break;
1323 case WINED3DSPR_DEPTHOUT:
1324 sprintf(register_name, "gl_FragDepth");
1325 break;
1327 case WINED3DSPR_ATTROUT:
1328 if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1329 else sprintf(register_name, "gl_FrontSecondaryColor");
1330 break;
1332 case WINED3DSPR_TEXCRDOUT:
1333 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1334 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1335 else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1336 break;
1338 case WINED3DSPR_MISCTYPE:
1339 if (reg->idx == 0)
1341 /* vPos */
1342 sprintf(register_name, "vpos");
1344 else if (reg->idx == 1)
1346 /* Note that gl_FrontFacing is a bool, while vFace is
1347 * a float for which the sign determines front/back */
1348 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1350 else
1352 FIXME("Unhandled misctype register %d\n", reg->idx);
1353 sprintf(register_name, "unrecognized_register");
1355 break;
1357 case WINED3DSPR_IMMCONST:
1358 switch (reg->immconst_type)
1360 case WINED3D_IMMCONST_FLOAT:
1361 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1362 break;
1364 case WINED3D_IMMCONST_FLOAT4:
1365 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1366 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1367 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1368 break;
1370 default:
1371 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1372 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1374 break;
1376 default:
1377 FIXME("Unhandled register name Type(%d)\n", reg->type);
1378 sprintf(register_name, "unrecognized_register");
1379 break;
1383 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1385 *str++ = '.';
1386 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1387 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1388 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1389 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1390 *str = '\0';
1393 /* Get the GLSL write mask for the destination register */
1394 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1396 DWORD mask = param->write_mask;
1398 if (shader_is_scalar(&param->reg))
1400 mask = WINED3DSP_WRITEMASK_0;
1401 *write_mask = '\0';
1403 else
1405 shader_glsl_write_mask_to_str(mask, write_mask);
1408 return mask;
1411 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1412 unsigned int size = 0;
1414 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1415 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1416 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1417 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1419 return size;
1422 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1424 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1425 * but addressed as "rgba". To fix this we need to swap the register's x
1426 * and z components. */
1427 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1429 *str++ = '.';
1430 /* swizzle bits fields: wwzzyyxx */
1431 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1432 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1433 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1434 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1435 *str = '\0';
1438 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1439 BOOL fixup, DWORD mask, char *swizzle_str)
1441 if (shader_is_scalar(&param->reg))
1442 *swizzle_str = '\0';
1443 else
1444 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1447 /* From a given parameter token, generate the corresponding GLSL string.
1448 * Also, return the actual register name and swizzle in case the
1449 * caller needs this information as well. */
1450 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1451 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1453 BOOL is_color = FALSE;
1454 char swizzle_str[6];
1456 glsl_src->reg_name[0] = '\0';
1457 glsl_src->param_str[0] = '\0';
1458 swizzle_str[0] = '\0';
1460 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1461 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1462 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1465 /* From a given parameter token, generate the corresponding GLSL string.
1466 * Also, return the actual register name and swizzle in case the
1467 * caller needs this information as well. */
1468 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1469 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1471 BOOL is_color = FALSE;
1473 glsl_dst->mask_str[0] = '\0';
1474 glsl_dst->reg_name[0] = '\0';
1476 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1477 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1480 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1481 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1482 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1484 glsl_dst_param_t glsl_dst;
1485 DWORD mask;
1487 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1488 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1490 return mask;
1493 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1494 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1496 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1499 /** Process GLSL instruction modifiers */
1500 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1502 glsl_dst_param_t dst_param;
1503 DWORD modifiers;
1505 if (!ins->dst_count) return;
1507 modifiers = ins->dst[0].modifiers;
1508 if (!modifiers) return;
1510 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1512 if (modifiers & WINED3DSPDM_SATURATE)
1514 /* _SAT means to clamp the value of the register to between 0 and 1 */
1515 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1516 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1519 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1521 FIXME("_centroid modifier not handled\n");
1524 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1526 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1530 static inline const char *shader_get_comp_op(DWORD op)
1532 switch (op) {
1533 case COMPARISON_GT: return ">";
1534 case COMPARISON_EQ: return "==";
1535 case COMPARISON_GE: return ">=";
1536 case COMPARISON_LT: return "<";
1537 case COMPARISON_NE: return "!=";
1538 case COMPARISON_LE: return "<=";
1539 default:
1540 FIXME("Unrecognized comparison value: %u\n", op);
1541 return "(\?\?)";
1545 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1547 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1548 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1549 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1550 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1552 /* Note that there's no such thing as a projected cube texture. */
1553 switch(sampler_type) {
1554 case WINED3DSTT_1D:
1555 if(lod) {
1556 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1557 } else if(grad) {
1558 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1559 } else {
1560 sample_function->name = projected ? "texture1DProj" : "texture1D";
1562 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1563 break;
1564 case WINED3DSTT_2D:
1565 if(texrect) {
1566 if(lod) {
1567 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1568 } else if(grad) {
1569 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1570 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1572 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1573 } else {
1574 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1576 } else {
1577 if(lod) {
1578 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1579 } else if(grad) {
1580 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1581 } else {
1582 sample_function->name = projected ? "texture2DProj" : "texture2D";
1585 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1586 break;
1587 case WINED3DSTT_CUBE:
1588 if(lod) {
1589 sample_function->name = "textureCubeLod";
1590 } else if(grad) {
1591 sample_function->name = "textureCubeGradARB";
1592 } else {
1593 sample_function->name = "textureCube";
1595 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1596 break;
1597 case WINED3DSTT_VOLUME:
1598 if(lod) {
1599 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1600 } else if(grad) {
1601 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1602 } else {
1603 sample_function->name = projected ? "texture3DProj" : "texture3D";
1605 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1606 break;
1607 default:
1608 sample_function->name = "";
1609 sample_function->coord_mask = 0;
1610 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1611 break;
1615 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1616 BOOL sign_fixup, enum fixup_channel_source channel_source)
1618 switch(channel_source)
1620 case CHANNEL_SOURCE_ZERO:
1621 strcat(arguments, "0.0");
1622 break;
1624 case CHANNEL_SOURCE_ONE:
1625 strcat(arguments, "1.0");
1626 break;
1628 case CHANNEL_SOURCE_X:
1629 strcat(arguments, reg_name);
1630 strcat(arguments, ".x");
1631 break;
1633 case CHANNEL_SOURCE_Y:
1634 strcat(arguments, reg_name);
1635 strcat(arguments, ".y");
1636 break;
1638 case CHANNEL_SOURCE_Z:
1639 strcat(arguments, reg_name);
1640 strcat(arguments, ".z");
1641 break;
1643 case CHANNEL_SOURCE_W:
1644 strcat(arguments, reg_name);
1645 strcat(arguments, ".w");
1646 break;
1648 default:
1649 FIXME("Unhandled channel source %#x\n", channel_source);
1650 strcat(arguments, "undefined");
1651 break;
1654 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1657 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1659 struct wined3d_shader_dst_param dst;
1660 unsigned int mask_size, remaining;
1661 glsl_dst_param_t dst_param;
1662 char arguments[256];
1663 DWORD mask;
1665 mask = 0;
1666 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1667 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1668 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1669 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1670 mask &= ins->dst[0].write_mask;
1672 if (!mask) return; /* Nothing to do */
1674 if (is_yuv_fixup(fixup))
1676 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1677 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1678 return;
1681 mask_size = shader_glsl_get_write_mask_size(mask);
1683 dst = ins->dst[0];
1684 dst.write_mask = mask;
1685 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1687 arguments[0] = '\0';
1688 remaining = mask_size;
1689 if (mask & WINED3DSP_WRITEMASK_0)
1691 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1692 if (--remaining) strcat(arguments, ", ");
1694 if (mask & WINED3DSP_WRITEMASK_1)
1696 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1697 if (--remaining) strcat(arguments, ", ");
1699 if (mask & WINED3DSP_WRITEMASK_2)
1701 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1702 if (--remaining) strcat(arguments, ", ");
1704 if (mask & WINED3DSP_WRITEMASK_3)
1706 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1707 if (--remaining) strcat(arguments, ", ");
1710 if (mask_size > 1)
1712 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1713 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1715 else
1717 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1721 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1722 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1723 const char *dx, const char *dy,
1724 const char *bias, const char *coord_reg_fmt, ...)
1726 const char *sampler_base;
1727 char dst_swizzle[6];
1728 struct color_fixup_desc fixup;
1729 BOOL np2_fixup = FALSE;
1730 va_list args;
1732 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1734 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1736 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1737 fixup = priv->cur_ps_args->color_fixup[sampler];
1738 sampler_base = "Psampler";
1740 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
1741 if(bias) {
1742 FIXME("Biased sampling from NP2 textures is unsupported\n");
1743 } else {
1744 np2_fixup = TRUE;
1747 } else {
1748 sampler_base = "Vsampler";
1749 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1752 shader_glsl_append_dst(ins->ctx->buffer, ins);
1754 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1756 va_start(args, coord_reg_fmt);
1757 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1758 va_end(args);
1760 if(bias) {
1761 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1762 } else {
1763 if (np2_fixup) {
1764 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1765 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
1767 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
1768 (idx % 2) ? "zw" : "xy", dst_swizzle);
1769 } else if(dx && dy) {
1770 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1771 } else {
1772 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1776 if(!is_identity_fixup(fixup)) {
1777 shader_glsl_color_correction(ins, fixup);
1781 /*****************************************************************************
1783 * Begin processing individual instruction opcodes
1785 ****************************************************************************/
1787 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1788 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1790 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1791 glsl_src_param_t src0_param;
1792 glsl_src_param_t src1_param;
1793 DWORD write_mask;
1794 char op;
1796 /* Determine the GLSL operator to use based on the opcode */
1797 switch (ins->handler_idx)
1799 case WINED3DSIH_MUL: op = '*'; break;
1800 case WINED3DSIH_ADD: op = '+'; break;
1801 case WINED3DSIH_SUB: op = '-'; break;
1802 default:
1803 op = ' ';
1804 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1805 break;
1808 write_mask = shader_glsl_append_dst(buffer, ins);
1809 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1810 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1811 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1814 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1815 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1817 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1818 glsl_src_param_t src0_param;
1819 DWORD write_mask;
1821 write_mask = shader_glsl_append_dst(buffer, ins);
1822 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1824 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1825 * shader versions WINED3DSIO_MOVA is used for this. */
1826 if (ins->ctx->reg_maps->shader_version.major == 1
1827 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1828 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1830 /* This is a simple floor() */
1831 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1832 if (mask_size > 1) {
1833 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1834 } else {
1835 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1838 else if(ins->handler_idx == WINED3DSIH_MOVA)
1840 /* We need to *round* to the nearest int here. */
1841 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1842 if (mask_size > 1) {
1843 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
1844 } else {
1845 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1847 } else {
1848 shader_addline(buffer, "%s);\n", src0_param.param_str);
1852 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1853 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1855 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1856 glsl_src_param_t src0_param;
1857 glsl_src_param_t src1_param;
1858 DWORD dst_write_mask, src_write_mask;
1859 unsigned int dst_size = 0;
1861 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1862 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1864 /* dp3 works on vec3, dp4 on vec4 */
1865 if (ins->handler_idx == WINED3DSIH_DP4)
1867 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1868 } else {
1869 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1872 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1873 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1875 if (dst_size > 1) {
1876 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1877 } else {
1878 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1882 /* Note that this instruction has some restrictions. The destination write mask
1883 * can't contain the w component, and the source swizzles have to be .xyzw */
1884 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1886 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1887 glsl_src_param_t src0_param;
1888 glsl_src_param_t src1_param;
1889 char dst_mask[6];
1891 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1892 shader_glsl_append_dst(ins->ctx->buffer, ins);
1893 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1894 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1895 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1898 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1899 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1900 * GLSL uses the value as-is. */
1901 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1903 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1904 glsl_src_param_t src0_param;
1905 glsl_src_param_t src1_param;
1906 DWORD dst_write_mask;
1907 unsigned int dst_size;
1909 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1910 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1912 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1913 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1915 if (dst_size > 1) {
1916 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1917 } else {
1918 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1922 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1923 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1924 * GLSL uses the value as-is. */
1925 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1927 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1928 glsl_src_param_t src0_param;
1929 DWORD dst_write_mask;
1930 unsigned int dst_size;
1932 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1933 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1935 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1937 if (dst_size > 1) {
1938 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1939 } else {
1940 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1944 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1945 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1947 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1948 glsl_src_param_t src_param;
1949 const char *instruction;
1950 DWORD write_mask;
1951 unsigned i;
1953 /* Determine the GLSL function to use based on the opcode */
1954 /* TODO: Possibly make this a table for faster lookups */
1955 switch (ins->handler_idx)
1957 case WINED3DSIH_MIN: instruction = "min"; break;
1958 case WINED3DSIH_MAX: instruction = "max"; break;
1959 case WINED3DSIH_ABS: instruction = "abs"; break;
1960 case WINED3DSIH_FRC: instruction = "fract"; break;
1961 case WINED3DSIH_NRM: instruction = "normalize"; break;
1962 case WINED3DSIH_EXP: instruction = "exp2"; break;
1963 case WINED3DSIH_SGN: instruction = "sign"; break;
1964 case WINED3DSIH_DSX: instruction = "dFdx"; break;
1965 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1966 default: instruction = "";
1967 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1968 break;
1971 write_mask = shader_glsl_append_dst(buffer, ins);
1973 shader_addline(buffer, "%s(", instruction);
1975 if (ins->src_count)
1977 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1978 shader_addline(buffer, "%s", src_param.param_str);
1979 for (i = 1; i < ins->src_count; ++i)
1981 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1982 shader_addline(buffer, ", %s", src_param.param_str);
1986 shader_addline(buffer, "));\n");
1989 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1990 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1991 * dst.x = 2^(floor(src))
1992 * dst.y = src - floor(src)
1993 * dst.z = 2^src (partial precision is allowed, but optional)
1994 * dst.w = 1.0;
1995 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1996 * dst = 2^src; (partial precision is allowed, but optional)
1998 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2000 glsl_src_param_t src_param;
2002 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2004 if (ins->ctx->reg_maps->shader_version.major < 2)
2006 char dst_mask[6];
2008 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2009 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2010 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2011 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2013 shader_glsl_append_dst(ins->ctx->buffer, ins);
2014 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2015 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2016 } else {
2017 DWORD write_mask;
2018 unsigned int mask_size;
2020 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2021 mask_size = shader_glsl_get_write_mask_size(write_mask);
2023 if (mask_size > 1) {
2024 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2025 } else {
2026 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2031 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2032 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2034 glsl_src_param_t src_param;
2035 DWORD write_mask;
2036 unsigned int mask_size;
2038 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2039 mask_size = shader_glsl_get_write_mask_size(write_mask);
2040 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2042 if (mask_size > 1) {
2043 shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
2044 } else {
2045 shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
2049 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2051 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2052 glsl_src_param_t src_param;
2053 DWORD write_mask;
2054 unsigned int mask_size;
2056 write_mask = shader_glsl_append_dst(buffer, ins);
2057 mask_size = shader_glsl_get_write_mask_size(write_mask);
2059 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2061 if (mask_size > 1) {
2062 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
2063 } else {
2064 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
2068 /** Process signed comparison opcodes in GLSL. */
2069 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2071 glsl_src_param_t src0_param;
2072 glsl_src_param_t src1_param;
2073 DWORD write_mask;
2074 unsigned int mask_size;
2076 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2077 mask_size = shader_glsl_get_write_mask_size(write_mask);
2078 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2079 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2081 if (mask_size > 1) {
2082 const char *compare;
2084 switch(ins->handler_idx)
2086 case WINED3DSIH_SLT: compare = "lessThan"; break;
2087 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2088 default: compare = "";
2089 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2092 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2093 src0_param.param_str, src1_param.param_str);
2094 } else {
2095 switch(ins->handler_idx)
2097 case WINED3DSIH_SLT:
2098 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2099 * to return 0.0 but step returns 1.0 because step is not < x
2100 * An alternative is a bvec compare padded with an unused second component.
2101 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2102 * issue. Playing with not() is not possible either because not() does not accept
2103 * a scalar.
2105 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2106 src0_param.param_str, src1_param.param_str);
2107 break;
2108 case WINED3DSIH_SGE:
2109 /* Here we can use the step() function and safe a conditional */
2110 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2111 break;
2112 default:
2113 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2119 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2120 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2122 glsl_src_param_t src0_param;
2123 glsl_src_param_t src1_param;
2124 glsl_src_param_t src2_param;
2125 DWORD write_mask, cmp_channel = 0;
2126 unsigned int i, j;
2127 char mask_char[6];
2128 BOOL temp_destination = FALSE;
2130 if (shader_is_scalar(&ins->src[0].reg))
2132 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2134 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2135 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2136 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2138 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2139 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2140 } else {
2141 DWORD dst_mask = ins->dst[0].write_mask;
2142 struct wined3d_shader_dst_param dst = ins->dst[0];
2144 /* Cycle through all source0 channels */
2145 for (i=0; i<4; i++) {
2146 write_mask = 0;
2147 /* Find the destination channels which use the current source0 channel */
2148 for (j=0; j<4; j++) {
2149 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2151 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2152 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2155 dst.write_mask = dst_mask & write_mask;
2157 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2158 * The first lines may overwrite source parameters of the following lines.
2159 * Deal with that by using a temporary destination register if needed
2161 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2162 && ins->src[0].reg.type == ins->dst[0].reg.type)
2163 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2164 && ins->src[1].reg.type == ins->dst[0].reg.type)
2165 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2166 && ins->src[2].reg.type == ins->dst[0].reg.type))
2168 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2169 if (!write_mask) continue;
2170 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2171 temp_destination = TRUE;
2172 } else {
2173 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2174 if (!write_mask) continue;
2177 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2178 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2179 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2181 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2182 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2185 if(temp_destination) {
2186 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2187 shader_glsl_append_dst(ins->ctx->buffer, ins);
2188 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2194 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2195 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2196 * the compare is done per component of src0. */
2197 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2199 struct wined3d_shader_dst_param dst;
2200 glsl_src_param_t src0_param;
2201 glsl_src_param_t src1_param;
2202 glsl_src_param_t src2_param;
2203 DWORD write_mask, cmp_channel = 0;
2204 unsigned int i, j;
2205 DWORD dst_mask;
2206 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2207 ins->ctx->reg_maps->shader_version.minor);
2209 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2211 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2212 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2213 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2214 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2216 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2217 if (ins->coissue)
2219 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2220 } else {
2221 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2222 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2224 return;
2226 /* Cycle through all source0 channels */
2227 dst_mask = ins->dst[0].write_mask;
2228 dst = ins->dst[0];
2229 for (i=0; i<4; i++) {
2230 write_mask = 0;
2231 /* Find the destination channels which use the current source0 channel */
2232 for (j=0; j<4; j++) {
2233 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2235 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2236 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2240 dst.write_mask = dst_mask & write_mask;
2241 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2242 if (!write_mask) continue;
2244 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2245 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2246 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2248 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2249 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2253 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2254 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2256 glsl_src_param_t src0_param;
2257 glsl_src_param_t src1_param;
2258 glsl_src_param_t src2_param;
2259 DWORD write_mask;
2261 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2262 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2263 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2264 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2265 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2266 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2269 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2270 Vertex shaders to GLSL codes */
2271 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2273 int i;
2274 int nComponents = 0;
2275 struct wined3d_shader_dst_param tmp_dst = {{0}};
2276 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2277 struct wined3d_shader_instruction tmp_ins;
2279 memset(&tmp_ins, 0, sizeof(tmp_ins));
2281 /* Set constants for the temporary argument */
2282 tmp_ins.ctx = ins->ctx;
2283 tmp_ins.dst_count = 1;
2284 tmp_ins.dst = &tmp_dst;
2285 tmp_ins.src_count = 2;
2286 tmp_ins.src = tmp_src;
2288 switch(ins->handler_idx)
2290 case WINED3DSIH_M4x4:
2291 nComponents = 4;
2292 tmp_ins.handler_idx = WINED3DSIH_DP4;
2293 break;
2294 case WINED3DSIH_M4x3:
2295 nComponents = 3;
2296 tmp_ins.handler_idx = WINED3DSIH_DP4;
2297 break;
2298 case WINED3DSIH_M3x4:
2299 nComponents = 4;
2300 tmp_ins.handler_idx = WINED3DSIH_DP3;
2301 break;
2302 case WINED3DSIH_M3x3:
2303 nComponents = 3;
2304 tmp_ins.handler_idx = WINED3DSIH_DP3;
2305 break;
2306 case WINED3DSIH_M3x2:
2307 nComponents = 2;
2308 tmp_ins.handler_idx = WINED3DSIH_DP3;
2309 break;
2310 default:
2311 break;
2314 tmp_dst = ins->dst[0];
2315 tmp_src[0] = ins->src[0];
2316 tmp_src[1] = ins->src[1];
2317 for (i = 0; i < nComponents; ++i)
2319 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2320 shader_glsl_dot(&tmp_ins);
2321 ++tmp_src[1].reg.idx;
2326 The LRP instruction performs a component-wise linear interpolation
2327 between the second and third operands using the first operand as the
2328 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2329 This is equivalent to mix(src2, src1, src0);
2331 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2333 glsl_src_param_t src0_param;
2334 glsl_src_param_t src1_param;
2335 glsl_src_param_t src2_param;
2336 DWORD write_mask;
2338 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2340 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2341 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2342 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2344 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2345 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2348 /** Process the WINED3DSIO_LIT instruction in GLSL:
2349 * dst.x = dst.w = 1.0
2350 * dst.y = (src0.x > 0) ? src0.x
2351 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2352 * where src.w is clamped at +- 128
2354 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2356 glsl_src_param_t src0_param;
2357 glsl_src_param_t src1_param;
2358 glsl_src_param_t src3_param;
2359 char dst_mask[6];
2361 shader_glsl_append_dst(ins->ctx->buffer, ins);
2362 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2364 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2365 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2366 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2368 /* The sdk specifies the instruction like this
2369 * dst.x = 1.0;
2370 * if(src.x > 0.0) dst.y = src.x
2371 * else dst.y = 0.0.
2372 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2373 * else dst.z = 0.0;
2374 * dst.w = 1.0;
2376 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2377 * dst.x = 1.0 ... No further explanation needed
2378 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2379 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2380 * dst.w = 1.0. ... Nothing fancy.
2382 * So we still have one conditional in there. So do this:
2383 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2385 * 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),
2386 * 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.
2387 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2389 shader_addline(ins->ctx->buffer,
2390 "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",
2391 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2394 /** Process the WINED3DSIO_DST instruction in GLSL:
2395 * dst.x = 1.0
2396 * dst.y = src0.x * src0.y
2397 * dst.z = src0.z
2398 * dst.w = src1.w
2400 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2402 glsl_src_param_t src0y_param;
2403 glsl_src_param_t src0z_param;
2404 glsl_src_param_t src1y_param;
2405 glsl_src_param_t src1w_param;
2406 char dst_mask[6];
2408 shader_glsl_append_dst(ins->ctx->buffer, ins);
2409 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2411 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2412 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2413 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2414 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2416 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2417 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2420 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2421 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2422 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2424 * dst.x = cos(src0.?)
2425 * dst.y = sin(src0.?)
2426 * dst.z = dst.z
2427 * dst.w = dst.w
2429 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2431 glsl_src_param_t src0_param;
2432 DWORD write_mask;
2434 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2435 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2437 switch (write_mask) {
2438 case WINED3DSP_WRITEMASK_0:
2439 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2440 break;
2442 case WINED3DSP_WRITEMASK_1:
2443 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2444 break;
2446 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2447 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2448 break;
2450 default:
2451 ERR("Write mask should be .x, .y or .xy\n");
2452 break;
2456 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2457 * Start a for() loop where src1.y is the initial value of aL,
2458 * increment aL by src1.z for a total of src1.x iterations.
2459 * Need to use a temporary variable for this operation.
2461 /* FIXME: I don't think nested loops will work correctly this way. */
2462 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2464 glsl_src_param_t src1_param;
2465 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2466 const DWORD *control_values = NULL;
2467 const local_constant *constant;
2469 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2471 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2472 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2473 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2474 * addressing.
2476 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2478 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2479 if (constant->idx == ins->src[1].reg.idx)
2481 control_values = constant->value;
2482 break;
2487 if(control_values) {
2488 if(control_values[2] > 0) {
2489 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u < (%d * %d + %d); aL%u += %d) {\n",
2490 shader->baseShader.cur_loop_depth, control_values[1],
2491 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2492 shader->baseShader.cur_loop_depth, control_values[2]);
2493 } else if(control_values[2] == 0) {
2494 shader_addline(ins->ctx->buffer, "for (aL%u = %d, tmpInt%u = 0; tmpInt%u < %d; tmpInt%u++) {\n",
2495 shader->baseShader.cur_loop_depth, control_values[1], shader->baseShader.cur_loop_depth,
2496 shader->baseShader.cur_loop_depth, control_values[0],
2497 shader->baseShader.cur_loop_depth);
2498 } else {
2499 shader_addline(ins->ctx->buffer, "for (aL%u = %d; aL%u > (%d * %d + %d); aL%u += %d) {\n",
2500 shader->baseShader.cur_loop_depth, control_values[1],
2501 shader->baseShader.cur_loop_depth, control_values[0], control_values[2], control_values[1],
2502 shader->baseShader.cur_loop_depth, control_values[2]);
2504 } else {
2505 shader_addline(ins->ctx->buffer,
2506 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2507 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2508 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2509 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2512 shader->baseShader.cur_loop_depth++;
2513 shader->baseShader.cur_loop_regno++;
2516 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2518 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2520 shader_addline(ins->ctx->buffer, "}\n");
2522 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2524 shader->baseShader.cur_loop_depth--;
2525 shader->baseShader.cur_loop_regno--;
2528 if (ins->handler_idx == WINED3DSIH_ENDREP)
2530 shader->baseShader.cur_loop_depth--;
2534 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2536 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2537 glsl_src_param_t src0_param;
2538 const DWORD *control_values = NULL;
2539 const local_constant *constant;
2541 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2542 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2544 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2546 if (constant->idx == ins->src[0].reg.idx)
2548 control_values = constant->value;
2549 break;
2554 if(control_values) {
2555 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2556 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2557 control_values[0], shader->baseShader.cur_loop_depth);
2558 } else {
2559 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2560 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2561 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2562 src0_param.param_str, shader->baseShader.cur_loop_depth);
2564 shader->baseShader.cur_loop_depth++;
2567 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2569 glsl_src_param_t src0_param;
2571 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2572 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2575 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2577 glsl_src_param_t src0_param;
2578 glsl_src_param_t src1_param;
2580 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2581 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2583 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2584 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2587 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2589 shader_addline(ins->ctx->buffer, "} else {\n");
2592 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2594 shader_addline(ins->ctx->buffer, "break;\n");
2597 /* FIXME: According to MSDN the compare is done per component. */
2598 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2600 glsl_src_param_t src0_param;
2601 glsl_src_param_t src1_param;
2603 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2604 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2606 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2607 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2610 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2612 shader_addline(ins->ctx->buffer, "}\n");
2613 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2616 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2618 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2621 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2623 glsl_src_param_t src1_param;
2625 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2626 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2629 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
2631 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2632 * function only suppresses the unhandled instruction warning
2636 /*********************************************
2637 * Pixel Shader Specific Code begins here
2638 ********************************************/
2639 static void pshader_glsl_tex(const struct wined3d_shader_instruction *ins)
2641 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2642 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2643 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2644 ins->ctx->reg_maps->shader_version.minor);
2645 glsl_sample_function_t sample_function;
2646 DWORD sample_flags = 0;
2647 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2648 DWORD sampler_idx;
2649 DWORD mask = 0, swizzle;
2651 /* 1.0-1.4: Use destination register as sampler source.
2652 * 2.0+: Use provided sampler source. */
2653 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
2654 else sampler_idx = ins->src[1].reg.idx;
2655 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2657 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2659 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2661 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2662 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2663 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2664 switch (flags & ~WINED3DTTFF_PROJECTED) {
2665 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2666 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2667 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2668 case WINED3DTTFF_COUNT4:
2669 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2673 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2675 DWORD src_mod = ins->src[0].modifiers;
2677 if (src_mod == WINED3DSPSM_DZ) {
2678 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2679 mask = WINED3DSP_WRITEMASK_2;
2680 } else if (src_mod == WINED3DSPSM_DW) {
2681 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2682 mask = WINED3DSP_WRITEMASK_3;
2684 } else {
2685 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2687 /* ps 2.0 texldp instruction always divides by the fourth component. */
2688 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2689 mask = WINED3DSP_WRITEMASK_3;
2693 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2694 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2695 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2698 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2699 mask |= sample_function.coord_mask;
2701 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2702 else swizzle = ins->src[1].swizzle;
2704 /* 1.0-1.3: Use destination register as coordinate source.
2705 1.4+: Use provided coordinate source register. */
2706 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2708 char coord_mask[6];
2709 shader_glsl_write_mask_to_str(mask, coord_mask);
2710 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2711 "T%u%s", sampler_idx, coord_mask);
2712 } else {
2713 glsl_src_param_t coord_param;
2714 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2715 if (ins->flags & WINED3DSI_TEXLD_BIAS)
2717 glsl_src_param_t bias;
2718 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2719 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2720 "%s", coord_param.param_str);
2721 } else {
2722 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2723 "%s", coord_param.param_str);
2728 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2730 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2731 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2732 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
2733 glsl_sample_function_t sample_function;
2734 glsl_src_param_t coord_param, dx_param, dy_param;
2735 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2736 DWORD sampler_type;
2737 DWORD sampler_idx;
2738 DWORD swizzle = ins->src[1].swizzle;
2740 if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
2741 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2742 return pshader_glsl_tex(ins);
2745 sampler_idx = ins->src[1].reg.idx;
2746 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2747 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2748 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2749 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2752 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2753 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2754 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2755 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2757 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2758 "%s", coord_param.param_str);
2761 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2763 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2764 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2765 glsl_sample_function_t sample_function;
2766 glsl_src_param_t coord_param, lod_param;
2767 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2768 DWORD sampler_type;
2769 DWORD sampler_idx;
2770 DWORD swizzle = ins->src[1].swizzle;
2772 sampler_idx = ins->src[1].reg.idx;
2773 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2774 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2775 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2776 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2778 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2779 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2781 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2783 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2785 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2786 * However, they seem to work just fine in fragment shaders as well. */
2787 WARN("Using %s in fragment shader.\n", sample_function.name);
2789 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2790 "%s", coord_param.param_str);
2793 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2795 /* FIXME: Make this work for more than just 2D textures */
2796 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2797 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2799 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2801 char dst_mask[6];
2803 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2804 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2805 ins->dst[0].reg.idx, dst_mask);
2806 } else {
2807 DWORD reg = ins->src[0].reg.idx;
2808 DWORD src_mod = ins->src[0].modifiers;
2809 char dst_swizzle[6];
2811 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2813 if (src_mod == WINED3DSPSM_DZ) {
2814 glsl_src_param_t div_param;
2815 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2816 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2818 if (mask_size > 1) {
2819 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2820 } else {
2821 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2823 } else if (src_mod == WINED3DSPSM_DW) {
2824 glsl_src_param_t div_param;
2825 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2826 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2828 if (mask_size > 1) {
2829 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2830 } else {
2831 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2833 } else {
2834 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2839 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2840 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2841 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2842 static void pshader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2844 glsl_src_param_t src0_param;
2845 glsl_sample_function_t sample_function;
2846 DWORD sampler_idx = ins->dst[0].reg.idx;
2847 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2848 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2849 UINT mask_size;
2851 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2853 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2854 * scalar, and projected sampling would require 4.
2856 * It is a dependent read - not valid with conditional NP2 textures
2858 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2859 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2861 switch(mask_size)
2863 case 1:
2864 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2865 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2866 break;
2868 case 2:
2869 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2870 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2871 break;
2873 case 3:
2874 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2875 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2876 break;
2878 default:
2879 FIXME("Unexpected mask size %u\n", mask_size);
2880 break;
2884 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2885 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2886 static void pshader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2888 glsl_src_param_t src0_param;
2889 DWORD dstreg = ins->dst[0].reg.idx;
2890 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2891 DWORD dst_mask;
2892 unsigned int mask_size;
2894 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2895 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2896 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2898 if (mask_size > 1) {
2899 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2900 } else {
2901 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2905 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2906 * Calculate the depth as dst.x / dst.y */
2907 static void pshader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2909 glsl_dst_param_t dst_param;
2911 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2913 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2914 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2915 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2916 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2917 * >= 1.0 or < 0.0
2919 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2920 dst_param.reg_name, dst_param.reg_name);
2923 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2924 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2925 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2926 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2928 static void pshader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2930 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2931 DWORD dstreg = ins->dst[0].reg.idx;
2932 glsl_src_param_t src0_param;
2934 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2936 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2937 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2940 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2941 * Calculate the 1st of a 2-row matrix multiplication. */
2942 static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2944 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2945 DWORD reg = ins->dst[0].reg.idx;
2946 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2947 glsl_src_param_t src0_param;
2949 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2950 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2953 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2954 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2955 static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2957 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2958 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2959 DWORD reg = ins->dst[0].reg.idx;
2960 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2961 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2962 glsl_src_param_t src0_param;
2964 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2965 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2966 current_state->texcoord_w[current_state->current_row++] = reg;
2969 static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2971 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2972 DWORD reg = ins->dst[0].reg.idx;
2973 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2974 glsl_src_param_t src0_param;
2975 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2976 glsl_sample_function_t sample_function;
2978 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2979 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2981 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2983 /* Sample the texture using the calculated coordinates */
2984 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
2987 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2988 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2989 static void pshader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
2991 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2992 glsl_src_param_t src0_param;
2993 DWORD reg = ins->dst[0].reg.idx;
2994 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2995 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
2996 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2997 glsl_sample_function_t sample_function;
2999 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3000 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3002 /* Dependent read, not valid with conditional NP2 */
3003 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3005 /* Sample the texture using the calculated coordinates */
3006 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3008 current_state->current_row = 0;
3011 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3012 * Perform the 3rd row of a 3x3 matrix multiply */
3013 static void pshader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3015 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3016 glsl_src_param_t src0_param;
3017 char dst_mask[6];
3018 DWORD reg = ins->dst[0].reg.idx;
3019 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3020 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
3022 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3024 shader_glsl_append_dst(ins->ctx->buffer, ins);
3025 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3026 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3028 current_state->current_row = 0;
3031 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3032 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3033 static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3035 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3036 DWORD reg = ins->dst[0].reg.idx;
3037 glsl_src_param_t src0_param;
3038 glsl_src_param_t src1_param;
3039 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3040 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3041 WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
3042 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3043 glsl_sample_function_t sample_function;
3045 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3046 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3048 /* Perform the last matrix multiply operation */
3049 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3050 /* Reflection calculation */
3051 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3053 /* Dependent read, not valid with conditional NP2 */
3054 shader_glsl_get_sample_function(stype, 0, &sample_function);
3056 /* Sample the texture */
3057 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3059 current_state->current_row = 0;
3062 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3063 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3064 static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3066 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3067 DWORD reg = ins->dst[0].reg.idx;
3068 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3069 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3070 glsl_src_param_t src0_param;
3071 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3072 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3073 glsl_sample_function_t sample_function;
3075 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3077 /* Perform the last matrix multiply operation */
3078 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3080 /* Construct the eye-ray vector from w coordinates */
3081 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3082 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3083 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3085 /* Dependent read, not valid with conditional NP2 */
3086 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3088 /* Sample the texture using the calculated coordinates */
3089 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3091 current_state->current_row = 0;
3094 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3095 * Apply a fake bump map transform.
3096 * texbem is pshader <= 1.3 only, this saves a few version checks
3098 static void pshader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3100 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3101 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3102 glsl_sample_function_t sample_function;
3103 glsl_src_param_t coord_param;
3104 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
3105 DWORD sampler_idx;
3106 DWORD mask;
3107 DWORD flags;
3108 char coord_mask[6];
3110 sampler_idx = ins->dst[0].reg.idx;
3111 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3113 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3114 /* Dependent read, not valid with conditional NP2 */
3115 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3116 mask = sample_function.coord_mask;
3118 shader_glsl_write_mask_to_str(mask, coord_mask);
3120 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3121 * so we can't let the GL handle this.
3123 if (flags & WINED3DTTFF_PROJECTED) {
3124 DWORD div_mask=0;
3125 char coord_div_mask[3];
3126 switch (flags & ~WINED3DTTFF_PROJECTED) {
3127 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3128 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3129 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3130 case WINED3DTTFF_COUNT4:
3131 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3133 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3134 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3137 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3139 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3140 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3141 coord_param.param_str, coord_mask);
3143 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3145 glsl_src_param_t luminance_param;
3146 glsl_dst_param_t dst_param;
3148 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3149 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3151 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3152 dst_param.reg_name, dst_param.mask_str,
3153 luminance_param.param_str, sampler_idx, sampler_idx);
3157 static void pshader_glsl_bem(const struct wined3d_shader_instruction *ins)
3159 glsl_src_param_t src0_param, src1_param;
3160 DWORD sampler_idx = ins->dst[0].reg.idx;
3162 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3163 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3165 shader_glsl_append_dst(ins->ctx->buffer, ins);
3166 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3167 src0_param.param_str, sampler_idx, src1_param.param_str);
3170 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3171 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3172 static void pshader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3174 glsl_src_param_t src0_param;
3175 DWORD sampler_idx = ins->dst[0].reg.idx;
3176 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3177 glsl_sample_function_t sample_function;
3179 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3181 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3182 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3183 "%s.wx", src0_param.reg_name);
3186 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3187 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3188 static void pshader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3190 glsl_src_param_t src0_param;
3191 DWORD sampler_idx = ins->dst[0].reg.idx;
3192 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3193 glsl_sample_function_t sample_function;
3195 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3197 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3198 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3199 "%s.yz", src0_param.reg_name);
3202 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3203 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3204 static void pshader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3206 glsl_src_param_t src0_param;
3207 DWORD sampler_idx = ins->dst[0].reg.idx;
3208 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3209 glsl_sample_function_t sample_function;
3211 /* Dependent read, not valid with conditional NP2 */
3212 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3213 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3215 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3216 "%s", src0_param.param_str);
3219 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3220 * If any of the first 3 components are < 0, discard this pixel */
3221 static void pshader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3223 glsl_dst_param_t dst_param;
3225 /* The argument is a destination parameter, and no writemasks are allowed */
3226 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3227 if (ins->ctx->reg_maps->shader_version.major >= 2)
3229 /* 2.0 shaders compare all 4 components in texkill */
3230 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3231 } else {
3232 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3233 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3234 * 4 components are defined, only the first 3 are used
3236 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3240 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3241 * dst = dot2(src0, src1) + src2 */
3242 static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3244 glsl_src_param_t src0_param;
3245 glsl_src_param_t src1_param;
3246 glsl_src_param_t src2_param;
3247 DWORD write_mask;
3248 unsigned int mask_size;
3250 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3251 mask_size = shader_glsl_get_write_mask_size(write_mask);
3253 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3254 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3255 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3257 if (mask_size > 1) {
3258 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3259 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3260 } else {
3261 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3262 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3266 static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3267 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3268 enum vertexprocessing_mode vertexprocessing)
3270 unsigned int i;
3271 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3272 WORD map = reg_maps->input_registers;
3274 for (i = 0; map; map >>= 1, ++i)
3276 const char *semantic_name;
3277 UINT semantic_idx;
3278 char reg_mask[6];
3280 /* Unused */
3281 if (!(map & 1)) continue;
3283 semantic_name = input_signature[i].semantic_name;
3284 semantic_idx = input_signature[i].semantic_idx;
3285 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3287 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3289 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3290 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3291 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3292 else
3293 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3294 This->input_reg_map[i], reg_mask, reg_mask);
3296 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3298 if (semantic_idx == 0)
3299 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3300 This->input_reg_map[i], reg_mask, reg_mask);
3301 else if (semantic_idx == 1)
3302 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3303 This->input_reg_map[i], reg_mask, reg_mask);
3304 else
3305 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3306 This->input_reg_map[i], reg_mask, reg_mask);
3308 else
3310 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3311 This->input_reg_map[i], reg_mask, reg_mask);
3316 /*********************************************
3317 * Vertex Shader Specific Code begins here
3318 ********************************************/
3320 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3321 glsl_program_key_t key;
3323 key.vshader = entry->vshader;
3324 key.pshader = entry->pshader;
3325 key.vs_args = entry->vs_args;
3326 key.ps_args = entry->ps_args;
3328 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3330 ERR("Failed to insert program entry.\n");
3334 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3335 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3336 struct ps_compile_args *ps_args) {
3337 struct wine_rb_entry *entry;
3338 glsl_program_key_t key;
3340 key.vshader = vshader;
3341 key.pshader = pshader;
3342 key.vs_args = *vs_args;
3343 key.ps_args = *ps_args;
3345 entry = wine_rb_get(&priv->program_lookup, &key);
3346 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3349 /* GL locking is done by the caller */
3350 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3351 struct glsl_shader_prog_link *entry)
3353 glsl_program_key_t key;
3355 key.vshader = entry->vshader;
3356 key.pshader = entry->pshader;
3357 key.vs_args = entry->vs_args;
3358 key.ps_args = entry->ps_args;
3359 wine_rb_remove(&priv->program_lookup, &key);
3361 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3362 if (entry->vshader) list_remove(&entry->vshader_entry);
3363 if (entry->pshader) list_remove(&entry->pshader_entry);
3364 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3365 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3366 HeapFree(GetProcessHeap(), 0, entry);
3369 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3370 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3371 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3373 unsigned int i, j;
3374 const char *semantic_name_in, *semantic_name_out;
3375 UINT semantic_idx_in, semantic_idx_out;
3376 DWORD *set;
3377 DWORD in_idx;
3378 unsigned int in_count = vec4_varyings(3, gl_info);
3379 char reg_mask[6], reg_mask_out[6];
3380 char destination[50];
3381 WORD input_map, output_map;
3383 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3385 if (!output_signature)
3387 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3388 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3389 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3392 input_map = reg_maps_in->input_registers;
3393 for (i = 0; input_map; input_map >>= 1, ++i)
3395 if (!(input_map & 1)) continue;
3397 in_idx = map[i];
3398 if (in_idx >= (in_count + 2)) {
3399 FIXME("More input varyings declared than supported, expect issues\n");
3400 continue;
3402 else if (map[i] == ~0U)
3404 /* Declared, but not read register */
3405 continue;
3408 if (in_idx == in_count) {
3409 sprintf(destination, "gl_FrontColor");
3410 } else if (in_idx == in_count + 1) {
3411 sprintf(destination, "gl_FrontSecondaryColor");
3412 } else {
3413 sprintf(destination, "IN[%u]", in_idx);
3416 semantic_name_in = input_signature[i].semantic_name;
3417 semantic_idx_in = input_signature[i].semantic_idx;
3418 set[map[i]] = input_signature[i].mask;
3419 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3421 if (!output_signature)
3423 if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3425 if (semantic_idx_in == 0)
3426 shader_addline(buffer, "%s%s = front_color%s;\n",
3427 destination, reg_mask, reg_mask);
3428 else if (semantic_idx_in == 1)
3429 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3430 destination, reg_mask, reg_mask);
3431 else
3432 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3433 destination, reg_mask, reg_mask);
3435 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3437 if (semantic_idx_in < 8)
3439 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3440 destination, reg_mask, semantic_idx_in, reg_mask);
3442 else
3444 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3445 destination, reg_mask, reg_mask);
3448 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3450 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3451 destination, reg_mask, reg_mask);
3453 else
3455 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3456 destination, reg_mask, reg_mask);
3458 } else {
3459 BOOL found = FALSE;
3461 output_map = reg_maps_out->output_registers;
3462 for (j = 0; output_map; output_map >>= 1, ++j)
3464 if (!(output_map & 1)) continue;
3466 semantic_name_out = output_signature[j].semantic_name;
3467 semantic_idx_out = output_signature[j].semantic_idx;
3468 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3470 if (semantic_idx_in == semantic_idx_out
3471 && !strcmp(semantic_name_in, semantic_name_out))
3473 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3474 destination, reg_mask, j, reg_mask);
3475 found = TRUE;
3478 if(!found) {
3479 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3480 destination, reg_mask, reg_mask);
3485 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3486 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3487 * input varyings are assigned above, if the optimizer works properly.
3489 for(i = 0; i < in_count + 2; i++) {
3490 if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3492 unsigned int size = 0;
3493 memset(reg_mask, 0, sizeof(reg_mask));
3494 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3495 reg_mask[size] = 'x';
3496 size++;
3498 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3499 reg_mask[size] = 'y';
3500 size++;
3502 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3503 reg_mask[size] = 'z';
3504 size++;
3506 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3507 reg_mask[size] = 'w';
3508 size++;
3511 if (i == in_count) {
3512 sprintf(destination, "gl_FrontColor");
3513 } else if (i == in_count + 1) {
3514 sprintf(destination, "gl_FrontSecondaryColor");
3515 } else {
3516 sprintf(destination, "IN[%u]", i);
3519 if (size == 1) {
3520 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3521 } else {
3522 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3527 HeapFree(GetProcessHeap(), 0, set);
3530 /* GL locking is done by the caller */
3531 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3532 IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3534 GLhandleARB ret = 0;
3535 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3536 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3537 IWineD3DDeviceImpl *device;
3538 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3539 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3540 unsigned int i;
3541 const char *semantic_name;
3542 UINT semantic_idx;
3543 char reg_mask[6];
3544 const struct wined3d_shader_signature_element *output_signature;
3546 shader_buffer_clear(buffer);
3548 shader_addline(buffer, "#version 120\n");
3550 if(vs_major < 3 && ps_major < 3) {
3551 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3552 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3554 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3555 if (((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
3556 && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
3558 shader_addline(buffer, "void order_ps_input() {\n");
3559 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3560 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3561 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3562 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3565 shader_addline(buffer, "}\n");
3566 } else {
3567 shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
3569 } else if(ps_major < 3 && vs_major >= 3) {
3570 WORD map = vs->baseShader.reg_maps.output_registers;
3572 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3573 output_signature = vs->output_signature;
3575 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3576 for (i = 0; map; map >>= 1, ++i)
3578 DWORD write_mask;
3580 if (!(map & 1)) continue;
3582 semantic_name = output_signature[i].semantic_name;
3583 semantic_idx = output_signature[i].semantic_idx;
3584 write_mask = output_signature[i].mask;
3585 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3587 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3589 if (semantic_idx == 0)
3590 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3591 else if (semantic_idx == 1)
3592 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3594 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3596 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3598 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3600 if (semantic_idx < 8)
3602 if (!((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3603 write_mask |= WINED3DSP_WRITEMASK_3;
3605 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3606 semantic_idx, reg_mask, i, reg_mask);
3607 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3608 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3611 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3613 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3615 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3617 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3620 shader_addline(buffer, "}\n");
3622 } else if(ps_major >= 3 && vs_major >= 3) {
3623 WORD map = vs->baseShader.reg_maps.output_registers;
3625 output_signature = vs->output_signature;
3627 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3628 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3629 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3631 /* First, sort out position and point size. Those are not passed to the pixel shader */
3632 for (i = 0; map; map >>= 1, ++i)
3634 if (!(map & 1)) continue;
3636 semantic_name = output_signature[i].semantic_name;
3637 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3639 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3641 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3643 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3645 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3649 /* Then, fix the pixel shader input */
3650 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3651 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3653 shader_addline(buffer, "}\n");
3654 } else if(ps_major >= 3 && vs_major < 3) {
3655 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3656 shader_addline(buffer, "void order_ps_input() {\n");
3657 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3658 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3659 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3661 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3662 &ps->baseShader.reg_maps, NULL, NULL);
3663 shader_addline(buffer, "}\n");
3664 } else {
3665 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3668 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3669 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3670 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
3671 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3672 GL_EXTCALL(glCompileShaderARB(ret));
3673 checkGLcall("glCompileShaderARB(ret)");
3675 return ret;
3678 /* GL locking is done by the caller */
3679 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
3680 GLhandleARB programId, char prefix)
3682 const local_constant *lconst;
3683 GLint tmp_loc;
3684 const float *value;
3685 char glsl_name[8];
3687 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3688 value = (const float *)lconst->value;
3689 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3690 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3691 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3693 checkGLcall("Hardcoding local constants");
3696 /* GL locking is done by the caller */
3697 static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
3698 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3700 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3701 CONST DWORD *function = This->baseShader.function;
3702 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3703 struct shader_glsl_ctx_priv priv_ctx;
3705 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3706 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3708 memset(&priv_ctx, 0, sizeof(priv_ctx));
3709 priv_ctx.cur_ps_args = args;
3710 priv_ctx.cur_np2fixup_info = np2fixup_info;
3712 shader_addline(buffer, "#version 120\n");
3714 if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
3715 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3717 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3718 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3719 * drivers write a warning if we don't do so
3721 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3724 /* Base Declarations */
3725 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, &priv_ctx);
3727 /* Pack 3.0 inputs */
3728 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3730 pshader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
3733 /* Base Shader Body */
3734 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3736 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3737 if (reg_maps->shader_version.major < 2)
3739 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3740 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3743 if (args->srgb_correction)
3745 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
3746 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
3747 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
3748 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
3749 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
3750 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
3752 /* Pixel shader < 3.0 do not replace the fog stage.
3753 * This implements linear fog computation and blending.
3754 * TODO: non linear fog
3755 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3756 * -1/(e-s) and e/(e-s) respectively.
3758 if (reg_maps->shader_version.major < 3)
3760 switch(args->fog) {
3761 case FOG_OFF: break;
3762 case FOG_LINEAR:
3763 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3764 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3765 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3766 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3767 break;
3768 case FOG_EXP:
3769 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3770 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3771 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3772 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3773 break;
3774 case FOG_EXP2:
3775 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3776 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3777 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3778 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3779 break;
3783 shader_addline(buffer, "}\n");
3785 TRACE("Compiling shader object %u\n", shader_obj);
3786 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3787 GL_EXTCALL(glCompileShaderARB(shader_obj));
3788 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3790 /* Store the shader object */
3791 return shader_obj;
3794 /* GL locking is done by the caller */
3795 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShaderImpl *This,
3796 struct wined3d_shader_buffer *buffer, const struct vs_compile_args *args)
3798 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3799 CONST DWORD *function = This->baseShader.function;
3800 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3801 struct shader_glsl_ctx_priv priv_ctx;
3803 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3804 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3806 shader_addline(buffer, "#version 120\n");
3808 memset(&priv_ctx, 0, sizeof(priv_ctx));
3809 priv_ctx.cur_vs_args = args;
3811 /* Base Declarations */
3812 shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, buffer, &GLINFO_LOCATION, &priv_ctx);
3814 /* Base Shader Body */
3815 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
3817 /* Unpack 3.0 outputs */
3818 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
3819 else shader_addline(buffer, "order_ps_input();\n");
3821 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3822 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3823 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3824 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3826 if(args->fog_src == VS_FOG_Z) {
3827 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3828 } else if (!reg_maps->fog) {
3829 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3832 /* Write the final position.
3834 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3835 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3836 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3837 * contains 1.0 to allow a mad.
3839 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3840 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3841 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
3843 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3845 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3846 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3847 * which is the same as z = z * 2 - w.
3849 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3851 shader_addline(buffer, "}\n");
3853 TRACE("Compiling shader object %u\n", shader_obj);
3854 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3855 GL_EXTCALL(glCompileShaderARB(shader_obj));
3856 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3858 return shader_obj;
3861 static GLhandleARB find_glsl_pshader(struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
3862 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
3864 UINT i;
3865 DWORD new_size;
3866 struct glsl_ps_compiled_shader *new_array;
3867 struct glsl_pshader_private *shader_data;
3868 struct ps_np2fixup_info *np2fixup = NULL;
3869 GLhandleARB ret;
3871 if(!shader->backend_priv) {
3872 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3874 shader_data = shader->backend_priv;
3876 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3877 * so a linear search is more performant than a hashmap or a binary search
3878 * (cache coherency etc)
3880 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3881 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3882 if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
3883 return shader_data->gl_shaders[i].prgId;
3887 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
3888 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3889 if (shader_data->num_gl_shaders)
3891 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3892 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3893 new_size * sizeof(*shader_data->gl_shaders));
3894 } else {
3895 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3896 new_size = 1;
3899 if(!new_array) {
3900 ERR("Out of memory\n");
3901 return 0;
3903 shader_data->gl_shaders = new_array;
3904 shader_data->shader_array_size = new_size;
3907 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3909 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
3910 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
3912 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3913 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3915 shader_buffer_clear(buffer);
3916 ret = shader_glsl_generate_pshader(shader, buffer, args, np2fixup);
3917 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3918 *np2fixup_info = np2fixup;
3920 return ret;
3923 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
3924 const DWORD use_map) {
3925 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
3926 return stored->fog_src == new->fog_src;
3929 static GLhandleARB find_glsl_vshader(struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
3930 const struct vs_compile_args *args)
3932 UINT i;
3933 DWORD new_size;
3934 struct glsl_vs_compiled_shader *new_array;
3935 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3936 struct glsl_vshader_private *shader_data;
3937 GLhandleARB ret;
3939 if(!shader->backend_priv) {
3940 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3942 shader_data = shader->backend_priv;
3944 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3945 * so a linear search is more performant than a hashmap or a binary search
3946 * (cache coherency etc)
3948 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3949 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
3950 return shader_data->gl_shaders[i].prgId;
3954 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
3956 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3957 if (shader_data->num_gl_shaders)
3959 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3960 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3961 new_size * sizeof(*shader_data->gl_shaders));
3962 } else {
3963 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3964 new_size = 1;
3967 if(!new_array) {
3968 ERR("Out of memory\n");
3969 return 0;
3971 shader_data->gl_shaders = new_array;
3972 shader_data->shader_array_size = new_size;
3975 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3977 shader_buffer_clear(buffer);
3978 ret = shader_glsl_generate_vshader(shader, buffer, args);
3979 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3981 return ret;
3984 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3985 * It sets the programId on the current StateBlock (because it should be called
3986 * inside of the DrawPrimitive() part of the render loop).
3988 * If a program for the given combination does not exist, create one, and store
3989 * the program in the hash table. If it creates a program, it will link the
3990 * given objects, too.
3993 /* GL locking is done by the caller */
3994 static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
3995 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3996 struct shader_glsl_priv *priv = This->shader_priv;
3997 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
3998 IWineD3DPixelShader *pshader = use_ps ? This->stateBlock->pixelShader : NULL;
3999 IWineD3DVertexShader *vshader = use_vs ? This->stateBlock->vertexShader : NULL;
4000 struct glsl_shader_prog_link *entry = NULL;
4001 GLhandleARB programId = 0;
4002 GLhandleARB reorder_shader_id = 0;
4003 unsigned int i;
4004 char glsl_name[8];
4005 struct ps_compile_args ps_compile_args;
4006 struct vs_compile_args vs_compile_args;
4008 if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, This->stateBlock, &vs_compile_args);
4009 if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, This->stateBlock, &ps_compile_args);
4011 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4012 if (entry) {
4013 priv->glsl_program = entry;
4014 return;
4017 /* If we get to this point, then no matching program exists, so we create one */
4018 programId = GL_EXTCALL(glCreateProgramObjectARB());
4019 TRACE("Created new GLSL shader program %u\n", programId);
4021 /* Create the entry */
4022 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4023 entry->programId = programId;
4024 entry->vshader = vshader;
4025 entry->pshader = pshader;
4026 entry->vs_args = vs_compile_args;
4027 entry->ps_args = ps_compile_args;
4028 entry->constant_version = 0;
4029 entry->np2Fixup_info = NULL;
4030 /* Add the hash table entry */
4031 add_glsl_program_entry(priv, entry);
4033 /* Set the current program */
4034 priv->glsl_program = entry;
4036 /* Attach GLSL vshader */
4037 if (vshader)
4039 GLhandleARB vshader_id = find_glsl_vshader(&priv->shader_buffer, (IWineD3DVertexShaderImpl *)vshader,
4040 &vs_compile_args);
4041 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4042 char tmp_name[10];
4044 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4045 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4046 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4047 checkGLcall("glAttachObjectARB");
4048 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4049 * is destroyed
4051 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4053 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4054 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4055 checkGLcall("glAttachObjectARB");
4057 /* Bind vertex attributes to a corresponding index number to match
4058 * the same index numbers as ARB_vertex_programs (makes loading
4059 * vertex attributes simpler). With this method, we can use the
4060 * exact same code to load the attributes later for both ARB and
4061 * GLSL shaders.
4063 * We have to do this here because we need to know the Program ID
4064 * in order to make the bindings work, and it has to be done prior
4065 * to linking the GLSL program. */
4066 for (i = 0; map; map >>= 1, ++i)
4068 if (!(map & 1)) continue;
4070 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4071 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4073 checkGLcall("glBindAttribLocationARB");
4075 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4078 /* Attach GLSL pshader */
4079 if (pshader)
4081 GLhandleARB pshader_id = find_glsl_pshader(&priv->shader_buffer, (IWineD3DPixelShaderImpl *)pshader,
4082 &ps_compile_args, &entry->np2Fixup_info);
4083 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4084 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4085 checkGLcall("glAttachObjectARB");
4087 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4090 /* Link the program */
4091 TRACE("Linking GLSL shader program %u\n", programId);
4092 GL_EXTCALL(glLinkProgramARB(programId));
4093 print_glsl_info_log(&GLINFO_LOCATION, programId);
4095 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
4096 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
4097 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4098 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4100 for (i = 0; i < MAX_CONST_I; ++i) {
4101 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4102 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4104 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
4105 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
4106 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4107 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4109 for (i = 0; i < MAX_CONST_I; ++i) {
4110 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4111 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4114 if(pshader) {
4115 char name[32];
4117 for(i = 0; i < MAX_TEXTURES; i++) {
4118 sprintf(name, "bumpenvmat%u", i);
4119 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4120 sprintf(name, "luminancescale%u", i);
4121 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4122 sprintf(name, "luminanceoffset%u", i);
4123 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4126 if (ps_compile_args.np2_fixup) {
4127 if (entry->np2Fixup_info) {
4128 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4129 } else {
4130 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4135 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4136 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4137 checkGLcall("Find glsl program uniform locations");
4139 if (pshader
4140 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4141 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4143 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4144 entry->vertex_color_clamp = GL_FALSE;
4145 } else {
4146 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4149 /* Set the shader to allow uniform loading on it */
4150 GL_EXTCALL(glUseProgramObjectARB(programId));
4151 checkGLcall("glUseProgramObjectARB(programId)");
4153 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4154 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4155 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4156 * vertex shader with fixed function pixel processing is used we make sure that the card
4157 * supports enough samplers to allow the max number of vertex samplers with all possible
4158 * fixed function fragment processing setups. So once the program is linked these samplers
4159 * won't change.
4161 if (vshader) shader_glsl_load_vsamplers(gl_info, This->texUnitMap, programId);
4162 if (pshader) shader_glsl_load_psamplers(gl_info, This->texUnitMap, programId);
4164 /* If the local constants do not have to be loaded with the environment constants,
4165 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4166 * later
4168 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
4169 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4171 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
4172 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4176 /* GL locking is done by the caller */
4177 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
4179 GLhandleARB program_id;
4180 GLhandleARB vshader_id, pshader_id;
4181 static const char *blt_vshader[] =
4183 "#version 120\n"
4184 "void main(void)\n"
4185 "{\n"
4186 " gl_Position = gl_Vertex;\n"
4187 " gl_FrontColor = vec4(1.0);\n"
4188 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4189 "}\n"
4192 static const char *blt_pshaders[tex_type_count] =
4194 /* tex_1d */
4195 NULL,
4196 /* tex_2d */
4197 "#version 120\n"
4198 "uniform sampler2D sampler;\n"
4199 "void main(void)\n"
4200 "{\n"
4201 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4202 "}\n",
4203 /* tex_3d */
4204 NULL,
4205 /* tex_cube */
4206 "#version 120\n"
4207 "uniform samplerCube sampler;\n"
4208 "void main(void)\n"
4209 "{\n"
4210 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4211 "}\n",
4212 /* tex_rect */
4213 "#version 120\n"
4214 "#extension GL_ARB_texture_rectangle : enable\n"
4215 "uniform sampler2DRect sampler;\n"
4216 "void main(void)\n"
4217 "{\n"
4218 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4219 "}\n",
4222 if (!blt_pshaders[tex_type])
4224 FIXME("tex_type %#x not supported\n", tex_type);
4225 tex_type = tex_2d;
4228 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4229 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4230 GL_EXTCALL(glCompileShaderARB(vshader_id));
4232 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4233 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
4234 GL_EXTCALL(glCompileShaderARB(pshader_id));
4236 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4237 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4238 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4239 GL_EXTCALL(glLinkProgramARB(program_id));
4241 print_glsl_info_log(&GLINFO_LOCATION, program_id);
4243 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4244 * is destroyed
4246 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4247 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4248 return program_id;
4251 /* GL locking is done by the caller */
4252 static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
4253 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4254 struct shader_glsl_priv *priv = This->shader_priv;
4255 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4256 GLhandleARB program_id = 0;
4257 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4259 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4261 if (useVS || usePS) set_glsl_shader_program(iface, usePS, useVS);
4262 else priv->glsl_program = NULL;
4264 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4266 if (old_vertex_color_clamp != current_vertex_color_clamp) {
4267 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4268 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4269 checkGLcall("glClampColorARB");
4270 } else {
4271 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4275 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4276 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4277 GL_EXTCALL(glUseProgramObjectARB(program_id));
4278 checkGLcall("glUseProgramObjectARB");
4280 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4281 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4282 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4283 if (priv->glsl_program && priv->glsl_program->np2Fixup_info) {
4284 This->shader_backend->shader_load_np2fixup_constants(iface, usePS, useVS);
4288 /* GL locking is done by the caller */
4289 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4290 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4291 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4292 struct shader_glsl_priv *priv = This->shader_priv;
4293 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
4295 if (!*blt_program) {
4296 GLint loc;
4297 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
4298 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4299 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4300 GL_EXTCALL(glUniform1iARB(loc, 0));
4301 } else {
4302 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4306 /* GL locking is done by the caller */
4307 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4308 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4309 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4310 struct shader_glsl_priv *priv = This->shader_priv;
4311 GLhandleARB program_id;
4313 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4314 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4316 GL_EXTCALL(glUseProgramObjectARB(program_id));
4317 checkGLcall("glUseProgramObjectARB");
4320 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4321 const struct list *linked_programs;
4322 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4323 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4324 struct shader_glsl_priv *priv = device->shader_priv;
4325 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4326 IWineD3DPixelShaderImpl *ps = NULL;
4327 IWineD3DVertexShaderImpl *vs = NULL;
4329 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4330 * can be called from IWineD3DBaseShader::Release
4332 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4334 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4336 if(pshader) {
4337 struct glsl_pshader_private *shader_data;
4338 ps = (IWineD3DPixelShaderImpl *) This;
4339 shader_data = ps->backend_priv;
4340 if(!shader_data || shader_data->num_gl_shaders == 0)
4342 HeapFree(GetProcessHeap(), 0, shader_data);
4343 ps->backend_priv = NULL;
4344 return;
4347 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4349 ENTER_GL();
4350 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
4351 LEAVE_GL();
4353 } else {
4354 struct glsl_vshader_private *shader_data;
4355 vs = (IWineD3DVertexShaderImpl *) This;
4356 shader_data = vs->backend_priv;
4357 if(!shader_data || shader_data->num_gl_shaders == 0)
4359 HeapFree(GetProcessHeap(), 0, shader_data);
4360 vs->backend_priv = NULL;
4361 return;
4364 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4366 ENTER_GL();
4367 shader_glsl_select(This->baseShader.device, FALSE, FALSE);
4368 LEAVE_GL();
4372 linked_programs = &This->baseShader.linked_programs;
4374 TRACE("Deleting linked programs\n");
4375 if (linked_programs->next) {
4376 struct glsl_shader_prog_link *entry, *entry2;
4378 ENTER_GL();
4379 if(pshader) {
4380 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4381 delete_glsl_program_entry(priv, gl_info, entry);
4383 } else {
4384 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4385 delete_glsl_program_entry(priv, gl_info, entry);
4388 LEAVE_GL();
4391 if(pshader) {
4392 UINT i;
4393 struct glsl_pshader_private *shader_data = ps->backend_priv;
4395 ENTER_GL();
4396 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4397 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4398 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4399 checkGLcall("glDeleteObjectARB");
4401 LEAVE_GL();
4402 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4403 HeapFree(GetProcessHeap(), 0, shader_data);
4404 ps->backend_priv = NULL;
4405 } else {
4406 UINT i;
4407 struct glsl_vshader_private *shader_data = vs->backend_priv;
4409 ENTER_GL();
4410 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4411 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4412 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4413 checkGLcall("glDeleteObjectARB");
4415 LEAVE_GL();
4416 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4417 HeapFree(GetProcessHeap(), 0, shader_data);
4418 vs->backend_priv = NULL;
4422 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4424 const glsl_program_key_t *k = key;
4425 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4426 const struct glsl_shader_prog_link, program_lookup_entry);
4427 int cmp;
4429 if (k->vshader > prog->vshader) return 1;
4430 else if (k->vshader < prog->vshader) return -1;
4432 if (k->pshader > prog->pshader) return 1;
4433 else if (k->pshader < prog->pshader) return -1;
4435 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4436 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4438 return 0;
4441 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4443 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4444 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4446 if (!mem)
4448 ERR("Failed to allocate memory\n");
4449 return FALSE;
4452 heap->entries = mem;
4453 heap->entries[1].version = 0;
4454 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4455 heap->size = 1;
4457 return TRUE;
4460 static void constant_heap_free(struct constant_heap *heap)
4462 HeapFree(GetProcessHeap(), 0, heap->entries);
4465 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4467 wined3d_rb_alloc,
4468 wined3d_rb_realloc,
4469 wined3d_rb_free,
4470 glsl_program_key_compare,
4473 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4474 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4475 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4476 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4477 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
4479 if (!shader_buffer_init(&priv->shader_buffer))
4481 ERR("Failed to initialize shader buffer.\n");
4482 goto fail;
4485 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4486 if (!priv->stack)
4488 ERR("Failed to allocate memory.\n");
4489 goto fail;
4492 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
4494 ERR("Failed to initialize vertex shader constant heap\n");
4495 goto fail;
4498 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
4500 ERR("Failed to initialize pixel shader constant heap\n");
4501 goto fail;
4504 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4506 ERR("Failed to initialize rbtree.\n");
4507 goto fail;
4510 priv->next_constant_version = 1;
4512 This->shader_priv = priv;
4513 return WINED3D_OK;
4515 fail:
4516 constant_heap_free(&priv->pconst_heap);
4517 constant_heap_free(&priv->vconst_heap);
4518 HeapFree(GetProcessHeap(), 0, priv->stack);
4519 shader_buffer_free(&priv->shader_buffer);
4520 HeapFree(GetProcessHeap(), 0, priv);
4521 return E_OUTOFMEMORY;
4524 /* Context activation is done by the caller. */
4525 static void shader_glsl_free(IWineD3DDevice *iface) {
4526 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4527 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4528 struct shader_glsl_priv *priv = This->shader_priv;
4529 int i;
4531 ENTER_GL();
4532 for (i = 0; i < tex_type_count; ++i)
4534 if (priv->depth_blt_program[i])
4536 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4539 LEAVE_GL();
4541 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4542 constant_heap_free(&priv->pconst_heap);
4543 constant_heap_free(&priv->vconst_heap);
4544 HeapFree(GetProcessHeap(), 0, priv->stack);
4546 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4547 This->shader_priv = NULL;
4550 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4551 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4552 return FALSE;
4555 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
4556 const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4558 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4559 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4560 * vs_nv_version which is based on NV_vertex_program.
4561 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4562 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4563 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4564 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4566 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4567 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4568 else
4569 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4570 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4571 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4573 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4574 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4575 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4576 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4577 * in max native instructions. Intel and others also offer the info in this extension but they
4578 * don't support GLSL (at least on Windows).
4580 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4581 * of instructions is 512 or less we have to do with ps2.0 hardware.
4582 * 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.
4584 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
4585 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4586 else
4587 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4589 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4591 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4592 * Direct3D minimum requirement.
4594 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4595 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4597 * The problem is that the refrast clamps temporary results in the shader to
4598 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4599 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4600 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4601 * offer a way to query this.
4603 pCaps->PixelShader1xMaxValue = 8.0;
4604 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4606 pCaps->VSClipping = TRUE;
4609 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4611 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4613 TRACE("Checking support for fixup:\n");
4614 dump_color_fixup_desc(fixup);
4617 /* We support everything except YUV conversions. */
4618 if (!is_yuv_fixup(fixup))
4620 TRACE("[OK]\n");
4621 return TRUE;
4624 TRACE("[FAILED]\n");
4625 return FALSE;
4628 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4630 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4631 /* WINED3DSIH_ADD */ shader_glsl_arith,
4632 /* WINED3DSIH_BEM */ pshader_glsl_bem,
4633 /* WINED3DSIH_BREAK */ shader_glsl_break,
4634 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4635 /* WINED3DSIH_BREAKP */ NULL,
4636 /* WINED3DSIH_CALL */ shader_glsl_call,
4637 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4638 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4639 /* WINED3DSIH_CND */ shader_glsl_cnd,
4640 /* WINED3DSIH_CRS */ shader_glsl_cross,
4641 /* WINED3DSIH_DCL */ NULL,
4642 /* WINED3DSIH_DEF */ NULL,
4643 /* WINED3DSIH_DEFB */ NULL,
4644 /* WINED3DSIH_DEFI */ NULL,
4645 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add,
4646 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4647 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4648 /* WINED3DSIH_DST */ shader_glsl_dst,
4649 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4650 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4651 /* WINED3DSIH_ELSE */ shader_glsl_else,
4652 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4653 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4654 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4655 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4656 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4657 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4658 /* WINED3DSIH_IF */ shader_glsl_if,
4659 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4660 /* WINED3DSIH_LABEL */ shader_glsl_label,
4661 /* WINED3DSIH_LIT */ shader_glsl_lit,
4662 /* WINED3DSIH_LOG */ shader_glsl_log,
4663 /* WINED3DSIH_LOGP */ shader_glsl_log,
4664 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4665 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4666 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4667 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4668 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4669 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4670 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4671 /* WINED3DSIH_MAD */ shader_glsl_mad,
4672 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4673 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4674 /* WINED3DSIH_MOV */ shader_glsl_mov,
4675 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4676 /* WINED3DSIH_MUL */ shader_glsl_arith,
4677 /* WINED3DSIH_NOP */ NULL,
4678 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4679 /* WINED3DSIH_PHASE */ NULL,
4680 /* WINED3DSIH_POW */ shader_glsl_pow,
4681 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4682 /* WINED3DSIH_REP */ shader_glsl_rep,
4683 /* WINED3DSIH_RET */ shader_glsl_ret,
4684 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4685 /* WINED3DSIH_SETP */ NULL,
4686 /* WINED3DSIH_SGE */ shader_glsl_compare,
4687 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4688 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4689 /* WINED3DSIH_SLT */ shader_glsl_compare,
4690 /* WINED3DSIH_SUB */ shader_glsl_arith,
4691 /* WINED3DSIH_TEX */ pshader_glsl_tex,
4692 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem,
4693 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem,
4694 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord,
4695 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth,
4696 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3,
4697 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex,
4698 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill,
4699 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
4700 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4701 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth,
4702 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad,
4703 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex,
4704 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3,
4705 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4706 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad,
4707 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec,
4708 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex,
4709 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec,
4710 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar,
4711 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb,
4712 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb,
4715 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
4716 SHADER_HANDLER hw_fct;
4718 /* Select handler */
4719 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
4721 /* Unhandled opcode */
4722 if (!hw_fct)
4724 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4725 return;
4727 hw_fct(ins);
4729 shader_glsl_add_instruction_modifiers(ins);
4732 const shader_backend_t glsl_shader_backend = {
4733 shader_glsl_handle_instruction,
4734 shader_glsl_select,
4735 shader_glsl_select_depth_blt,
4736 shader_glsl_deselect_depth_blt,
4737 shader_glsl_update_float_vertex_constants,
4738 shader_glsl_update_float_pixel_constants,
4739 shader_glsl_load_constants,
4740 shader_glsl_load_np2fixup_constants,
4741 shader_glsl_destroy,
4742 shader_glsl_alloc,
4743 shader_glsl_free,
4744 shader_glsl_dirty_const,
4745 shader_glsl_get_caps,
4746 shader_glsl_color_fixup_supported,