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.
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
62 } glsl_sample_function_t
;
66 HEAP_NODE_TRAVERSE_LEFT
,
67 HEAP_NODE_TRAVERSE_RIGHT
,
79 struct constant_entry
*entries
;
80 unsigned int *positions
;
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
;
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
;
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
;
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
;
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
)
166 if (!(q
= strstr(p
, "\n")))
168 if (!*p
) return NULL
;
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;
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
,
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)
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
));
219 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
220 if(strcmp(infoLog
, spam
[i
]) == 0) {
229 TRACE("Spam received from GLSL shader #%u:\n", obj
);
230 while ((line
= get_info_log_line(&ptr
))) TRACE(" %s\n", line
);
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
)
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");
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
)
274 char sampler_name
[20];
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");
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
)
299 unsigned int heap_idx
= 1;
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
)
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
;
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
;
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
)
376 unsigned int heap_idx
= 1;
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
)
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
;
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
;
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
);
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");
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
)
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
);
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
)
510 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
512 case WINED3D_SHADER_TYPE_VERTEX
:
516 case WINED3D_SHADER_TYPE_GEOMETRY
:
520 case WINED3D_SHADER_TYPE_PIXEL
:
525 FIXME("Unknown shader type %#x.\n",
526 This
->baseShader
.reg_maps
.shader_version
.type
);
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
));
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
);
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
));
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
,
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
;
589 /* No GLSL program set - nothing to do. */
593 if (!usePixelShader
) {
594 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
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
;
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];
611 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
616 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
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
,
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
;
646 /* No GLSL program set - nothing to do. */
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
++) {
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
;
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;
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
;
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
;
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
);
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
;
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
);
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;
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
844 /* No indirect addressing here */
845 max_constantsF
= GL_LIMITS(pshader_constantsF
);
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
;
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
);
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
893 if (reg_maps
->shader_version
.major
>= 3)
895 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
897 shader_addline(buffer
, "void order_ps_input();\n");
900 for(i
= 0; i
< (sizeof(reg_maps
->bumpmat
) / sizeof(reg_maps
->bumpmat
[0])); i
++) {
901 if(!reg_maps
->bumpmat
[i
]) {
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",
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
++;
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
])
948 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
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
);
955 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
958 case WINED3DSTT_CUBE
:
959 shader_addline(buffer
, "uniform samplerCube %csampler%u;\n", prefix
, i
);
961 case WINED3DSTT_VOLUME
:
962 shader_addline(buffer
, "uniform sampler3D %csampler%u;\n", prefix
, i
);
965 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
966 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
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
;
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");
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
));
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 ****************************************************************************/
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
[] = {
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) */
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
)
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
);
1139 case WINED3DSPSM_NEG
:
1140 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1142 case WINED3DSPSM_NOT
:
1143 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1145 case WINED3DSPSM_BIAS
:
1146 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1148 case WINED3DSPSM_BIASNEG
:
1149 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1151 case WINED3DSPSM_SIGN
:
1152 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1154 case WINED3DSPSM_SIGNNEG
:
1155 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1157 case WINED3DSPSM_COMP
:
1158 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1160 case WINED3DSPSM_X2
:
1161 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1163 case WINED3DSPSM_X2NEG
:
1164 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1166 case WINED3DSPSM_ABS
:
1167 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1169 case WINED3DSPSM_ABSNEG
:
1170 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
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
);
1195 case WINED3DSPR_TEMP
:
1196 sprintf(register_name
, "R%u", reg
->idx
);
1199 case WINED3DSPR_INPUT
:
1200 /* vertex shaders */
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
);
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
);
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 */
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
);
1234 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
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
);
1247 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
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
);
1260 if (reg
->idx
== 0) strcpy(register_name
, "gl_Color");
1261 else strcpy(register_name
, "gl_SecondaryColor");
1266 case WINED3DSPR_CONST
:
1268 const char prefix
= pshader
? 'P' : 'V';
1270 /* Relative addressing */
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
);
1280 if (shader_constant_is_local(This
, reg
->idx
))
1281 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1283 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1288 case WINED3DSPR_CONSTINT
:
1289 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1290 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1293 case WINED3DSPR_CONSTBOOL
:
1294 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1295 else sprintf(register_name
, "VB[%u]", reg
->idx
);
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
);
1303 case WINED3DSPR_LOOP
:
1304 sprintf(register_name
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1307 case WINED3DSPR_SAMPLER
:
1308 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1309 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
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
);
1319 case WINED3DSPR_RASTOUT
:
1320 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1323 case WINED3DSPR_DEPTHOUT
:
1324 sprintf(register_name
, "gl_FragDepth");
1327 case WINED3DSPR_ATTROUT
:
1328 if (reg
->idx
== 0) sprintf(register_name
, "gl_FrontColor");
1329 else sprintf(register_name
, "gl_FrontSecondaryColor");
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
);
1338 case WINED3DSPR_MISCTYPE
:
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)");
1352 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1353 sprintf(register_name
, "unrecognized_register");
1357 case WINED3DSPR_IMMCONST
:
1358 switch (reg
->immconst_type
)
1360 case WINED3D_IMMCONST_FLOAT
:
1361 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1364 case WINED3D_IMMCONST_FLOAT4
:
1365 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1366 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1367 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1371 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1372 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1377 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1378 sprintf(register_name
, "unrecognized_register");
1383 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *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';
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(¶m
->reg
))
1400 mask
= WINED3DSP_WRITEMASK_0
;
1405 shader_glsl_write_mask_to_str(mask
, write_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
;
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";
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];
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(¶m
->reg
))
1442 *swizzle_str
= '\0';
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
;
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
]);
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
;
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
)
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 "<=";
1540 FIXME("Unrecognized comparison value: %u\n", op
);
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
) {
1556 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1558 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1560 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1562 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1567 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
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";
1574 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1578 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1580 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1582 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1585 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1587 case WINED3DSTT_CUBE
:
1589 sample_function
->name
= "textureCubeLod";
1591 sample_function
->name
= "textureCubeGradARB";
1593 sample_function
->name
= "textureCube";
1595 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1597 case WINED3DSTT_VOLUME
:
1599 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1601 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1603 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1605 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1608 sample_function
->name
= "";
1609 sample_function
->coord_mask
= 0;
1610 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
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");
1624 case CHANNEL_SOURCE_ONE
:
1625 strcat(arguments
, "1.0");
1628 case CHANNEL_SOURCE_X
:
1629 strcat(arguments
, reg_name
);
1630 strcat(arguments
, ".x");
1633 case CHANNEL_SOURCE_Y
:
1634 strcat(arguments
, reg_name
);
1635 strcat(arguments
, ".y");
1638 case CHANNEL_SOURCE_Z
:
1639 strcat(arguments
, reg_name
);
1640 strcat(arguments
, ".z");
1643 case CHANNEL_SOURCE_W
:
1644 strcat(arguments
, reg_name
);
1645 strcat(arguments
, ".w");
1649 FIXME("Unhandled channel source %#x\n", channel_source
);
1650 strcat(arguments
, "undefined");
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];
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
);
1681 mask_size
= shader_glsl_get_write_mask_size(mask
);
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
, ", ");
1712 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
1713 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
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
;
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
)) {
1742 FIXME("Biased sampling from NP2 textures is unsupported\n");
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
);
1761 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
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
);
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
;
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;
1804 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
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
;
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
);
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
);
1845 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
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
;
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
);
1876 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
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
;
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
);
1916 shader_addline(buffer
, "vec%d(pow(abs(%s), %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
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
);
1938 shader_addline(buffer
, "vec%d(log2(abs(%s))));\n", dst_size
, src0_param
.param_str
);
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
;
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
);
1971 write_mask
= shader_glsl_append_dst(buffer
, ins
);
1973 shader_addline(buffer
, "%s(", instruction
);
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)
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)
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
);
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
);
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
;
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
);
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
;
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
);
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
;
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
);
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
2105 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2106 src0_param
.param_str
, src1_param
.param_str
);
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
);
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;
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
);
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
++) {
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
;
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;
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 */
2219 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
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
);
2226 /* Cycle through all source0 channels */
2227 dst_mask
= ins
->dst
[0].write_mask
;
2229 for (i
=0; i
<4; i
++) {
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
;
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
)
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
:
2292 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2294 case WINED3DSIH_M4x3
:
2296 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2298 case WINED3DSIH_M3x4
:
2300 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2302 case WINED3DSIH_M3x3
:
2304 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2306 case WINED3DSIH_M3x2
:
2308 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
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
;
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
;
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
2370 * if(src.x > 0.0) dst.y = src.x
2372 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
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:
2396 * dst.y = src0.x * src0.y
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
;
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.?)
2429 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2431 glsl_src_param_t src0_param
;
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
);
2442 case WINED3DSP_WRITEMASK_1
:
2443 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
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
);
2451 ERR("Write mask should be .x, .y or .xy\n");
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
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
;
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
);
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]);
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
;
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
);
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
;
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
;
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))
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
);
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
);
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
;
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
;
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))
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
);
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
);
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
);
2831 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
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
];
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
);
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
);
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
);
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
);
2879 FIXME("Unexpected mask size %u\n", mask_size
);
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
;
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
);
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
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
;
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
;
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
) {
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
);
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
;
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
);
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
)
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
;
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
);
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
);
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
);
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
)
3374 const char *semantic_name_in
, *semantic_name_out
;
3375 UINT semantic_idx_in
, semantic_idx_out
;
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;
3398 if (in_idx
>= (in_count
+ 2)) {
3399 FIXME("More input varyings declared than supported, expect issues\n");
3402 else if (map
[i
] == ~0U)
3404 /* Declared, but not read register */
3408 if (in_idx
== in_count
) {
3409 sprintf(destination
, "gl_FrontColor");
3410 } else if (in_idx
== in_count
+ 1) {
3411 sprintf(destination
, "gl_FrontSecondaryColor");
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
);
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
);
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
);
3455 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3456 destination
, reg_mask
, reg_mask
);
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
);
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';
3498 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3499 reg_mask
[size
] = 'y';
3502 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3503 reg_mask
[size
] = 'z';
3506 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3507 reg_mask
[size
] = 'w';
3511 if (i
== in_count
) {
3512 sprintf(destination
, "gl_FrontColor");
3513 } else if (i
== in_count
+ 1) {
3514 sprintf(destination
, "gl_FrontSecondaryColor");
3516 sprintf(destination
, "IN[%u]", i
);
3520 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
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;
3541 const char *semantic_name
;
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");
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
)
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");
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)");
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
;
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)
3761 case FOG_OFF
: break;
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");
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");
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");
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 */
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
);
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
)
3866 struct glsl_ps_compiled_shader
*new_array
;
3867 struct glsl_pshader_private
*shader_data
;
3868 struct ps_np2fixup_info
*np2fixup
= NULL
;
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
));
3895 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
3900 ERR("Out of memory\n");
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
;
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
)
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
;
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
));
3963 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
3968 ERR("Out of memory\n");
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
;
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;
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
);
4013 priv
->glsl_program
= entry
;
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 */
4039 GLhandleARB vshader_id
= find_glsl_vshader(&priv
->shader_buffer
, (IWineD3DVertexShaderImpl
*)vshader
,
4041 WORD map
= ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.input_registers
;
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
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
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 */
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
));
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"));
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");
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
;
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
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
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
[] =
4186 " gl_Position = gl_Vertex;\n"
4187 " gl_FrontColor = vec4(1.0);\n"
4188 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4192 static const char *blt_pshaders
[tex_type_count
] =
4198 "uniform sampler2D sampler;\n"
4201 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4207 "uniform samplerCube sampler;\n"
4210 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4214 "#extension GL_ARB_texture_rectangle : enable\n"
4215 "uniform sampler2DRect sampler;\n"
4218 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4222 if (!blt_pshaders
[tex_type
])
4224 FIXME("tex_type %#x not supported\n", tex_type
);
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
4246 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4247 GL_EXTCALL(glDeleteObjectARB(pshader_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");
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
) {
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));
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
);
4335 struct glsl_pshader_private
*shader_data
;
4336 ps
= (IWineD3DPixelShaderImpl
*) This
;
4337 shader_data
= ps
->backend_priv
;
4338 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4340 HeapFree(GetProcessHeap(), 0, shader_data
);
4341 ps
->backend_priv
= NULL
;
4345 ActivateContext(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4347 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->pshader
== iface
)
4350 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
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
;
4364 ActivateContext(device
, NULL
, CTXUSAGE_RESOURCELOAD
);
4366 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->vshader
== iface
)
4369 shader_glsl_select(This
->baseShader
.device
, FALSE
, FALSE
);
4374 linked_programs
= &This
->baseShader
.linked_programs
;
4376 TRACE("Deleting linked programs\n");
4377 if (linked_programs
->next
) {
4378 struct glsl_shader_prog_link
*entry
, *entry2
;
4382 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
4383 delete_glsl_program_entry(priv
, gl_info
, entry
);
4386 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
4387 delete_glsl_program_entry(priv
, gl_info
, entry
);
4395 struct glsl_pshader_private
*shader_data
= ps
->backend_priv
;
4398 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4399 TRACE("deleting pshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4400 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4401 checkGLcall("glDeleteObjectARB");
4404 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4405 HeapFree(GetProcessHeap(), 0, shader_data
);
4406 ps
->backend_priv
= NULL
;
4409 struct glsl_vshader_private
*shader_data
= vs
->backend_priv
;
4412 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4413 TRACE("deleting vshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4414 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4415 checkGLcall("glDeleteObjectARB");
4418 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4419 HeapFree(GetProcessHeap(), 0, shader_data
);
4420 vs
->backend_priv
= NULL
;
4424 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
4426 const glsl_program_key_t
*k
= key
;
4427 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
4428 const struct glsl_shader_prog_link
, program_lookup_entry
);
4431 if (k
->vshader
> prog
->vshader
) return 1;
4432 else if (k
->vshader
< prog
->vshader
) return -1;
4434 if (k
->pshader
> prog
->pshader
) return 1;
4435 else if (k
->pshader
< prog
->pshader
) return -1;
4437 if (k
->vshader
&& (cmp
= memcmp(&k
->vs_args
, &prog
->vs_args
, sizeof(prog
->vs_args
)))) return cmp
;
4438 if (k
->pshader
&& (cmp
= memcmp(&k
->ps_args
, &prog
->ps_args
, sizeof(prog
->ps_args
)))) return cmp
;
4443 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
4445 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
4446 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
4450 ERR("Failed to allocate memory\n");
4454 heap
->entries
= mem
;
4455 heap
->entries
[1].version
= 0;
4456 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
4462 static void constant_heap_free(struct constant_heap
*heap
)
4464 HeapFree(GetProcessHeap(), 0, heap
->entries
);
4467 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
4472 glsl_program_key_compare
,
4475 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
4476 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4477 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4478 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4479 SIZE_T stack_size
= wined3d_log2i(max(GL_LIMITS(vshader_constantsF
), GL_LIMITS(pshader_constantsF
))) + 1;
4481 if (!shader_buffer_init(&priv
->shader_buffer
))
4483 ERR("Failed to initialize shader buffer.\n");
4487 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4490 ERR("Failed to allocate memory.\n");
4494 if (!constant_heap_init(&priv
->vconst_heap
, GL_LIMITS(vshader_constantsF
)))
4496 ERR("Failed to initialize vertex shader constant heap\n");
4500 if (!constant_heap_init(&priv
->pconst_heap
, GL_LIMITS(pshader_constantsF
)))
4502 ERR("Failed to initialize pixel shader constant heap\n");
4506 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4508 ERR("Failed to initialize rbtree.\n");
4512 priv
->next_constant_version
= 1;
4514 This
->shader_priv
= priv
;
4518 constant_heap_free(&priv
->pconst_heap
);
4519 constant_heap_free(&priv
->vconst_heap
);
4520 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4521 shader_buffer_free(&priv
->shader_buffer
);
4522 HeapFree(GetProcessHeap(), 0, priv
);
4523 return E_OUTOFMEMORY
;
4526 /* Context activation is done by the caller. */
4527 static void shader_glsl_free(IWineD3DDevice
*iface
) {
4528 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4529 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4530 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4534 for (i
= 0; i
< tex_type_count
; ++i
)
4536 if (priv
->depth_blt_program
[i
])
4538 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program
[i
]));
4543 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
4544 constant_heap_free(&priv
->pconst_heap
);
4545 constant_heap_free(&priv
->vconst_heap
);
4546 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4548 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
4549 This
->shader_priv
= NULL
;
4552 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
4553 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4557 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype
,
4558 const struct wined3d_gl_info
*gl_info
, struct shader_caps
*pCaps
)
4560 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4561 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
4562 * vs_nv_version which is based on NV_vertex_program.
4563 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4564 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4565 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4566 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4568 if((GLINFO_LOCATION
.vs_nv_version
== VS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
4569 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
4571 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
4572 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
4573 pCaps
->MaxVertexShaderConst
= GL_LIMITS(vshader_constantsF
);
4575 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4576 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4577 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4578 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4579 * in max native instructions. Intel and others also offer the info in this extension but they
4580 * don't support GLSL (at least on Windows).
4582 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4583 * of instructions is 512 or less we have to do with ps2.0 hardware.
4584 * 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.
4586 if((GLINFO_LOCATION
.ps_nv_version
== PS_VERSION_20
) || (GLINFO_LOCATION
.ps_arb_max_instructions
<= 512))
4587 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
4589 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
4591 pCaps
->MaxPixelShaderConst
= GL_LIMITS(pshader_constantsF
);
4593 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4594 * Direct3D minimum requirement.
4596 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4597 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4599 * The problem is that the refrast clamps temporary results in the shader to
4600 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4601 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4602 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4603 * offer a way to query this.
4605 pCaps
->PixelShader1xMaxValue
= 8.0;
4606 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
4608 pCaps
->VSClipping
= TRUE
;
4611 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4613 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
4615 TRACE("Checking support for fixup:\n");
4616 dump_color_fixup_desc(fixup
);
4619 /* We support everything except YUV conversions. */
4620 if (!is_yuv_fixup(fixup
))
4626 TRACE("[FAILED]\n");
4630 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
4632 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
4633 /* WINED3DSIH_ADD */ shader_glsl_arith
,
4634 /* WINED3DSIH_BEM */ pshader_glsl_bem
,
4635 /* WINED3DSIH_BREAK */ shader_glsl_break
,
4636 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
4637 /* WINED3DSIH_BREAKP */ NULL
,
4638 /* WINED3DSIH_CALL */ shader_glsl_call
,
4639 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
4640 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
4641 /* WINED3DSIH_CND */ shader_glsl_cnd
,
4642 /* WINED3DSIH_CRS */ shader_glsl_cross
,
4643 /* WINED3DSIH_DCL */ NULL
,
4644 /* WINED3DSIH_DEF */ NULL
,
4645 /* WINED3DSIH_DEFB */ NULL
,
4646 /* WINED3DSIH_DEFI */ NULL
,
4647 /* WINED3DSIH_DP2ADD */ pshader_glsl_dp2add
,
4648 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
4649 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
4650 /* WINED3DSIH_DST */ shader_glsl_dst
,
4651 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
4652 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
4653 /* WINED3DSIH_ELSE */ shader_glsl_else
,
4654 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
4655 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
4656 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
4657 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
4658 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
4659 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
4660 /* WINED3DSIH_IF */ shader_glsl_if
,
4661 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
4662 /* WINED3DSIH_LABEL */ shader_glsl_label
,
4663 /* WINED3DSIH_LIT */ shader_glsl_lit
,
4664 /* WINED3DSIH_LOG */ shader_glsl_log
,
4665 /* WINED3DSIH_LOGP */ shader_glsl_log
,
4666 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
4667 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
4668 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
4669 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
4670 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
4671 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
4672 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
4673 /* WINED3DSIH_MAD */ shader_glsl_mad
,
4674 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
4675 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
4676 /* WINED3DSIH_MOV */ shader_glsl_mov
,
4677 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
4678 /* WINED3DSIH_MUL */ shader_glsl_arith
,
4679 /* WINED3DSIH_NOP */ NULL
,
4680 /* WINED3DSIH_NRM */ shader_glsl_map2gl
,
4681 /* WINED3DSIH_PHASE */ NULL
,
4682 /* WINED3DSIH_POW */ shader_glsl_pow
,
4683 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
4684 /* WINED3DSIH_REP */ shader_glsl_rep
,
4685 /* WINED3DSIH_RET */ shader_glsl_ret
,
4686 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
4687 /* WINED3DSIH_SETP */ NULL
,
4688 /* WINED3DSIH_SGE */ shader_glsl_compare
,
4689 /* WINED3DSIH_SGN */ shader_glsl_map2gl
,
4690 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
4691 /* WINED3DSIH_SLT */ shader_glsl_compare
,
4692 /* WINED3DSIH_SUB */ shader_glsl_arith
,
4693 /* WINED3DSIH_TEX */ pshader_glsl_tex
,
4694 /* WINED3DSIH_TEXBEM */ pshader_glsl_texbem
,
4695 /* WINED3DSIH_TEXBEML */ pshader_glsl_texbem
,
4696 /* WINED3DSIH_TEXCOORD */ pshader_glsl_texcoord
,
4697 /* WINED3DSIH_TEXDEPTH */ pshader_glsl_texdepth
,
4698 /* WINED3DSIH_TEXDP3 */ pshader_glsl_texdp3
,
4699 /* WINED3DSIH_TEXDP3TEX */ pshader_glsl_texdp3tex
,
4700 /* WINED3DSIH_TEXKILL */ pshader_glsl_texkill
,
4701 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
4702 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
4703 /* WINED3DSIH_TEXM3x2DEPTH */ pshader_glsl_texm3x2depth
,
4704 /* WINED3DSIH_TEXM3x2PAD */ pshader_glsl_texm3x2pad
,
4705 /* WINED3DSIH_TEXM3x2TEX */ pshader_glsl_texm3x2tex
,
4706 /* WINED3DSIH_TEXM3x3 */ pshader_glsl_texm3x3
,
4707 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
4708 /* WINED3DSIH_TEXM3x3PAD */ pshader_glsl_texm3x3pad
,
4709 /* WINED3DSIH_TEXM3x3SPEC */ pshader_glsl_texm3x3spec
,
4710 /* WINED3DSIH_TEXM3x3TEX */ pshader_glsl_texm3x3tex
,
4711 /* WINED3DSIH_TEXM3x3VSPEC */ pshader_glsl_texm3x3vspec
,
4712 /* WINED3DSIH_TEXREG2AR */ pshader_glsl_texreg2ar
,
4713 /* WINED3DSIH_TEXREG2GB */ pshader_glsl_texreg2gb
,
4714 /* WINED3DSIH_TEXREG2RGB */ pshader_glsl_texreg2rgb
,
4717 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
4718 SHADER_HANDLER hw_fct
;
4720 /* Select handler */
4721 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
4723 /* Unhandled opcode */
4726 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
4731 shader_glsl_add_instruction_modifiers(ins
);
4734 const shader_backend_t glsl_shader_backend
= {
4735 shader_glsl_handle_instruction
,
4737 shader_glsl_select_depth_blt
,
4738 shader_glsl_deselect_depth_blt
,
4739 shader_glsl_update_float_vertex_constants
,
4740 shader_glsl_update_float_pixel_constants
,
4741 shader_glsl_load_constants
,
4742 shader_glsl_load_np2fixup_constants
,
4743 shader_glsl_destroy
,
4746 shader_glsl_dirty_const
,
4747 shader_glsl_get_caps
,
4748 shader_glsl_color_fixup_supported
,