push 52d6b63ba2f2d4f9b02b6b922d27bff05a60596f
[wine/hacks.git] / dlls / wined3d / glsl_shader.c
blob995fbcc1cf711ddf4ac50f4b0b7876dcb26eec5c
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
49 typedef struct {
50 char reg_name[150];
51 char mask_str[6];
52 } glsl_dst_param_t;
54 typedef struct {
55 char reg_name[150];
56 char param_str[200];
57 } glsl_src_param_t;
59 typedef struct {
60 const char *name;
61 DWORD coord_mask;
62 } glsl_sample_function_t;
64 enum heap_node_op
66 HEAP_NODE_TRAVERSE_LEFT,
67 HEAP_NODE_TRAVERSE_RIGHT,
68 HEAP_NODE_POP,
71 struct constant_entry
73 unsigned int idx;
74 unsigned int version;
77 struct constant_heap
79 struct constant_entry *entries;
80 unsigned int *positions;
81 unsigned int size;
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86 struct wined3d_shader_buffer shader_buffer;
87 struct wine_rb_tree program_lookup;
88 struct glsl_shader_prog_link *glsl_program;
89 struct constant_heap vconst_heap;
90 struct constant_heap pconst_heap;
91 unsigned char *stack;
92 GLhandleARB depth_blt_program[tex_type_count];
93 UINT next_constant_version;
96 /* Struct to maintain data about a linked GLSL program */
97 struct glsl_shader_prog_link {
98 struct wine_rb_entry program_lookup_entry;
99 struct list vshader_entry;
100 struct list pshader_entry;
101 GLhandleARB programId;
102 GLint *vuniformF_locations;
103 GLint *puniformF_locations;
104 GLint vuniformI_locations[MAX_CONST_I];
105 GLint puniformI_locations[MAX_CONST_I];
106 GLint posFixup_location;
107 GLint np2Fixup_location;
108 GLint bumpenvmat_location[MAX_TEXTURES];
109 GLint luminancescale_location[MAX_TEXTURES];
110 GLint luminanceoffset_location[MAX_TEXTURES];
111 GLint ycorrection_location;
112 GLenum vertex_color_clamp;
113 IWineD3DVertexShader *vshader;
114 IWineD3DPixelShader *pshader;
115 struct vs_compile_args vs_args;
116 struct ps_compile_args ps_args;
117 UINT constant_version;
118 const struct ps_np2fixup_info *np2Fixup_info;
121 typedef struct {
122 IWineD3DVertexShader *vshader;
123 IWineD3DPixelShader *pshader;
124 struct ps_compile_args ps_args;
125 struct vs_compile_args vs_args;
126 } glsl_program_key_t;
128 struct shader_glsl_ctx_priv {
129 const struct vs_compile_args *cur_vs_args;
130 const struct ps_compile_args *cur_ps_args;
131 struct ps_np2fixup_info *cur_np2fixup_info;
134 struct glsl_ps_compiled_shader
136 struct ps_compile_args args;
137 struct ps_np2fixup_info np2fixup;
138 GLhandleARB prgId;
141 struct glsl_pshader_private
143 struct glsl_ps_compiled_shader *gl_shaders;
144 UINT num_gl_shaders, shader_array_size;
147 struct glsl_vs_compiled_shader
149 struct vs_compile_args args;
150 GLhandleARB prgId;
153 struct glsl_vshader_private
155 struct glsl_vs_compiled_shader *gl_shaders;
156 UINT num_gl_shaders, shader_array_size;
159 /* Extract a line from the info log.
160 * Note that this modifies the source string. */
161 static char *get_info_log_line(char **ptr)
163 char *p, *q;
165 p = *ptr;
166 if (!(q = strstr(p, "\n")))
168 if (!*p) return NULL;
169 *ptr += strlen(p);
170 return p;
172 *q = '\0';
173 *ptr = q + 1;
175 return p;
178 /** Prints the GLSL info log which will contain error messages if they exist */
179 /* GL locking is done by the caller */
180 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
182 int infologLength = 0;
183 char *infoLog;
184 unsigned int i;
185 BOOL is_spam;
187 static const char * const spam[] =
189 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
190 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
191 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
192 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
193 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
194 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
195 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
196 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
197 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
200 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
202 GL_EXTCALL(glGetObjectParameterivARB(obj,
203 GL_OBJECT_INFO_LOG_LENGTH_ARB,
204 &infologLength));
206 /* A size of 1 is just a null-terminated string, so the log should be bigger than
207 * that if there are errors. */
208 if (infologLength > 1)
210 char *ptr, *line;
212 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
213 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
215 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
216 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
217 is_spam = FALSE;
219 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
220 if(strcmp(infoLog, spam[i]) == 0) {
221 is_spam = TRUE;
222 break;
226 ptr = infoLog;
227 if (is_spam)
229 TRACE("Spam received from GLSL shader #%u:\n", obj);
230 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
232 else
234 FIXME("Error received from GLSL shader #%u:\n", obj);
235 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
237 HeapFree(GetProcessHeap(), 0, infoLog);
242 * Loads (pixel shader) samplers
244 /* GL locking is done by the caller */
245 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
246 DWORD *tex_unit_map, GLhandleARB programId)
248 GLint name_loc;
249 int i;
250 char sampler_name[20];
252 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
253 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
254 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
255 if (name_loc != -1) {
256 DWORD mapped_unit = tex_unit_map[i];
257 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
259 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
260 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
261 checkGLcall("glUniform1iARB");
262 } else {
263 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
269 /* GL locking is done by the caller */
270 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
271 DWORD *tex_unit_map, GLhandleARB programId)
273 GLint name_loc;
274 char sampler_name[20];
275 int i;
277 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
278 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
279 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
280 if (name_loc != -1) {
281 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
282 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
284 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
285 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
286 checkGLcall("glUniform1iARB");
287 } else {
288 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
294 /* GL locking is done by the caller */
295 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
296 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
298 int stack_idx = 0;
299 unsigned int heap_idx = 1;
300 unsigned int idx;
302 if (heap->entries[heap_idx].version <= version) return;
304 idx = heap->entries[heap_idx].idx;
305 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
306 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
308 while (stack_idx >= 0)
310 /* Note that we fall through to the next case statement. */
311 switch(stack[stack_idx])
313 case HEAP_NODE_TRAVERSE_LEFT:
315 unsigned int left_idx = heap_idx << 1;
316 if (left_idx < heap->size && heap->entries[left_idx].version > version)
318 heap_idx = left_idx;
319 idx = heap->entries[heap_idx].idx;
320 if (constant_locations[idx] != -1)
321 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
323 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
324 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
325 break;
329 case HEAP_NODE_TRAVERSE_RIGHT:
331 unsigned int right_idx = (heap_idx << 1) + 1;
332 if (right_idx < heap->size && heap->entries[right_idx].version > version)
334 heap_idx = right_idx;
335 idx = heap->entries[heap_idx].idx;
336 if (constant_locations[idx] != -1)
337 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
339 stack[stack_idx++] = HEAP_NODE_POP;
340 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
341 break;
345 case HEAP_NODE_POP:
347 heap_idx >>= 1;
348 --stack_idx;
349 break;
353 checkGLcall("walk_constant_heap()");
356 /* GL locking is done by the caller */
357 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
359 GLfloat clamped_constant[4];
361 if (location == -1) return;
363 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
364 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
365 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
366 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
368 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
371 /* GL locking is done by the caller */
372 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
373 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
375 int stack_idx = 0;
376 unsigned int heap_idx = 1;
377 unsigned int idx;
379 if (heap->entries[heap_idx].version <= version) return;
381 idx = heap->entries[heap_idx].idx;
382 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
383 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
385 while (stack_idx >= 0)
387 /* Note that we fall through to the next case statement. */
388 switch(stack[stack_idx])
390 case HEAP_NODE_TRAVERSE_LEFT:
392 unsigned int left_idx = heap_idx << 1;
393 if (left_idx < heap->size && heap->entries[left_idx].version > version)
395 heap_idx = left_idx;
396 idx = heap->entries[heap_idx].idx;
397 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
399 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
400 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
401 break;
405 case HEAP_NODE_TRAVERSE_RIGHT:
407 unsigned int right_idx = (heap_idx << 1) + 1;
408 if (right_idx < heap->size && heap->entries[right_idx].version > version)
410 heap_idx = right_idx;
411 idx = heap->entries[heap_idx].idx;
412 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
414 stack[stack_idx++] = HEAP_NODE_POP;
415 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
416 break;
420 case HEAP_NODE_POP:
422 heap_idx >>= 1;
423 --stack_idx;
424 break;
428 checkGLcall("walk_constant_heap_clamped()");
431 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
432 /* GL locking is done by the caller */
433 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
434 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
435 unsigned char *stack, UINT version)
437 const local_constant *lconst;
439 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
440 if (This->baseShader.reg_maps.shader_version.major == 1
441 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
442 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
443 else
444 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
446 if (!This->baseShader.load_local_constsF)
448 TRACE("No need to load local float constants for this shader\n");
449 return;
452 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
453 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
455 GLint location = constant_locations[lconst->idx];
456 /* We found this uniform name in the program - go ahead and send the data */
457 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
459 checkGLcall("glUniform4fvARB()");
462 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
463 /* GL locking is done by the caller */
464 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
465 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
467 unsigned int i;
468 struct list* ptr;
470 for (i = 0; constants_set; constants_set >>= 1, ++i)
472 if (!(constants_set & 1)) continue;
474 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
475 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
477 /* We found this uniform name in the program - go ahead and send the data */
478 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
479 checkGLcall("glUniform4ivARB");
482 /* Load immediate constants */
483 ptr = list_head(&This->baseShader.constantsI);
484 while (ptr) {
485 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
486 unsigned int idx = lconst->idx;
487 const GLint *values = (const GLint *)lconst->value;
489 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
490 values[0], values[1], values[2], values[3]);
492 /* We found this uniform name in the program - go ahead and send the data */
493 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
494 checkGLcall("glUniform4ivARB");
495 ptr = list_next(&This->baseShader.constantsI, ptr);
499 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
500 /* GL locking is done by the caller */
501 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
502 GLhandleARB programId, const BOOL *constants, WORD constants_set)
504 GLint tmp_loc;
505 unsigned int i;
506 char tmp_name[8];
507 const char *prefix;
508 struct list* ptr;
510 switch (This->baseShader.reg_maps.shader_version.type)
512 case WINED3D_SHADER_TYPE_VERTEX:
513 prefix = "VB";
514 break;
516 case WINED3D_SHADER_TYPE_GEOMETRY:
517 prefix = "GB";
518 break;
520 case WINED3D_SHADER_TYPE_PIXEL:
521 prefix = "PB";
522 break;
524 default:
525 FIXME("Unknown shader type %#x.\n",
526 This->baseShader.reg_maps.shader_version.type);
527 prefix = "UB";
528 break;
531 /* TODO: Benchmark and see if it would be beneficial to store the
532 * locations of the constants to avoid looking up each time */
533 for (i = 0; constants_set; constants_set >>= 1, ++i)
535 if (!(constants_set & 1)) continue;
537 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
539 /* TODO: Benchmark and see if it would be beneficial to store the
540 * locations of the constants to avoid looking up each time */
541 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
542 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
543 if (tmp_loc != -1)
545 /* We found this uniform name in the program - go ahead and send the data */
546 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
547 checkGLcall("glUniform1ivARB");
551 /* Load immediate constants */
552 ptr = list_head(&This->baseShader.constantsB);
553 while (ptr) {
554 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
555 unsigned int idx = lconst->idx;
556 const GLint *values = (const GLint *)lconst->value;
558 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
560 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
561 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
562 if (tmp_loc != -1) {
563 /* We found this uniform name in the program - go ahead and send the data */
564 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
565 checkGLcall("glUniform1ivARB");
567 ptr = list_next(&This->baseShader.constantsB, ptr);
571 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
573 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
577 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
579 /* GL locking is done by the caller (state handler) */
580 static void shader_glsl_load_np2fixup_constants(
581 IWineD3DDevice* device,
582 char usePixelShader,
583 char useVertexShader) {
585 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
586 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
588 if (!prog) {
589 /* No GLSL program set - nothing to do. */
590 return;
593 if (!usePixelShader) {
594 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
595 return;
598 if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
599 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
600 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
601 UINT i;
602 UINT fixup = prog->ps_args.np2_fixup;
603 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
605 for (i = 0; fixup; fixup >>= 1, ++i) {
606 const unsigned char idx = prog->np2Fixup_info->idx[i];
607 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
608 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
610 if (!tex) {
611 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
612 continue;
615 if (idx % 2) {
616 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
617 } else {
618 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
622 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
627 * Loads the app-supplied constants into the currently set GLSL program.
629 /* GL locking is done by the caller (state handler) */
630 static void shader_glsl_load_constants(const struct wined3d_context *context,
631 char usePixelShader, char useVertexShader)
633 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
634 const struct wined3d_gl_info *gl_info = context->gl_info;
635 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
636 struct shader_glsl_priv *priv = device->shader_priv;
638 GLhandleARB programId;
639 struct glsl_shader_prog_link *prog = priv->glsl_program;
640 UINT constant_version;
641 int i;
643 if (!prog) {
644 /* No GLSL program set - nothing to do. */
645 return;
647 programId = prog->programId;
648 constant_version = prog->constant_version;
650 if (useVertexShader) {
651 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
653 /* Load DirectX 9 float constants/uniforms for vertex shader */
654 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
655 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
657 /* Load DirectX 9 integer constants/uniforms for vertex shader */
658 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
659 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
661 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
662 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
663 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
665 /* Upload the position fixup params */
666 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
667 checkGLcall("glUniform4fvARB");
670 if (usePixelShader) {
672 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
674 /* Load DirectX 9 float constants/uniforms for pixel shader */
675 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
676 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
678 /* Load DirectX 9 integer constants/uniforms for pixel shader */
679 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
680 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
682 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
683 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
684 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
686 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
687 * It can't be 0 for a valid texbem instruction.
689 for(i = 0; i < MAX_TEXTURES; i++) {
690 const float *data;
692 if(prog->bumpenvmat_location[i] == -1) continue;
694 data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
695 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
696 checkGLcall("glUniformMatrix2fvARB");
698 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
699 * is set too, so we can check that in the needsbumpmat check
701 if(prog->luminancescale_location[i] != -1) {
702 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
703 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
705 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
706 checkGLcall("glUniform1fvARB");
707 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
708 checkGLcall("glUniform1fvARB");
712 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
713 float correction_params[4];
715 if (context->render_offscreen)
717 correction_params[0] = 0.0f;
718 correction_params[1] = 1.0f;
719 } else {
720 /* position is window relative, not viewport relative */
721 correction_params[0] = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
722 correction_params[1] = -1.0f;
724 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
728 if (priv->next_constant_version == UINT_MAX)
730 TRACE("Max constant version reached, resetting to 0.\n");
731 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
732 priv->next_constant_version = 1;
734 else
736 prog->constant_version = priv->next_constant_version++;
740 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
741 unsigned int heap_idx, DWORD new_version)
743 struct constant_entry *entries = heap->entries;
744 unsigned int *positions = heap->positions;
745 unsigned int parent_idx;
747 while (heap_idx > 1)
749 parent_idx = heap_idx >> 1;
751 if (new_version <= entries[parent_idx].version) break;
753 entries[heap_idx] = entries[parent_idx];
754 positions[entries[parent_idx].idx] = heap_idx;
755 heap_idx = parent_idx;
758 entries[heap_idx].version = new_version;
759 entries[heap_idx].idx = idx;
760 positions[idx] = heap_idx;
763 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
765 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
766 struct shader_glsl_priv *priv = This->shader_priv;
767 struct constant_heap *heap = &priv->vconst_heap;
768 UINT i;
770 for (i = start; i < count + start; ++i)
772 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
773 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
774 else
775 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
779 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
781 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
782 struct shader_glsl_priv *priv = This->shader_priv;
783 struct constant_heap *heap = &priv->pconst_heap;
784 UINT i;
786 for (i = start; i < count + start; ++i)
788 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
789 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
790 else
791 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
795 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
797 unsigned int ret = gl_info->limits.glsl_varyings / 4;
798 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
799 if(shader_major > 3) return ret;
801 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
802 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
803 return ret;
806 /** Generate the variable & register declarations for the GLSL output target */
807 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
808 struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
809 const shader_reg_maps *reg_maps, 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 const struct wined3d_gl_info *gl_info = context->gl_info;
815 unsigned int i, extra_constants_needed = 0;
816 const local_constant *lconst;
817 DWORD map;
819 /* There are some minor differences between pixel and vertex shaders */
820 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
821 char prefix = pshader ? 'P' : 'V';
823 /* Prototype the subroutines */
824 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
826 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
829 /* Declare the constants (aka uniforms) */
830 if (This->baseShader.limits.constant_float > 0) {
831 unsigned max_constantsF;
832 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
833 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
834 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
835 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
836 * a dx9 card, as long as it doesn't also use all the other constants.
838 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
839 * declare only the amount that we're assured to have.
841 * Thus we run into problems in these two cases:
842 * 1) The shader really uses more uniforms than supported
843 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
845 if (pshader)
847 /* No indirect addressing here. */
848 max_constantsF = gl_info->limits.glsl_ps_float_constants;
850 else
852 if(This->baseShader.reg_maps.usesrelconstF) {
853 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
854 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
855 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
856 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
858 * Writing gl_ClipPos requires one uniform for each clipplane as well.
860 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3 - gl_info->limits.clipplanes;
861 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
862 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
863 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
864 * for now take this into account when calculating the number of available constants
866 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
867 /* Set by driver quirks in directx.c */
868 max_constantsF -= gl_info->reserved_glsl_constants;
870 else
872 max_constantsF = gl_info->limits.glsl_vs_float_constants;
875 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
876 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
879 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
880 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
882 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
883 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
885 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
886 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
888 if(!pshader) {
889 shader_addline(buffer, "uniform vec4 posFixup;\n");
890 /* Predeclaration; This function is added at link time based on the pixel shader.
891 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
892 * that. We know the input to the reorder function at vertex shader compile time, so
893 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
894 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
895 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
896 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
897 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
898 * inout.
900 if (reg_maps->shader_version.major >= 3)
902 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
903 } else {
904 shader_addline(buffer, "void order_ps_input();\n");
906 } else {
907 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
909 if (!(map & 1)) continue;
911 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
913 if (reg_maps->luminanceparams & (1 << i))
915 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
916 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
917 extra_constants_needed++;
920 extra_constants_needed++;
923 if (ps_args->srgb_correction)
925 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
926 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
927 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
928 srgb_cmp);
930 if (reg_maps->vpos || reg_maps->usesdsy)
932 if (This->baseShader.limits.constant_float + extra_constants_needed
933 + 1 < gl_info->limits.glsl_ps_float_constants)
935 shader_addline(buffer, "uniform vec4 ycorrection;\n");
936 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
937 extra_constants_needed++;
938 } else {
939 /* This happens because we do not have proper tracking of the constant registers that are
940 * actually used, only the max limit of the shader version
942 FIXME("Cannot find a free uniform for vpos correction params\n");
943 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
944 context->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
945 context->render_offscreen ? 1.0f : -1.0f);
947 shader_addline(buffer, "vec4 vpos;\n");
951 /* Declare texture samplers */
952 for (i = 0; i < This->baseShader.limits.sampler; i++) {
953 if (reg_maps->sampler_type[i])
955 switch (reg_maps->sampler_type[i])
957 case WINED3DSTT_1D:
958 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
959 break;
960 case WINED3DSTT_2D:
961 if(device->stateBlock->textures[i] &&
962 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
963 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
964 } else {
965 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
967 break;
968 case WINED3DSTT_CUBE:
969 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
970 break;
971 case WINED3DSTT_VOLUME:
972 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
973 break;
974 default:
975 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
976 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
977 break;
982 /* Declare uniforms for NP2 texcoord fixup:
983 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
984 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
985 * Modern cards just skip the code anyway, so put it inside a separate loop. */
986 if (pshader && ps_args->np2_fixup) {
988 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
989 UINT cur = 0;
991 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
992 * while D3D has them in the (normalized) [0,1]x[0,1] range.
993 * samplerNP2Fixup stores texture dimensions and is updated through
994 * shader_glsl_load_np2fixup_constants when the sampler changes. */
996 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
997 if (reg_maps->sampler_type[i]) {
998 if (!(ps_args->np2_fixup & (1 << i))) continue;
1000 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1001 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1002 continue;
1005 fixup->idx[i] = cur++;
1009 fixup->num_consts = (cur + 1) >> 1;
1010 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1013 /* Declare address variables */
1014 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1016 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1019 /* Declare texture coordinate temporaries and initialize them */
1020 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1022 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1025 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1026 * helper function shader that is linked in at link time
1028 if (pshader && reg_maps->shader_version.major >= 3)
1030 if (use_vs(device->stateBlock))
1032 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1033 } else {
1034 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1035 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1036 * pixel shader that reads the fixed function color into the packed input registers.
1038 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1042 /* Declare output register temporaries */
1043 if(This->baseShader.limits.packed_output) {
1044 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1047 /* Declare temporary variables */
1048 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1050 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1053 /* Declare attributes */
1054 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1056 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1058 if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1062 /* Declare loop registers aLx */
1063 for (i = 0; i < reg_maps->loop_depth; i++) {
1064 shader_addline(buffer, "int aL%u;\n", i);
1065 shader_addline(buffer, "int tmpInt%u;\n", i);
1068 /* Temporary variables for matrix operations */
1069 shader_addline(buffer, "vec4 tmp0;\n");
1070 shader_addline(buffer, "vec4 tmp1;\n");
1072 /* Local constants use a different name so they can be loaded once at shader link time
1073 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1074 * float -> string conversion can cause precision loss.
1076 if(!This->baseShader.load_local_constsF) {
1077 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1078 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1082 /* Start the main program */
1083 shader_addline(buffer, "void main() {\n");
1084 if(pshader && reg_maps->vpos) {
1085 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1086 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1087 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1088 * precision troubles when we just substract 0.5.
1090 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1092 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1094 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1095 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1096 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1097 * correctly on drivers that returns integer values.
1099 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1103 /*****************************************************************************
1104 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1106 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1107 ****************************************************************************/
1109 /* Prototypes */
1110 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1111 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1113 /** Used for opcode modifiers - They multiply the result by the specified amount */
1114 static const char * const shift_glsl_tab[] = {
1115 "", /* 0 (none) */
1116 "2.0 * ", /* 1 (x2) */
1117 "4.0 * ", /* 2 (x4) */
1118 "8.0 * ", /* 3 (x8) */
1119 "16.0 * ", /* 4 (x16) */
1120 "32.0 * ", /* 5 (x32) */
1121 "", /* 6 (x64) */
1122 "", /* 7 (x128) */
1123 "", /* 8 (d256) */
1124 "", /* 9 (d128) */
1125 "", /* 10 (d64) */
1126 "", /* 11 (d32) */
1127 "0.0625 * ", /* 12 (d16) */
1128 "0.125 * ", /* 13 (d8) */
1129 "0.25 * ", /* 14 (d4) */
1130 "0.5 * " /* 15 (d2) */
1133 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1134 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1136 out_str[0] = 0;
1138 switch (src_modifier)
1140 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1141 case WINED3DSPSM_DW:
1142 case WINED3DSPSM_NONE:
1143 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1144 break;
1145 case WINED3DSPSM_NEG:
1146 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1147 break;
1148 case WINED3DSPSM_NOT:
1149 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1150 break;
1151 case WINED3DSPSM_BIAS:
1152 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1153 break;
1154 case WINED3DSPSM_BIASNEG:
1155 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1156 break;
1157 case WINED3DSPSM_SIGN:
1158 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1159 break;
1160 case WINED3DSPSM_SIGNNEG:
1161 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1162 break;
1163 case WINED3DSPSM_COMP:
1164 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1165 break;
1166 case WINED3DSPSM_X2:
1167 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1168 break;
1169 case WINED3DSPSM_X2NEG:
1170 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1171 break;
1172 case WINED3DSPSM_ABS:
1173 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1174 break;
1175 case WINED3DSPSM_ABSNEG:
1176 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1177 break;
1178 default:
1179 FIXME("Unhandled modifier %u\n", src_modifier);
1180 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1184 /** Writes the GLSL variable name that corresponds to the register that the
1185 * DX opcode parameter is trying to access */
1186 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1187 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1189 /* oPos, oFog and oPts in D3D */
1190 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1192 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1193 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1194 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
1195 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1197 *is_color = FALSE;
1199 switch (reg->type)
1201 case WINED3DSPR_TEMP:
1202 sprintf(register_name, "R%u", reg->idx);
1203 break;
1205 case WINED3DSPR_INPUT:
1206 /* vertex shaders */
1207 if (!pshader)
1209 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1210 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1211 sprintf(register_name, "attrib%u", reg->idx);
1212 break;
1215 /* pixel shaders >= 3.0 */
1216 if (This->baseShader.reg_maps.shader_version.major >= 3)
1218 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1219 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1221 if (reg->rel_addr)
1223 glsl_src_param_t rel_param;
1225 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1227 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1228 * operation there */
1229 if (idx)
1231 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1233 sprintf(register_name,
1234 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1235 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1236 rel_param.param_str, idx);
1238 else
1240 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1243 else
1245 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1247 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1248 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1249 rel_param.param_str);
1251 else
1253 sprintf(register_name, "IN[%s]", rel_param.param_str);
1257 else
1259 if (idx == in_count) sprintf(register_name, "gl_Color");
1260 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1261 else sprintf(register_name, "IN[%u]", idx);
1264 else
1266 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1267 else strcpy(register_name, "gl_SecondaryColor");
1268 break;
1270 break;
1272 case WINED3DSPR_CONST:
1274 const char prefix = pshader ? 'P' : 'V';
1276 /* Relative addressing */
1277 if (reg->rel_addr)
1279 glsl_src_param_t rel_param;
1280 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1281 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1282 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1284 else
1286 if (shader_constant_is_local(This, reg->idx))
1287 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1288 else
1289 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1292 break;
1294 case WINED3DSPR_CONSTINT:
1295 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1296 else sprintf(register_name, "VI[%u]", reg->idx);
1297 break;
1299 case WINED3DSPR_CONSTBOOL:
1300 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1301 else sprintf(register_name, "VB[%u]", reg->idx);
1302 break;
1304 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1305 if (pshader) sprintf(register_name, "T%u", reg->idx);
1306 else sprintf(register_name, "A%u", reg->idx);
1307 break;
1309 case WINED3DSPR_LOOP:
1310 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1311 break;
1313 case WINED3DSPR_SAMPLER:
1314 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1315 else sprintf(register_name, "Vsampler%u", reg->idx);
1316 break;
1318 case WINED3DSPR_COLOROUT:
1319 if (reg->idx >= gl_info->limits.buffers)
1320 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1322 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1323 break;
1325 case WINED3DSPR_RASTOUT:
1326 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1327 break;
1329 case WINED3DSPR_DEPTHOUT:
1330 sprintf(register_name, "gl_FragDepth");
1331 break;
1333 case WINED3DSPR_ATTROUT:
1334 if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1335 else sprintf(register_name, "gl_FrontSecondaryColor");
1336 break;
1338 case WINED3DSPR_TEXCRDOUT:
1339 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1340 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1341 else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1342 break;
1344 case WINED3DSPR_MISCTYPE:
1345 if (reg->idx == 0)
1347 /* vPos */
1348 sprintf(register_name, "vpos");
1350 else if (reg->idx == 1)
1352 /* Note that gl_FrontFacing is a bool, while vFace is
1353 * a float for which the sign determines front/back */
1354 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1356 else
1358 FIXME("Unhandled misctype register %d\n", reg->idx);
1359 sprintf(register_name, "unrecognized_register");
1361 break;
1363 case WINED3DSPR_IMMCONST:
1364 switch (reg->immconst_type)
1366 case WINED3D_IMMCONST_FLOAT:
1367 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1368 break;
1370 case WINED3D_IMMCONST_FLOAT4:
1371 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1372 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1373 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1374 break;
1376 default:
1377 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1378 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1380 break;
1382 default:
1383 FIXME("Unhandled register name Type(%d)\n", reg->type);
1384 sprintf(register_name, "unrecognized_register");
1385 break;
1389 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1391 *str++ = '.';
1392 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1393 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1394 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1395 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1396 *str = '\0';
1399 /* Get the GLSL write mask for the destination register */
1400 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1402 DWORD mask = param->write_mask;
1404 if (shader_is_scalar(&param->reg))
1406 mask = WINED3DSP_WRITEMASK_0;
1407 *write_mask = '\0';
1409 else
1411 shader_glsl_write_mask_to_str(mask, write_mask);
1414 return mask;
1417 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1418 unsigned int size = 0;
1420 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1421 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1422 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1423 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1425 return size;
1428 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1430 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1431 * but addressed as "rgba". To fix this we need to swap the register's x
1432 * and z components. */
1433 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1435 *str++ = '.';
1436 /* swizzle bits fields: wwzzyyxx */
1437 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1438 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1439 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1440 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1441 *str = '\0';
1444 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1445 BOOL fixup, DWORD mask, char *swizzle_str)
1447 if (shader_is_scalar(&param->reg))
1448 *swizzle_str = '\0';
1449 else
1450 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1453 /* From a given parameter token, generate the corresponding GLSL string.
1454 * Also, return the actual register name and swizzle in case the
1455 * caller needs this information as well. */
1456 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1457 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1459 BOOL is_color = FALSE;
1460 char swizzle_str[6];
1462 glsl_src->reg_name[0] = '\0';
1463 glsl_src->param_str[0] = '\0';
1464 swizzle_str[0] = '\0';
1466 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1467 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1468 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1471 /* From a given parameter token, generate the corresponding GLSL string.
1472 * Also, return the actual register name and swizzle in case the
1473 * caller needs this information as well. */
1474 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1475 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1477 BOOL is_color = FALSE;
1479 glsl_dst->mask_str[0] = '\0';
1480 glsl_dst->reg_name[0] = '\0';
1482 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1483 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1486 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1487 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1488 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1490 glsl_dst_param_t glsl_dst;
1491 DWORD mask;
1493 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1494 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1496 return mask;
1499 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1500 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1502 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1505 /** Process GLSL instruction modifiers */
1506 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1508 glsl_dst_param_t dst_param;
1509 DWORD modifiers;
1511 if (!ins->dst_count) return;
1513 modifiers = ins->dst[0].modifiers;
1514 if (!modifiers) return;
1516 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1518 if (modifiers & WINED3DSPDM_SATURATE)
1520 /* _SAT means to clamp the value of the register to between 0 and 1 */
1521 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1522 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1525 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1527 FIXME("_centroid modifier not handled\n");
1530 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1532 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1536 static inline const char *shader_get_comp_op(DWORD op)
1538 switch (op) {
1539 case COMPARISON_GT: return ">";
1540 case COMPARISON_EQ: return "==";
1541 case COMPARISON_GE: return ">=";
1542 case COMPARISON_LT: return "<";
1543 case COMPARISON_NE: return "!=";
1544 case COMPARISON_LE: return "<=";
1545 default:
1546 FIXME("Unrecognized comparison value: %u\n", op);
1547 return "(\?\?)";
1551 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1553 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1554 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1555 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1556 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1558 /* Note that there's no such thing as a projected cube texture. */
1559 switch(sampler_type) {
1560 case WINED3DSTT_1D:
1561 if(lod) {
1562 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1563 } else if(grad) {
1564 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1565 } else {
1566 sample_function->name = projected ? "texture1DProj" : "texture1D";
1568 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1569 break;
1570 case WINED3DSTT_2D:
1571 if(texrect) {
1572 if(lod) {
1573 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1574 } else if(grad) {
1575 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1576 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1578 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1579 } else {
1580 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1582 } else {
1583 if(lod) {
1584 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1585 } else if(grad) {
1586 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1587 } else {
1588 sample_function->name = projected ? "texture2DProj" : "texture2D";
1591 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1592 break;
1593 case WINED3DSTT_CUBE:
1594 if(lod) {
1595 sample_function->name = "textureCubeLod";
1596 } else if(grad) {
1597 sample_function->name = "textureCubeGradARB";
1598 } else {
1599 sample_function->name = "textureCube";
1601 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1602 break;
1603 case WINED3DSTT_VOLUME:
1604 if(lod) {
1605 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1606 } else if(grad) {
1607 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1608 } else {
1609 sample_function->name = projected ? "texture3DProj" : "texture3D";
1611 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1612 break;
1613 default:
1614 sample_function->name = "";
1615 sample_function->coord_mask = 0;
1616 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1617 break;
1621 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1622 BOOL sign_fixup, enum fixup_channel_source channel_source)
1624 switch(channel_source)
1626 case CHANNEL_SOURCE_ZERO:
1627 strcat(arguments, "0.0");
1628 break;
1630 case CHANNEL_SOURCE_ONE:
1631 strcat(arguments, "1.0");
1632 break;
1634 case CHANNEL_SOURCE_X:
1635 strcat(arguments, reg_name);
1636 strcat(arguments, ".x");
1637 break;
1639 case CHANNEL_SOURCE_Y:
1640 strcat(arguments, reg_name);
1641 strcat(arguments, ".y");
1642 break;
1644 case CHANNEL_SOURCE_Z:
1645 strcat(arguments, reg_name);
1646 strcat(arguments, ".z");
1647 break;
1649 case CHANNEL_SOURCE_W:
1650 strcat(arguments, reg_name);
1651 strcat(arguments, ".w");
1652 break;
1654 default:
1655 FIXME("Unhandled channel source %#x\n", channel_source);
1656 strcat(arguments, "undefined");
1657 break;
1660 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1663 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1665 struct wined3d_shader_dst_param dst;
1666 unsigned int mask_size, remaining;
1667 glsl_dst_param_t dst_param;
1668 char arguments[256];
1669 DWORD mask;
1671 mask = 0;
1672 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1673 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1674 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1675 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1676 mask &= ins->dst[0].write_mask;
1678 if (!mask) return; /* Nothing to do */
1680 if (is_yuv_fixup(fixup))
1682 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1683 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1684 return;
1687 mask_size = shader_glsl_get_write_mask_size(mask);
1689 dst = ins->dst[0];
1690 dst.write_mask = mask;
1691 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1693 arguments[0] = '\0';
1694 remaining = mask_size;
1695 if (mask & WINED3DSP_WRITEMASK_0)
1697 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1698 if (--remaining) strcat(arguments, ", ");
1700 if (mask & WINED3DSP_WRITEMASK_1)
1702 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1703 if (--remaining) strcat(arguments, ", ");
1705 if (mask & WINED3DSP_WRITEMASK_2)
1707 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1708 if (--remaining) strcat(arguments, ", ");
1710 if (mask & WINED3DSP_WRITEMASK_3)
1712 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1713 if (--remaining) strcat(arguments, ", ");
1716 if (mask_size > 1)
1718 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1719 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1721 else
1723 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1727 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1728 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1729 const char *dx, const char *dy,
1730 const char *bias, const char *coord_reg_fmt, ...)
1732 const char *sampler_base;
1733 char dst_swizzle[6];
1734 struct color_fixup_desc fixup;
1735 BOOL np2_fixup = FALSE;
1736 va_list args;
1738 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1740 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1742 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1743 fixup = priv->cur_ps_args->color_fixup[sampler];
1744 sampler_base = "Psampler";
1746 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
1747 if(bias) {
1748 FIXME("Biased sampling from NP2 textures is unsupported\n");
1749 } else {
1750 np2_fixup = TRUE;
1753 } else {
1754 sampler_base = "Vsampler";
1755 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1758 shader_glsl_append_dst(ins->ctx->buffer, ins);
1760 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1762 va_start(args, coord_reg_fmt);
1763 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1764 va_end(args);
1766 if(bias) {
1767 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1768 } else {
1769 if (np2_fixup) {
1770 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1771 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
1773 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
1774 (idx % 2) ? "zw" : "xy", dst_swizzle);
1775 } else if(dx && dy) {
1776 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1777 } else {
1778 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1782 if(!is_identity_fixup(fixup)) {
1783 shader_glsl_color_correction(ins, fixup);
1787 /*****************************************************************************
1788 * Begin processing individual instruction opcodes
1789 ****************************************************************************/
1791 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1792 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1794 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1795 glsl_src_param_t src0_param;
1796 glsl_src_param_t src1_param;
1797 DWORD write_mask;
1798 char op;
1800 /* Determine the GLSL operator to use based on the opcode */
1801 switch (ins->handler_idx)
1803 case WINED3DSIH_MUL: op = '*'; break;
1804 case WINED3DSIH_ADD: op = '+'; break;
1805 case WINED3DSIH_SUB: op = '-'; break;
1806 default:
1807 op = ' ';
1808 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1809 break;
1812 write_mask = shader_glsl_append_dst(buffer, ins);
1813 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1814 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1815 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1818 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1819 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1821 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1822 glsl_src_param_t src0_param;
1823 DWORD write_mask;
1825 write_mask = shader_glsl_append_dst(buffer, ins);
1826 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1828 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1829 * shader versions WINED3DSIO_MOVA is used for this. */
1830 if (ins->ctx->reg_maps->shader_version.major == 1
1831 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1832 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1834 /* This is a simple floor() */
1835 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1836 if (mask_size > 1) {
1837 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1838 } else {
1839 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1842 else if(ins->handler_idx == WINED3DSIH_MOVA)
1844 /* We need to *round* to the nearest int here. */
1845 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1846 if (mask_size > 1) {
1847 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);
1848 } else {
1849 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1851 } else {
1852 shader_addline(buffer, "%s);\n", src0_param.param_str);
1856 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1857 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1859 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1860 glsl_src_param_t src0_param;
1861 glsl_src_param_t src1_param;
1862 DWORD dst_write_mask, src_write_mask;
1863 unsigned int dst_size = 0;
1865 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1866 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1868 /* dp3 works on vec3, dp4 on vec4 */
1869 if (ins->handler_idx == WINED3DSIH_DP4)
1871 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1872 } else {
1873 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1876 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1877 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1879 if (dst_size > 1) {
1880 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1881 } else {
1882 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1886 /* Note that this instruction has some restrictions. The destination write mask
1887 * can't contain the w component, and the source swizzles have to be .xyzw */
1888 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1890 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1891 glsl_src_param_t src0_param;
1892 glsl_src_param_t src1_param;
1893 char dst_mask[6];
1895 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1896 shader_glsl_append_dst(ins->ctx->buffer, ins);
1897 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1898 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1899 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1902 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1903 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1904 * GLSL uses the value as-is. */
1905 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1907 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1908 glsl_src_param_t src0_param;
1909 glsl_src_param_t src1_param;
1910 DWORD dst_write_mask;
1911 unsigned int dst_size;
1913 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1914 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1916 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1917 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1919 if (dst_size > 1) {
1920 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1921 } else {
1922 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1926 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1927 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1928 * GLSL uses the value as-is. */
1929 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1931 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1932 glsl_src_param_t src0_param;
1933 DWORD dst_write_mask;
1934 unsigned int dst_size;
1936 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1937 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1939 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1941 if (dst_size > 1) {
1942 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1943 } else {
1944 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1948 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1949 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1951 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1952 glsl_src_param_t src_param;
1953 const char *instruction;
1954 DWORD write_mask;
1955 unsigned i;
1957 /* Determine the GLSL function to use based on the opcode */
1958 /* TODO: Possibly make this a table for faster lookups */
1959 switch (ins->handler_idx)
1961 case WINED3DSIH_MIN: instruction = "min"; break;
1962 case WINED3DSIH_MAX: instruction = "max"; break;
1963 case WINED3DSIH_ABS: instruction = "abs"; break;
1964 case WINED3DSIH_FRC: instruction = "fract"; break;
1965 case WINED3DSIH_NRM: instruction = "normalize"; break;
1966 case WINED3DSIH_EXP: instruction = "exp2"; break;
1967 case WINED3DSIH_DSX: instruction = "dFdx"; break;
1968 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1969 default: instruction = "";
1970 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1971 break;
1974 write_mask = shader_glsl_append_dst(buffer, ins);
1976 shader_addline(buffer, "%s(", instruction);
1978 if (ins->src_count)
1980 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1981 shader_addline(buffer, "%s", src_param.param_str);
1982 for (i = 1; i < ins->src_count; ++i)
1984 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1985 shader_addline(buffer, ", %s", src_param.param_str);
1989 shader_addline(buffer, "));\n");
1992 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1993 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1994 * dst.x = 2^(floor(src))
1995 * dst.y = src - floor(src)
1996 * dst.z = 2^src (partial precision is allowed, but optional)
1997 * dst.w = 1.0;
1998 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1999 * dst = 2^src; (partial precision is allowed, but optional)
2001 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2003 glsl_src_param_t src_param;
2005 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2007 if (ins->ctx->reg_maps->shader_version.major < 2)
2009 char dst_mask[6];
2011 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2012 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2013 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2014 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2016 shader_glsl_append_dst(ins->ctx->buffer, ins);
2017 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2018 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2019 } else {
2020 DWORD write_mask;
2021 unsigned int mask_size;
2023 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2024 mask_size = shader_glsl_get_write_mask_size(write_mask);
2026 if (mask_size > 1) {
2027 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2028 } else {
2029 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2034 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2035 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2037 glsl_src_param_t src_param;
2038 DWORD write_mask;
2039 unsigned int mask_size;
2041 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2042 mask_size = shader_glsl_get_write_mask_size(write_mask);
2043 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2045 if (mask_size > 1) {
2046 shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
2047 } else {
2048 shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
2052 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2054 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2055 glsl_src_param_t src_param;
2056 DWORD write_mask;
2057 unsigned int mask_size;
2059 write_mask = shader_glsl_append_dst(buffer, ins);
2060 mask_size = shader_glsl_get_write_mask_size(write_mask);
2062 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2064 if (mask_size > 1) {
2065 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
2066 } else {
2067 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
2071 /** Process signed comparison opcodes in GLSL. */
2072 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2074 glsl_src_param_t src0_param;
2075 glsl_src_param_t src1_param;
2076 DWORD write_mask;
2077 unsigned int mask_size;
2079 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2080 mask_size = shader_glsl_get_write_mask_size(write_mask);
2081 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2082 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2084 if (mask_size > 1) {
2085 const char *compare;
2087 switch(ins->handler_idx)
2089 case WINED3DSIH_SLT: compare = "lessThan"; break;
2090 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2091 default: compare = "";
2092 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2095 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2096 src0_param.param_str, src1_param.param_str);
2097 } else {
2098 switch(ins->handler_idx)
2100 case WINED3DSIH_SLT:
2101 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2102 * to return 0.0 but step returns 1.0 because step is not < x
2103 * An alternative is a bvec compare padded with an unused second component.
2104 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2105 * issue. Playing with not() is not possible either because not() does not accept
2106 * a scalar.
2108 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2109 src0_param.param_str, src1_param.param_str);
2110 break;
2111 case WINED3DSIH_SGE:
2112 /* Here we can use the step() function and safe a conditional */
2113 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2114 break;
2115 default:
2116 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2122 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2123 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2125 glsl_src_param_t src0_param;
2126 glsl_src_param_t src1_param;
2127 glsl_src_param_t src2_param;
2128 DWORD write_mask, cmp_channel = 0;
2129 unsigned int i, j;
2130 char mask_char[6];
2131 BOOL temp_destination = FALSE;
2133 if (shader_is_scalar(&ins->src[0].reg))
2135 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2137 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2138 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2139 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2141 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2142 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2143 } else {
2144 DWORD dst_mask = ins->dst[0].write_mask;
2145 struct wined3d_shader_dst_param dst = ins->dst[0];
2147 /* Cycle through all source0 channels */
2148 for (i=0; i<4; i++) {
2149 write_mask = 0;
2150 /* Find the destination channels which use the current source0 channel */
2151 for (j=0; j<4; j++) {
2152 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2154 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2155 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2158 dst.write_mask = dst_mask & write_mask;
2160 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2161 * The first lines may overwrite source parameters of the following lines.
2162 * Deal with that by using a temporary destination register if needed
2164 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2165 && ins->src[0].reg.type == ins->dst[0].reg.type)
2166 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2167 && ins->src[1].reg.type == ins->dst[0].reg.type)
2168 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2169 && ins->src[2].reg.type == ins->dst[0].reg.type))
2171 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2172 if (!write_mask) continue;
2173 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2174 temp_destination = TRUE;
2175 } else {
2176 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2177 if (!write_mask) continue;
2180 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2181 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2182 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2184 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2185 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2188 if(temp_destination) {
2189 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2190 shader_glsl_append_dst(ins->ctx->buffer, ins);
2191 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2197 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2198 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2199 * the compare is done per component of src0. */
2200 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2202 struct wined3d_shader_dst_param dst;
2203 glsl_src_param_t src0_param;
2204 glsl_src_param_t src1_param;
2205 glsl_src_param_t src2_param;
2206 DWORD write_mask, cmp_channel = 0;
2207 unsigned int i, j;
2208 DWORD dst_mask;
2209 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2210 ins->ctx->reg_maps->shader_version.minor);
2212 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2214 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2215 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2216 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2217 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2219 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2220 if (ins->coissue)
2222 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2223 } else {
2224 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2225 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2227 return;
2229 /* Cycle through all source0 channels */
2230 dst_mask = ins->dst[0].write_mask;
2231 dst = ins->dst[0];
2232 for (i=0; i<4; i++) {
2233 write_mask = 0;
2234 /* Find the destination channels which use the current source0 channel */
2235 for (j=0; j<4; j++) {
2236 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2238 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2239 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2243 dst.write_mask = dst_mask & write_mask;
2244 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2245 if (!write_mask) continue;
2247 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2248 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2249 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2251 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2252 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2256 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2257 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2259 glsl_src_param_t src0_param;
2260 glsl_src_param_t src1_param;
2261 glsl_src_param_t src2_param;
2262 DWORD write_mask;
2264 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2265 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2266 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2267 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2268 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2269 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2272 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2273 Vertex shaders to GLSL codes */
2274 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2276 int i;
2277 int nComponents = 0;
2278 struct wined3d_shader_dst_param tmp_dst = {{0}};
2279 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2280 struct wined3d_shader_instruction tmp_ins;
2282 memset(&tmp_ins, 0, sizeof(tmp_ins));
2284 /* Set constants for the temporary argument */
2285 tmp_ins.ctx = ins->ctx;
2286 tmp_ins.dst_count = 1;
2287 tmp_ins.dst = &tmp_dst;
2288 tmp_ins.src_count = 2;
2289 tmp_ins.src = tmp_src;
2291 switch(ins->handler_idx)
2293 case WINED3DSIH_M4x4:
2294 nComponents = 4;
2295 tmp_ins.handler_idx = WINED3DSIH_DP4;
2296 break;
2297 case WINED3DSIH_M4x3:
2298 nComponents = 3;
2299 tmp_ins.handler_idx = WINED3DSIH_DP4;
2300 break;
2301 case WINED3DSIH_M3x4:
2302 nComponents = 4;
2303 tmp_ins.handler_idx = WINED3DSIH_DP3;
2304 break;
2305 case WINED3DSIH_M3x3:
2306 nComponents = 3;
2307 tmp_ins.handler_idx = WINED3DSIH_DP3;
2308 break;
2309 case WINED3DSIH_M3x2:
2310 nComponents = 2;
2311 tmp_ins.handler_idx = WINED3DSIH_DP3;
2312 break;
2313 default:
2314 break;
2317 tmp_dst = ins->dst[0];
2318 tmp_src[0] = ins->src[0];
2319 tmp_src[1] = ins->src[1];
2320 for (i = 0; i < nComponents; ++i)
2322 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2323 shader_glsl_dot(&tmp_ins);
2324 ++tmp_src[1].reg.idx;
2329 The LRP instruction performs a component-wise linear interpolation
2330 between the second and third operands using the first operand as the
2331 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2332 This is equivalent to mix(src2, src1, src0);
2334 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2336 glsl_src_param_t src0_param;
2337 glsl_src_param_t src1_param;
2338 glsl_src_param_t src2_param;
2339 DWORD write_mask;
2341 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2343 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2344 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2345 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2347 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2348 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2351 /** Process the WINED3DSIO_LIT instruction in GLSL:
2352 * dst.x = dst.w = 1.0
2353 * dst.y = (src0.x > 0) ? src0.x
2354 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2355 * where src.w is clamped at +- 128
2357 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2359 glsl_src_param_t src0_param;
2360 glsl_src_param_t src1_param;
2361 glsl_src_param_t src3_param;
2362 char dst_mask[6];
2364 shader_glsl_append_dst(ins->ctx->buffer, ins);
2365 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2367 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2368 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2369 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2371 /* The sdk specifies the instruction like this
2372 * dst.x = 1.0;
2373 * if(src.x > 0.0) dst.y = src.x
2374 * else dst.y = 0.0.
2375 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2376 * else dst.z = 0.0;
2377 * dst.w = 1.0;
2379 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2380 * dst.x = 1.0 ... No further explanation needed
2381 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2382 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2383 * dst.w = 1.0. ... Nothing fancy.
2385 * So we still have one conditional in there. So do this:
2386 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2388 * 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),
2389 * 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.
2390 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2392 shader_addline(ins->ctx->buffer,
2393 "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",
2394 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2397 /** Process the WINED3DSIO_DST instruction in GLSL:
2398 * dst.x = 1.0
2399 * dst.y = src0.x * src0.y
2400 * dst.z = src0.z
2401 * dst.w = src1.w
2403 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2405 glsl_src_param_t src0y_param;
2406 glsl_src_param_t src0z_param;
2407 glsl_src_param_t src1y_param;
2408 glsl_src_param_t src1w_param;
2409 char dst_mask[6];
2411 shader_glsl_append_dst(ins->ctx->buffer, ins);
2412 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2414 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2415 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2416 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2417 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2419 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2420 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2423 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2424 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2425 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2427 * dst.x = cos(src0.?)
2428 * dst.y = sin(src0.?)
2429 * dst.z = dst.z
2430 * dst.w = dst.w
2432 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2434 glsl_src_param_t src0_param;
2435 DWORD write_mask;
2437 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2438 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2440 switch (write_mask) {
2441 case WINED3DSP_WRITEMASK_0:
2442 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2443 break;
2445 case WINED3DSP_WRITEMASK_1:
2446 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2447 break;
2449 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2450 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2451 break;
2453 default:
2454 ERR("Write mask should be .x, .y or .xy\n");
2455 break;
2459 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2460 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2461 * generate invalid code
2463 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2465 glsl_src_param_t src0_param;
2466 DWORD write_mask;
2468 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2469 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2471 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2474 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2475 * Start a for() loop where src1.y is the initial value of aL,
2476 * increment aL by src1.z for a total of src1.x iterations.
2477 * Need to use a temporary variable for this operation.
2479 /* FIXME: I don't think nested loops will work correctly this way. */
2480 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2482 glsl_src_param_t src1_param;
2483 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2484 const DWORD *control_values = NULL;
2485 const local_constant *constant;
2487 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2489 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2490 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2491 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2492 * addressing.
2494 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2496 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2497 if (constant->idx == ins->src[1].reg.idx)
2499 control_values = constant->value;
2500 break;
2505 if (control_values)
2507 struct wined3d_shader_loop_control loop_control;
2508 loop_control.count = control_values[0];
2509 loop_control.start = control_values[1];
2510 loop_control.step = (int)control_values[2];
2512 if (loop_control.step > 0)
2514 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2515 shader->baseShader.cur_loop_depth, loop_control.start,
2516 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2517 shader->baseShader.cur_loop_depth, loop_control.step);
2519 else if (loop_control.step < 0)
2521 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2522 shader->baseShader.cur_loop_depth, loop_control.start,
2523 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2524 shader->baseShader.cur_loop_depth, loop_control.step);
2526 else
2528 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2529 shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2530 shader->baseShader.cur_loop_depth, loop_control.count,
2531 shader->baseShader.cur_loop_depth);
2533 } else {
2534 shader_addline(ins->ctx->buffer,
2535 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2536 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2537 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2538 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2541 shader->baseShader.cur_loop_depth++;
2542 shader->baseShader.cur_loop_regno++;
2545 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2547 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2549 shader_addline(ins->ctx->buffer, "}\n");
2551 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2553 shader->baseShader.cur_loop_depth--;
2554 shader->baseShader.cur_loop_regno--;
2557 if (ins->handler_idx == WINED3DSIH_ENDREP)
2559 shader->baseShader.cur_loop_depth--;
2563 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2565 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2566 glsl_src_param_t src0_param;
2567 const DWORD *control_values = NULL;
2568 const local_constant *constant;
2570 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2571 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2573 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2575 if (constant->idx == ins->src[0].reg.idx)
2577 control_values = constant->value;
2578 break;
2583 if(control_values) {
2584 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2585 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2586 control_values[0], shader->baseShader.cur_loop_depth);
2587 } else {
2588 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2589 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2590 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2591 src0_param.param_str, shader->baseShader.cur_loop_depth);
2593 shader->baseShader.cur_loop_depth++;
2596 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2598 glsl_src_param_t src0_param;
2600 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2601 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2604 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2606 glsl_src_param_t src0_param;
2607 glsl_src_param_t src1_param;
2609 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2610 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2612 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2613 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2616 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2618 shader_addline(ins->ctx->buffer, "} else {\n");
2621 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2623 shader_addline(ins->ctx->buffer, "break;\n");
2626 /* FIXME: According to MSDN the compare is done per component. */
2627 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2629 glsl_src_param_t src0_param;
2630 glsl_src_param_t src1_param;
2632 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2633 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2635 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2636 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2639 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2641 shader_addline(ins->ctx->buffer, "}\n");
2642 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2645 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2647 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2650 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2652 glsl_src_param_t src1_param;
2654 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2655 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2658 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
2660 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2661 * function only suppresses the unhandled instruction warning
2665 /*********************************************
2666 * Pixel Shader Specific Code begins here
2667 ********************************************/
2668 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
2670 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2671 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2672 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2673 ins->ctx->reg_maps->shader_version.minor);
2674 glsl_sample_function_t sample_function;
2675 DWORD sample_flags = 0;
2676 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2677 DWORD sampler_idx;
2678 DWORD mask = 0, swizzle;
2680 /* 1.0-1.4: Use destination register as sampler source.
2681 * 2.0+: Use provided sampler source. */
2682 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
2683 else sampler_idx = ins->src[1].reg.idx;
2684 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2686 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2688 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2690 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2691 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2692 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2693 switch (flags & ~WINED3DTTFF_PROJECTED) {
2694 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2695 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2696 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2697 case WINED3DTTFF_COUNT4:
2698 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2702 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2704 DWORD src_mod = ins->src[0].modifiers;
2706 if (src_mod == WINED3DSPSM_DZ) {
2707 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2708 mask = WINED3DSP_WRITEMASK_2;
2709 } else if (src_mod == WINED3DSPSM_DW) {
2710 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2711 mask = WINED3DSP_WRITEMASK_3;
2713 } else {
2714 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2716 /* ps 2.0 texldp instruction always divides by the fourth component. */
2717 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2718 mask = WINED3DSP_WRITEMASK_3;
2722 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2723 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2724 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2727 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2728 mask |= sample_function.coord_mask;
2730 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2731 else swizzle = ins->src[1].swizzle;
2733 /* 1.0-1.3: Use destination register as coordinate source.
2734 1.4+: Use provided coordinate source register. */
2735 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2737 char coord_mask[6];
2738 shader_glsl_write_mask_to_str(mask, coord_mask);
2739 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2740 "T%u%s", sampler_idx, coord_mask);
2741 } else {
2742 glsl_src_param_t coord_param;
2743 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2744 if (ins->flags & WINED3DSI_TEXLD_BIAS)
2746 glsl_src_param_t bias;
2747 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2748 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2749 "%s", coord_param.param_str);
2750 } else {
2751 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2752 "%s", coord_param.param_str);
2757 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2759 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2760 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2761 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
2762 glsl_sample_function_t sample_function;
2763 glsl_src_param_t coord_param, dx_param, dy_param;
2764 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2765 DWORD sampler_type;
2766 DWORD sampler_idx;
2767 DWORD swizzle = ins->src[1].swizzle;
2769 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2771 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2772 return shader_glsl_tex(ins);
2775 sampler_idx = ins->src[1].reg.idx;
2776 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2777 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2778 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2779 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2782 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2783 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2784 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2785 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2787 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2788 "%s", coord_param.param_str);
2791 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2793 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2794 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2795 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
2796 glsl_sample_function_t sample_function;
2797 glsl_src_param_t coord_param, lod_param;
2798 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2799 DWORD sampler_type;
2800 DWORD sampler_idx;
2801 DWORD swizzle = ins->src[1].swizzle;
2803 sampler_idx = ins->src[1].reg.idx;
2804 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2805 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2806 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2807 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2809 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2810 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2812 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2814 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD]
2815 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2817 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2818 * However, they seem to work just fine in fragment shaders as well. */
2819 WARN("Using %s in fragment shader.\n", sample_function.name);
2821 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2822 "%s", coord_param.param_str);
2825 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2827 /* FIXME: Make this work for more than just 2D textures */
2828 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2829 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2831 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2833 char dst_mask[6];
2835 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2836 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2837 ins->dst[0].reg.idx, dst_mask);
2838 } else {
2839 DWORD reg = ins->src[0].reg.idx;
2840 DWORD src_mod = ins->src[0].modifiers;
2841 char dst_swizzle[6];
2843 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2845 if (src_mod == WINED3DSPSM_DZ) {
2846 glsl_src_param_t div_param;
2847 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2848 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2850 if (mask_size > 1) {
2851 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2852 } else {
2853 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2855 } else if (src_mod == WINED3DSPSM_DW) {
2856 glsl_src_param_t div_param;
2857 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2858 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2860 if (mask_size > 1) {
2861 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2862 } else {
2863 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2865 } else {
2866 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2871 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2872 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2873 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2874 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2876 glsl_src_param_t src0_param;
2877 glsl_sample_function_t sample_function;
2878 DWORD sampler_idx = ins->dst[0].reg.idx;
2879 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2880 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2881 UINT mask_size;
2883 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2885 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2886 * scalar, and projected sampling would require 4.
2888 * It is a dependent read - not valid with conditional NP2 textures
2890 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2891 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2893 switch(mask_size)
2895 case 1:
2896 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2897 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2898 break;
2900 case 2:
2901 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2902 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2903 break;
2905 case 3:
2906 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2907 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2908 break;
2910 default:
2911 FIXME("Unexpected mask size %u\n", mask_size);
2912 break;
2916 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2917 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2918 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2920 glsl_src_param_t src0_param;
2921 DWORD dstreg = ins->dst[0].reg.idx;
2922 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2923 DWORD dst_mask;
2924 unsigned int mask_size;
2926 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2927 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2928 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2930 if (mask_size > 1) {
2931 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2932 } else {
2933 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2937 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2938 * Calculate the depth as dst.x / dst.y */
2939 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2941 glsl_dst_param_t dst_param;
2943 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2945 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2946 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2947 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2948 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2949 * >= 1.0 or < 0.0
2951 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2952 dst_param.reg_name, dst_param.reg_name);
2955 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2956 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2957 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2958 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2960 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2962 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2963 DWORD dstreg = ins->dst[0].reg.idx;
2964 glsl_src_param_t src0_param;
2966 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2968 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2969 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2972 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2973 * Calculate the 1st of a 2-row matrix multiplication. */
2974 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2976 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2977 DWORD reg = ins->dst[0].reg.idx;
2978 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2979 glsl_src_param_t src0_param;
2981 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2982 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2985 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2986 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2987 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2989 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2990 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2991 DWORD reg = ins->dst[0].reg.idx;
2992 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2993 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2994 glsl_src_param_t src0_param;
2996 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2997 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2998 current_state->texcoord_w[current_state->current_row++] = reg;
3001 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3003 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3004 DWORD reg = ins->dst[0].reg.idx;
3005 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3006 glsl_src_param_t src0_param;
3007 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3008 glsl_sample_function_t sample_function;
3010 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3011 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3013 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3015 /* Sample the texture using the calculated coordinates */
3016 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3019 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3020 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3021 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3023 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3024 glsl_src_param_t src0_param;
3025 DWORD reg = ins->dst[0].reg.idx;
3026 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3027 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
3028 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3029 glsl_sample_function_t sample_function;
3031 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3032 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3034 /* Dependent read, not valid with conditional NP2 */
3035 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3037 /* Sample the texture using the calculated coordinates */
3038 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3040 current_state->current_row = 0;
3043 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3044 * Perform the 3rd row of a 3x3 matrix multiply */
3045 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3047 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3048 glsl_src_param_t src0_param;
3049 char dst_mask[6];
3050 DWORD reg = ins->dst[0].reg.idx;
3051 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3052 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
3054 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3056 shader_glsl_append_dst(ins->ctx->buffer, ins);
3057 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3058 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3060 current_state->current_row = 0;
3063 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3064 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3065 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3067 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3068 DWORD reg = ins->dst[0].reg.idx;
3069 glsl_src_param_t src0_param;
3070 glsl_src_param_t src1_param;
3071 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3072 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3073 WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
3074 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3075 glsl_sample_function_t sample_function;
3077 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3078 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3080 /* Perform the last matrix multiply operation */
3081 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3082 /* Reflection calculation */
3083 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3085 /* Dependent read, not valid with conditional NP2 */
3086 shader_glsl_get_sample_function(stype, 0, &sample_function);
3088 /* Sample the texture */
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_TEXM3X3VSPEC instruction in GLSL
3095 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3096 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3098 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3099 DWORD reg = ins->dst[0].reg.idx;
3100 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3101 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3102 glsl_src_param_t src0_param;
3103 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3104 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3105 glsl_sample_function_t sample_function;
3107 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3109 /* Perform the last matrix multiply operation */
3110 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3112 /* Construct the eye-ray vector from w coordinates */
3113 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3114 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3115 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3117 /* Dependent read, not valid with conditional NP2 */
3118 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3120 /* Sample the texture using the calculated coordinates */
3121 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3123 current_state->current_row = 0;
3126 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3127 * Apply a fake bump map transform.
3128 * texbem is pshader <= 1.3 only, this saves a few version checks
3130 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3132 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3133 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3134 glsl_sample_function_t sample_function;
3135 glsl_src_param_t coord_param;
3136 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
3137 DWORD sampler_idx;
3138 DWORD mask;
3139 DWORD flags;
3140 char coord_mask[6];
3142 sampler_idx = ins->dst[0].reg.idx;
3143 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3145 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3146 /* Dependent read, not valid with conditional NP2 */
3147 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3148 mask = sample_function.coord_mask;
3150 shader_glsl_write_mask_to_str(mask, coord_mask);
3152 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3153 * so we can't let the GL handle this.
3155 if (flags & WINED3DTTFF_PROJECTED) {
3156 DWORD div_mask=0;
3157 char coord_div_mask[3];
3158 switch (flags & ~WINED3DTTFF_PROJECTED) {
3159 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3160 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3161 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3162 case WINED3DTTFF_COUNT4:
3163 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3165 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3166 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3169 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3171 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3172 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3173 coord_param.param_str, coord_mask);
3175 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3177 glsl_src_param_t luminance_param;
3178 glsl_dst_param_t dst_param;
3180 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3181 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3183 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3184 dst_param.reg_name, dst_param.mask_str,
3185 luminance_param.param_str, sampler_idx, sampler_idx);
3189 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3191 glsl_src_param_t src0_param, src1_param;
3192 DWORD sampler_idx = ins->dst[0].reg.idx;
3194 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3195 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3197 shader_glsl_append_dst(ins->ctx->buffer, ins);
3198 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3199 src0_param.param_str, sampler_idx, src1_param.param_str);
3202 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3203 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3204 static void shader_glsl_texreg2ar(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 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3213 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3214 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3215 "%s.wx", src0_param.reg_name);
3218 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3219 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3220 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3222 glsl_src_param_t src0_param;
3223 DWORD sampler_idx = ins->dst[0].reg.idx;
3224 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3225 glsl_sample_function_t sample_function;
3227 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3229 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3230 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3231 "%s.yz", src0_param.reg_name);
3234 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3235 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3236 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3238 glsl_src_param_t src0_param;
3239 DWORD sampler_idx = ins->dst[0].reg.idx;
3240 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3241 glsl_sample_function_t sample_function;
3243 /* Dependent read, not valid with conditional NP2 */
3244 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3245 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3247 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3248 "%s", src0_param.param_str);
3251 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3252 * If any of the first 3 components are < 0, discard this pixel */
3253 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3255 glsl_dst_param_t dst_param;
3257 /* The argument is a destination parameter, and no writemasks are allowed */
3258 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3259 if (ins->ctx->reg_maps->shader_version.major >= 2)
3261 /* 2.0 shaders compare all 4 components in texkill */
3262 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3263 } else {
3264 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3265 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3266 * 4 components are defined, only the first 3 are used
3268 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3272 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3273 * dst = dot2(src0, src1) + src2 */
3274 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3276 glsl_src_param_t src0_param;
3277 glsl_src_param_t src1_param;
3278 glsl_src_param_t src2_param;
3279 DWORD write_mask;
3280 unsigned int mask_size;
3282 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3283 mask_size = shader_glsl_get_write_mask_size(write_mask);
3285 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3286 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3287 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3289 if (mask_size > 1) {
3290 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3291 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3292 } else {
3293 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3294 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3298 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3299 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3300 enum vertexprocessing_mode vertexprocessing)
3302 unsigned int i;
3303 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3304 WORD map = reg_maps->input_registers;
3306 for (i = 0; map; map >>= 1, ++i)
3308 const char *semantic_name;
3309 UINT semantic_idx;
3310 char reg_mask[6];
3312 /* Unused */
3313 if (!(map & 1)) continue;
3315 semantic_name = input_signature[i].semantic_name;
3316 semantic_idx = input_signature[i].semantic_idx;
3317 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3319 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3321 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3322 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3323 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3324 else
3325 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3326 This->input_reg_map[i], reg_mask, reg_mask);
3328 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3330 if (semantic_idx == 0)
3331 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3332 This->input_reg_map[i], reg_mask, reg_mask);
3333 else if (semantic_idx == 1)
3334 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3335 This->input_reg_map[i], reg_mask, reg_mask);
3336 else
3337 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3338 This->input_reg_map[i], reg_mask, reg_mask);
3340 else
3342 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3343 This->input_reg_map[i], reg_mask, reg_mask);
3348 /*********************************************
3349 * Vertex Shader Specific Code begins here
3350 ********************************************/
3352 static void add_glsl_program_entry(struct shader_glsl_priv *priv, 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;
3360 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3362 ERR("Failed to insert program entry.\n");
3366 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3367 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3368 struct ps_compile_args *ps_args) {
3369 struct wine_rb_entry *entry;
3370 glsl_program_key_t key;
3372 key.vshader = vshader;
3373 key.pshader = pshader;
3374 key.vs_args = *vs_args;
3375 key.ps_args = *ps_args;
3377 entry = wine_rb_get(&priv->program_lookup, &key);
3378 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3381 /* GL locking is done by the caller */
3382 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3383 struct glsl_shader_prog_link *entry)
3385 glsl_program_key_t key;
3387 key.vshader = entry->vshader;
3388 key.pshader = entry->pshader;
3389 key.vs_args = entry->vs_args;
3390 key.ps_args = entry->ps_args;
3391 wine_rb_remove(&priv->program_lookup, &key);
3393 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3394 if (entry->vshader) list_remove(&entry->vshader_entry);
3395 if (entry->pshader) list_remove(&entry->pshader_entry);
3396 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3397 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3398 HeapFree(GetProcessHeap(), 0, entry);
3401 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3402 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3403 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3405 unsigned int i, j;
3406 const char *semantic_name_in, *semantic_name_out;
3407 UINT semantic_idx_in, semantic_idx_out;
3408 DWORD *set;
3409 DWORD in_idx;
3410 unsigned int in_count = vec4_varyings(3, gl_info);
3411 char reg_mask[6], reg_mask_out[6];
3412 char destination[50];
3413 WORD input_map, output_map;
3415 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3417 if (!output_signature)
3419 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3420 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3421 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3424 input_map = reg_maps_in->input_registers;
3425 for (i = 0; input_map; input_map >>= 1, ++i)
3427 if (!(input_map & 1)) continue;
3429 in_idx = map[i];
3430 if (in_idx >= (in_count + 2)) {
3431 FIXME("More input varyings declared than supported, expect issues\n");
3432 continue;
3434 else if (map[i] == ~0U)
3436 /* Declared, but not read register */
3437 continue;
3440 if (in_idx == in_count) {
3441 sprintf(destination, "gl_FrontColor");
3442 } else if (in_idx == in_count + 1) {
3443 sprintf(destination, "gl_FrontSecondaryColor");
3444 } else {
3445 sprintf(destination, "IN[%u]", in_idx);
3448 semantic_name_in = input_signature[i].semantic_name;
3449 semantic_idx_in = input_signature[i].semantic_idx;
3450 set[map[i]] = input_signature[i].mask;
3451 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3453 if (!output_signature)
3455 if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3457 if (semantic_idx_in == 0)
3458 shader_addline(buffer, "%s%s = front_color%s;\n",
3459 destination, reg_mask, reg_mask);
3460 else if (semantic_idx_in == 1)
3461 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3462 destination, reg_mask, reg_mask);
3463 else
3464 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3465 destination, reg_mask, reg_mask);
3467 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3469 if (semantic_idx_in < 8)
3471 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3472 destination, reg_mask, semantic_idx_in, reg_mask);
3474 else
3476 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3477 destination, reg_mask, reg_mask);
3480 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3482 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3483 destination, reg_mask, reg_mask);
3485 else
3487 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3488 destination, reg_mask, reg_mask);
3490 } else {
3491 BOOL found = FALSE;
3493 output_map = reg_maps_out->output_registers;
3494 for (j = 0; output_map; output_map >>= 1, ++j)
3496 if (!(output_map & 1)) continue;
3498 semantic_name_out = output_signature[j].semantic_name;
3499 semantic_idx_out = output_signature[j].semantic_idx;
3500 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3502 if (semantic_idx_in == semantic_idx_out
3503 && !strcmp(semantic_name_in, semantic_name_out))
3505 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3506 destination, reg_mask, j, reg_mask);
3507 found = TRUE;
3510 if(!found) {
3511 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3512 destination, reg_mask, reg_mask);
3517 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3518 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3519 * input varyings are assigned above, if the optimizer works properly.
3521 for(i = 0; i < in_count + 2; i++) {
3522 if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3524 unsigned int size = 0;
3525 memset(reg_mask, 0, sizeof(reg_mask));
3526 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3527 reg_mask[size] = 'x';
3528 size++;
3530 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3531 reg_mask[size] = 'y';
3532 size++;
3534 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3535 reg_mask[size] = 'z';
3536 size++;
3538 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3539 reg_mask[size] = 'w';
3540 size++;
3543 if (i == in_count) {
3544 sprintf(destination, "gl_FrontColor");
3545 } else if (i == in_count + 1) {
3546 sprintf(destination, "gl_FrontSecondaryColor");
3547 } else {
3548 sprintf(destination, "IN[%u]", i);
3551 if (size == 1) {
3552 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3553 } else {
3554 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3559 HeapFree(GetProcessHeap(), 0, set);
3562 /* GL locking is done by the caller */
3563 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3564 IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3566 GLhandleARB ret = 0;
3567 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3568 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3569 IWineD3DDeviceImpl *device;
3570 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3571 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3572 unsigned int i;
3573 const char *semantic_name;
3574 UINT semantic_idx;
3575 char reg_mask[6];
3576 const struct wined3d_shader_signature_element *output_signature;
3578 shader_buffer_clear(buffer);
3580 shader_addline(buffer, "#version 120\n");
3582 if(vs_major < 3 && ps_major < 3) {
3583 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3584 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3586 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3587 if ((gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
3588 && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
3590 shader_addline(buffer, "void order_ps_input() {\n");
3591 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3592 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3593 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3594 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3597 shader_addline(buffer, "}\n");
3598 } else {
3599 shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
3601 } else if(ps_major < 3 && vs_major >= 3) {
3602 WORD map = vs->baseShader.reg_maps.output_registers;
3604 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3605 output_signature = vs->output_signature;
3607 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3608 for (i = 0; map; map >>= 1, ++i)
3610 DWORD write_mask;
3612 if (!(map & 1)) continue;
3614 semantic_name = output_signature[i].semantic_name;
3615 semantic_idx = output_signature[i].semantic_idx;
3616 write_mask = output_signature[i].mask;
3617 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3619 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3621 if (semantic_idx == 0)
3622 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3623 else if (semantic_idx == 1)
3624 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3626 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3628 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3630 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3632 if (semantic_idx < 8)
3634 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3635 write_mask |= WINED3DSP_WRITEMASK_3;
3637 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3638 semantic_idx, reg_mask, i, reg_mask);
3639 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3640 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3643 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3645 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3647 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3649 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3652 shader_addline(buffer, "}\n");
3654 } else if(ps_major >= 3 && vs_major >= 3) {
3655 WORD map = vs->baseShader.reg_maps.output_registers;
3657 output_signature = vs->output_signature;
3659 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3660 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3661 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3663 /* First, sort out position and point size. Those are not passed to the pixel shader */
3664 for (i = 0; map; map >>= 1, ++i)
3666 if (!(map & 1)) continue;
3668 semantic_name = output_signature[i].semantic_name;
3669 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3671 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3673 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3675 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3677 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3681 /* Then, fix the pixel shader input */
3682 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3683 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3685 shader_addline(buffer, "}\n");
3686 } else if(ps_major >= 3 && vs_major < 3) {
3687 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3688 shader_addline(buffer, "void order_ps_input() {\n");
3689 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3690 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3691 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3693 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3694 &ps->baseShader.reg_maps, NULL, NULL);
3695 shader_addline(buffer, "}\n");
3696 } else {
3697 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3700 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3701 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3702 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
3703 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3704 GL_EXTCALL(glCompileShaderARB(ret));
3705 checkGLcall("glCompileShaderARB(ret)");
3707 return ret;
3710 /* GL locking is done by the caller */
3711 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
3712 GLhandleARB programId, char prefix)
3714 const local_constant *lconst;
3715 GLint tmp_loc;
3716 const float *value;
3717 char glsl_name[8];
3719 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3720 value = (const float *)lconst->value;
3721 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3722 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3723 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3725 checkGLcall("Hardcoding local constants");
3728 /* GL locking is done by the caller */
3729 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3730 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
3731 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3733 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3734 const struct wined3d_gl_info *gl_info = context->gl_info;
3735 CONST DWORD *function = This->baseShader.function;
3736 struct shader_glsl_ctx_priv priv_ctx;
3738 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3739 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3741 memset(&priv_ctx, 0, sizeof(priv_ctx));
3742 priv_ctx.cur_ps_args = args;
3743 priv_ctx.cur_np2fixup_info = np2fixup_info;
3745 shader_addline(buffer, "#version 120\n");
3747 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
3749 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3751 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3753 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3754 * drivers write a warning if we don't do so
3756 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3759 /* Base Declarations */
3760 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3762 /* Pack 3.0 inputs */
3763 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3765 shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
3768 /* Base Shader Body */
3769 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3771 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3772 if (reg_maps->shader_version.major < 2)
3774 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3775 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3778 if (args->srgb_correction)
3780 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
3781 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
3782 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
3783 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
3784 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
3785 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
3787 /* Pixel shader < 3.0 do not replace the fog stage.
3788 * This implements linear fog computation and blending.
3789 * TODO: non linear fog
3790 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3791 * -1/(e-s) and e/(e-s) respectively.
3793 if (reg_maps->shader_version.major < 3)
3795 switch(args->fog) {
3796 case FOG_OFF: break;
3797 case FOG_LINEAR:
3798 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3799 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3800 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3801 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3802 break;
3803 case FOG_EXP:
3804 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3805 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3806 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3807 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3808 break;
3809 case FOG_EXP2:
3810 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3811 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3812 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3813 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3814 break;
3818 shader_addline(buffer, "}\n");
3820 TRACE("Compiling shader object %u\n", shader_obj);
3821 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3822 GL_EXTCALL(glCompileShaderARB(shader_obj));
3823 print_glsl_info_log(gl_info, shader_obj);
3825 /* Store the shader object */
3826 return shader_obj;
3829 /* GL locking is done by the caller */
3830 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
3831 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
3832 const struct vs_compile_args *args)
3834 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3835 const struct wined3d_gl_info *gl_info = context->gl_info;
3836 CONST DWORD *function = This->baseShader.function;
3837 struct shader_glsl_ctx_priv priv_ctx;
3839 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3840 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3842 shader_addline(buffer, "#version 120\n");
3844 memset(&priv_ctx, 0, sizeof(priv_ctx));
3845 priv_ctx.cur_vs_args = args;
3847 /* Base Declarations */
3848 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3850 /* Base Shader Body */
3851 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
3853 /* Unpack 3.0 outputs */
3854 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
3855 else shader_addline(buffer, "order_ps_input();\n");
3857 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3858 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3859 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3860 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3862 if(args->fog_src == VS_FOG_Z) {
3863 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3864 } else if (!reg_maps->fog) {
3865 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3868 /* Write the final position.
3870 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3871 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3872 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3873 * contains 1.0 to allow a mad.
3875 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3876 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3877 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
3879 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3881 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3882 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3883 * which is the same as z = z * 2 - w.
3885 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3887 shader_addline(buffer, "}\n");
3889 TRACE("Compiling shader object %u\n", shader_obj);
3890 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3891 GL_EXTCALL(glCompileShaderARB(shader_obj));
3892 print_glsl_info_log(gl_info, shader_obj);
3894 return shader_obj;
3897 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
3898 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
3899 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
3901 UINT i;
3902 DWORD new_size;
3903 struct glsl_ps_compiled_shader *new_array;
3904 struct glsl_pshader_private *shader_data;
3905 struct ps_np2fixup_info *np2fixup = NULL;
3906 GLhandleARB ret;
3908 if (!shader->baseShader.backend_data)
3910 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3911 if (!shader->baseShader.backend_data)
3913 ERR("Failed to allocate backend data.\n");
3914 return 0;
3917 shader_data = shader->baseShader.backend_data;
3919 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3920 * so a linear search is more performant than a hashmap or a binary search
3921 * (cache coherency etc)
3923 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3924 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3925 if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
3926 return shader_data->gl_shaders[i].prgId;
3930 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
3931 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3932 if (shader_data->num_gl_shaders)
3934 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3935 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3936 new_size * sizeof(*shader_data->gl_shaders));
3937 } else {
3938 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3939 new_size = 1;
3942 if(!new_array) {
3943 ERR("Out of memory\n");
3944 return 0;
3946 shader_data->gl_shaders = new_array;
3947 shader_data->shader_array_size = new_size;
3950 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3952 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
3953 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
3955 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3956 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3958 shader_buffer_clear(buffer);
3959 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
3960 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3961 *np2fixup_info = np2fixup;
3963 return ret;
3966 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
3967 const DWORD use_map) {
3968 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
3969 return stored->fog_src == new->fog_src;
3972 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
3973 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
3974 const struct vs_compile_args *args)
3976 UINT i;
3977 DWORD new_size;
3978 struct glsl_vs_compiled_shader *new_array;
3979 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3980 struct glsl_vshader_private *shader_data;
3981 GLhandleARB ret;
3983 if (!shader->baseShader.backend_data)
3985 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3986 if (!shader->baseShader.backend_data)
3988 ERR("Failed to allocate backend data.\n");
3989 return 0;
3992 shader_data = shader->baseShader.backend_data;
3994 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3995 * so a linear search is more performant than a hashmap or a binary search
3996 * (cache coherency etc)
3998 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3999 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4000 return shader_data->gl_shaders[i].prgId;
4004 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4006 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4007 if (shader_data->num_gl_shaders)
4009 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4010 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4011 new_size * sizeof(*shader_data->gl_shaders));
4012 } else {
4013 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4014 new_size = 1;
4017 if(!new_array) {
4018 ERR("Out of memory\n");
4019 return 0;
4021 shader_data->gl_shaders = new_array;
4022 shader_data->shader_array_size = new_size;
4025 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4027 shader_buffer_clear(buffer);
4028 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4029 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4031 return ret;
4034 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4035 * It sets the programId on the current StateBlock (because it should be called
4036 * inside of the DrawPrimitive() part of the render loop).
4038 * If a program for the given combination does not exist, create one, and store
4039 * the program in the hash table. If it creates a program, it will link the
4040 * given objects, too.
4043 /* GL locking is done by the caller */
4044 static void set_glsl_shader_program(const struct wined3d_context *context,
4045 IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4047 IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
4048 IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
4049 const struct wined3d_gl_info *gl_info = context->gl_info;
4050 struct shader_glsl_priv *priv = device->shader_priv;
4051 struct glsl_shader_prog_link *entry = NULL;
4052 GLhandleARB programId = 0;
4053 GLhandleARB reorder_shader_id = 0;
4054 unsigned int i;
4055 char glsl_name[8];
4056 struct ps_compile_args ps_compile_args;
4057 struct vs_compile_args vs_compile_args;
4059 if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
4060 if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
4062 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4063 if (entry) {
4064 priv->glsl_program = entry;
4065 return;
4068 /* If we get to this point, then no matching program exists, so we create one */
4069 programId = GL_EXTCALL(glCreateProgramObjectARB());
4070 TRACE("Created new GLSL shader program %u\n", programId);
4072 /* Create the entry */
4073 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4074 entry->programId = programId;
4075 entry->vshader = vshader;
4076 entry->pshader = pshader;
4077 entry->vs_args = vs_compile_args;
4078 entry->ps_args = ps_compile_args;
4079 entry->constant_version = 0;
4080 entry->np2Fixup_info = NULL;
4081 /* Add the hash table entry */
4082 add_glsl_program_entry(priv, entry);
4084 /* Set the current program */
4085 priv->glsl_program = entry;
4087 /* Attach GLSL vshader */
4088 if (vshader)
4090 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4091 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4092 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4093 char tmp_name[10];
4095 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4096 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4097 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4098 checkGLcall("glAttachObjectARB");
4099 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4100 * is destroyed
4102 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4104 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4105 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4106 checkGLcall("glAttachObjectARB");
4108 /* Bind vertex attributes to a corresponding index number to match
4109 * the same index numbers as ARB_vertex_programs (makes loading
4110 * vertex attributes simpler). With this method, we can use the
4111 * exact same code to load the attributes later for both ARB and
4112 * GLSL shaders.
4114 * We have to do this here because we need to know the Program ID
4115 * in order to make the bindings work, and it has to be done prior
4116 * to linking the GLSL program. */
4117 for (i = 0; map; map >>= 1, ++i)
4119 if (!(map & 1)) continue;
4121 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4122 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4124 checkGLcall("glBindAttribLocationARB");
4126 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4129 /* Attach GLSL pshader */
4130 if (pshader)
4132 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4133 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4134 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4135 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4136 checkGLcall("glAttachObjectARB");
4138 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4141 /* Link the program */
4142 TRACE("Linking GLSL shader program %u\n", programId);
4143 GL_EXTCALL(glLinkProgramARB(programId));
4144 print_glsl_info_log(gl_info, programId);
4146 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4147 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4148 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4150 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4151 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4153 for (i = 0; i < MAX_CONST_I; ++i)
4155 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4156 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4158 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4159 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4160 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4162 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4163 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4165 for (i = 0; i < MAX_CONST_I; ++i)
4167 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4168 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4171 if(pshader) {
4172 char name[32];
4174 for(i = 0; i < MAX_TEXTURES; i++) {
4175 sprintf(name, "bumpenvmat%u", i);
4176 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4177 sprintf(name, "luminancescale%u", i);
4178 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4179 sprintf(name, "luminanceoffset%u", i);
4180 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4183 if (ps_compile_args.np2_fixup) {
4184 if (entry->np2Fixup_info) {
4185 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4186 } else {
4187 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4192 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4193 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4194 checkGLcall("Find glsl program uniform locations");
4196 if (pshader
4197 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4198 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4200 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4201 entry->vertex_color_clamp = GL_FALSE;
4202 } else {
4203 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4206 /* Set the shader to allow uniform loading on it */
4207 GL_EXTCALL(glUseProgramObjectARB(programId));
4208 checkGLcall("glUseProgramObjectARB(programId)");
4210 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4211 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4212 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4213 * vertex shader with fixed function pixel processing is used we make sure that the card
4214 * supports enough samplers to allow the max number of vertex samplers with all possible
4215 * fixed function fragment processing setups. So once the program is linked these samplers
4216 * won't change.
4218 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4219 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4221 /* If the local constants do not have to be loaded with the environment constants,
4222 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4223 * later
4225 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
4226 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4228 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
4229 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4233 /* GL locking is done by the caller */
4234 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
4236 GLhandleARB program_id;
4237 GLhandleARB vshader_id, pshader_id;
4238 static const char *blt_vshader[] =
4240 "#version 120\n"
4241 "void main(void)\n"
4242 "{\n"
4243 " gl_Position = gl_Vertex;\n"
4244 " gl_FrontColor = vec4(1.0);\n"
4245 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4246 "}\n"
4249 static const char *blt_pshaders[tex_type_count] =
4251 /* tex_1d */
4252 NULL,
4253 /* tex_2d */
4254 "#version 120\n"
4255 "uniform sampler2D sampler;\n"
4256 "void main(void)\n"
4257 "{\n"
4258 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4259 "}\n",
4260 /* tex_3d */
4261 NULL,
4262 /* tex_cube */
4263 "#version 120\n"
4264 "uniform samplerCube sampler;\n"
4265 "void main(void)\n"
4266 "{\n"
4267 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4268 "}\n",
4269 /* tex_rect */
4270 "#version 120\n"
4271 "#extension GL_ARB_texture_rectangle : enable\n"
4272 "uniform sampler2DRect sampler;\n"
4273 "void main(void)\n"
4274 "{\n"
4275 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4276 "}\n",
4279 if (!blt_pshaders[tex_type])
4281 FIXME("tex_type %#x not supported\n", tex_type);
4282 tex_type = tex_2d;
4285 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4286 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4287 GL_EXTCALL(glCompileShaderARB(vshader_id));
4289 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4290 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
4291 GL_EXTCALL(glCompileShaderARB(pshader_id));
4293 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4294 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4295 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4296 GL_EXTCALL(glLinkProgramARB(program_id));
4298 print_glsl_info_log(gl_info, program_id);
4300 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4301 * is destroyed
4303 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4304 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4305 return program_id;
4308 /* GL locking is done by the caller */
4309 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4311 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
4312 const struct wined3d_gl_info *gl_info = context->gl_info;
4313 struct shader_glsl_priv *priv = device->shader_priv;
4314 GLhandleARB program_id = 0;
4315 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4317 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4319 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4320 else priv->glsl_program = NULL;
4322 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4324 if (old_vertex_color_clamp != current_vertex_color_clamp)
4326 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4328 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4329 checkGLcall("glClampColorARB");
4331 else
4333 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4337 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4338 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4339 GL_EXTCALL(glUseProgramObjectARB(program_id));
4340 checkGLcall("glUseProgramObjectARB");
4342 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4343 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4344 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4345 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4347 shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
4351 /* GL locking is done by the caller */
4352 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4353 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4354 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4355 struct shader_glsl_priv *priv = This->shader_priv;
4356 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
4358 if (!*blt_program) {
4359 GLint loc;
4360 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
4361 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4362 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4363 GL_EXTCALL(glUniform1iARB(loc, 0));
4364 } else {
4365 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4369 /* GL locking is done by the caller */
4370 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4371 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4372 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4373 struct shader_glsl_priv *priv = This->shader_priv;
4374 GLhandleARB program_id;
4376 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4377 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4379 GL_EXTCALL(glUseProgramObjectARB(program_id));
4380 checkGLcall("glUseProgramObjectARB");
4383 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4384 const struct list *linked_programs;
4385 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4386 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4387 struct shader_glsl_priv *priv = device->shader_priv;
4388 const struct wined3d_gl_info *gl_info;
4389 IWineD3DPixelShaderImpl *ps = NULL;
4390 IWineD3DVertexShaderImpl *vs = NULL;
4391 struct wined3d_context *context;
4393 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4394 * can be called from IWineD3DBaseShader::Release
4396 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4398 if(pshader) {
4399 struct glsl_pshader_private *shader_data;
4400 ps = (IWineD3DPixelShaderImpl *) This;
4401 shader_data = ps->baseShader.backend_data;
4402 if(!shader_data || shader_data->num_gl_shaders == 0)
4404 HeapFree(GetProcessHeap(), 0, shader_data);
4405 ps->baseShader.backend_data = NULL;
4406 return;
4409 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4410 gl_info = context->gl_info;
4412 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4414 ENTER_GL();
4415 shader_glsl_select(context, FALSE, FALSE);
4416 LEAVE_GL();
4418 } else {
4419 struct glsl_vshader_private *shader_data;
4420 vs = (IWineD3DVertexShaderImpl *) This;
4421 shader_data = vs->baseShader.backend_data;
4422 if(!shader_data || shader_data->num_gl_shaders == 0)
4424 HeapFree(GetProcessHeap(), 0, shader_data);
4425 vs->baseShader.backend_data = NULL;
4426 return;
4429 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
4430 gl_info = context->gl_info;
4432 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4434 ENTER_GL();
4435 shader_glsl_select(context, FALSE, FALSE);
4436 LEAVE_GL();
4440 linked_programs = &This->baseShader.linked_programs;
4442 TRACE("Deleting linked programs\n");
4443 if (linked_programs->next) {
4444 struct glsl_shader_prog_link *entry, *entry2;
4446 ENTER_GL();
4447 if(pshader) {
4448 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4449 delete_glsl_program_entry(priv, gl_info, entry);
4451 } else {
4452 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4453 delete_glsl_program_entry(priv, gl_info, entry);
4456 LEAVE_GL();
4459 if(pshader) {
4460 UINT i;
4461 struct glsl_pshader_private *shader_data = ps->baseShader.backend_data;
4463 ENTER_GL();
4464 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4465 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4466 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4467 checkGLcall("glDeleteObjectARB");
4469 LEAVE_GL();
4470 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4471 HeapFree(GetProcessHeap(), 0, shader_data);
4472 ps->baseShader.backend_data = NULL;
4473 } else {
4474 UINT i;
4475 struct glsl_vshader_private *shader_data = vs->baseShader.backend_data;
4477 ENTER_GL();
4478 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4479 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4480 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4481 checkGLcall("glDeleteObjectARB");
4483 LEAVE_GL();
4484 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4485 HeapFree(GetProcessHeap(), 0, shader_data);
4486 vs->baseShader.backend_data = NULL;
4489 context_release(context);
4492 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4494 const glsl_program_key_t *k = key;
4495 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4496 const struct glsl_shader_prog_link, program_lookup_entry);
4497 int cmp;
4499 if (k->vshader > prog->vshader) return 1;
4500 else if (k->vshader < prog->vshader) return -1;
4502 if (k->pshader > prog->pshader) return 1;
4503 else if (k->pshader < prog->pshader) return -1;
4505 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4506 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4508 return 0;
4511 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4513 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4514 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4516 if (!mem)
4518 ERR("Failed to allocate memory\n");
4519 return FALSE;
4522 heap->entries = mem;
4523 heap->entries[1].version = 0;
4524 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4525 heap->size = 1;
4527 return TRUE;
4530 static void constant_heap_free(struct constant_heap *heap)
4532 HeapFree(GetProcessHeap(), 0, heap->entries);
4535 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4537 wined3d_rb_alloc,
4538 wined3d_rb_realloc,
4539 wined3d_rb_free,
4540 glsl_program_key_compare,
4543 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4544 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4545 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4546 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4547 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4548 gl_info->limits.glsl_ps_float_constants)) + 1;
4550 if (!shader_buffer_init(&priv->shader_buffer))
4552 ERR("Failed to initialize shader buffer.\n");
4553 goto fail;
4556 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4557 if (!priv->stack)
4559 ERR("Failed to allocate memory.\n");
4560 goto fail;
4563 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4565 ERR("Failed to initialize vertex shader constant heap\n");
4566 goto fail;
4569 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4571 ERR("Failed to initialize pixel shader constant heap\n");
4572 goto fail;
4575 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4577 ERR("Failed to initialize rbtree.\n");
4578 goto fail;
4581 priv->next_constant_version = 1;
4583 This->shader_priv = priv;
4584 return WINED3D_OK;
4586 fail:
4587 constant_heap_free(&priv->pconst_heap);
4588 constant_heap_free(&priv->vconst_heap);
4589 HeapFree(GetProcessHeap(), 0, priv->stack);
4590 shader_buffer_free(&priv->shader_buffer);
4591 HeapFree(GetProcessHeap(), 0, priv);
4592 return E_OUTOFMEMORY;
4595 /* Context activation is done by the caller. */
4596 static void shader_glsl_free(IWineD3DDevice *iface) {
4597 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4598 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4599 struct shader_glsl_priv *priv = This->shader_priv;
4600 int i;
4602 ENTER_GL();
4603 for (i = 0; i < tex_type_count; ++i)
4605 if (priv->depth_blt_program[i])
4607 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4610 LEAVE_GL();
4612 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4613 constant_heap_free(&priv->pconst_heap);
4614 constant_heap_free(&priv->vconst_heap);
4615 HeapFree(GetProcessHeap(), 0, priv->stack);
4616 shader_buffer_free(&priv->shader_buffer);
4618 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4619 This->shader_priv = NULL;
4622 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4623 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4624 return FALSE;
4627 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
4628 const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4630 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4631 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4632 * on the version of NV_vertex_program.
4633 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4634 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4635 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4636 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4638 if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
4639 || gl_info->limits.arb_ps_instructions <= 512)
4640 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4641 else
4642 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4643 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4644 pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
4646 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4647 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4648 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4649 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4650 * in max native instructions. Intel and others also offer the info in this extension but they
4651 * don't support GLSL (at least on Windows).
4653 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4654 * of instructions is 512 or less we have to do with ps2.0 hardware.
4655 * 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.
4657 if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
4658 || gl_info->limits.arb_ps_instructions <= 512)
4659 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4660 else
4661 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4663 pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
4665 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4666 * Direct3D minimum requirement.
4668 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4669 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4671 * The problem is that the refrast clamps temporary results in the shader to
4672 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4673 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4674 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4675 * offer a way to query this.
4677 pCaps->PixelShader1xMaxValue = 8.0;
4678 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4680 pCaps->VSClipping = TRUE;
4683 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4685 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4687 TRACE("Checking support for fixup:\n");
4688 dump_color_fixup_desc(fixup);
4691 /* We support everything except YUV conversions. */
4692 if (!is_yuv_fixup(fixup))
4694 TRACE("[OK]\n");
4695 return TRUE;
4698 TRACE("[FAILED]\n");
4699 return FALSE;
4702 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4704 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4705 /* WINED3DSIH_ADD */ shader_glsl_arith,
4706 /* WINED3DSIH_BEM */ shader_glsl_bem,
4707 /* WINED3DSIH_BREAK */ shader_glsl_break,
4708 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4709 /* WINED3DSIH_BREAKP */ NULL,
4710 /* WINED3DSIH_CALL */ shader_glsl_call,
4711 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4712 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4713 /* WINED3DSIH_CND */ shader_glsl_cnd,
4714 /* WINED3DSIH_CRS */ shader_glsl_cross,
4715 /* WINED3DSIH_DCL */ NULL,
4716 /* WINED3DSIH_DEF */ NULL,
4717 /* WINED3DSIH_DEFB */ NULL,
4718 /* WINED3DSIH_DEFI */ NULL,
4719 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
4720 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4721 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4722 /* WINED3DSIH_DST */ shader_glsl_dst,
4723 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4724 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4725 /* WINED3DSIH_ELSE */ shader_glsl_else,
4726 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4727 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4728 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4729 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4730 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4731 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4732 /* WINED3DSIH_IF */ shader_glsl_if,
4733 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4734 /* WINED3DSIH_LABEL */ shader_glsl_label,
4735 /* WINED3DSIH_LIT */ shader_glsl_lit,
4736 /* WINED3DSIH_LOG */ shader_glsl_log,
4737 /* WINED3DSIH_LOGP */ shader_glsl_log,
4738 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4739 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4740 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4741 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4742 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4743 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4744 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4745 /* WINED3DSIH_MAD */ shader_glsl_mad,
4746 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4747 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4748 /* WINED3DSIH_MOV */ shader_glsl_mov,
4749 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4750 /* WINED3DSIH_MUL */ shader_glsl_arith,
4751 /* WINED3DSIH_NOP */ NULL,
4752 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4753 /* WINED3DSIH_PHASE */ NULL,
4754 /* WINED3DSIH_POW */ shader_glsl_pow,
4755 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4756 /* WINED3DSIH_REP */ shader_glsl_rep,
4757 /* WINED3DSIH_RET */ shader_glsl_ret,
4758 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4759 /* WINED3DSIH_SETP */ NULL,
4760 /* WINED3DSIH_SGE */ shader_glsl_compare,
4761 /* WINED3DSIH_SGN */ shader_glsl_sgn,
4762 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4763 /* WINED3DSIH_SLT */ shader_glsl_compare,
4764 /* WINED3DSIH_SUB */ shader_glsl_arith,
4765 /* WINED3DSIH_TEX */ shader_glsl_tex,
4766 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
4767 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
4768 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
4769 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
4770 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
4771 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
4772 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
4773 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
4774 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4775 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
4776 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
4777 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
4778 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
4779 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4780 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
4781 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
4782 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
4783 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
4784 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
4785 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
4786 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
4789 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
4790 SHADER_HANDLER hw_fct;
4792 /* Select handler */
4793 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
4795 /* Unhandled opcode */
4796 if (!hw_fct)
4798 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4799 return;
4801 hw_fct(ins);
4803 shader_glsl_add_instruction_modifiers(ins);
4806 const shader_backend_t glsl_shader_backend = {
4807 shader_glsl_handle_instruction,
4808 shader_glsl_select,
4809 shader_glsl_select_depth_blt,
4810 shader_glsl_deselect_depth_blt,
4811 shader_glsl_update_float_vertex_constants,
4812 shader_glsl_update_float_pixel_constants,
4813 shader_glsl_load_constants,
4814 shader_glsl_load_np2fixup_constants,
4815 shader_glsl_destroy,
4816 shader_glsl_alloc,
4817 shader_glsl_free,
4818 shader_glsl_dirty_const,
4819 shader_glsl_get_caps,
4820 shader_glsl_color_fixup_supported,