wined3d: Get rid of the posFixup field from the device.
[wine/multimedia.git] / dlls / wined3d / glsl_shader.c
blob56920ffde6b8d1b94917c3a38cef9babb42a82b3
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 WINED3D_GLSL_SAMPLE_PROJECTED 0x1
43 #define WINED3D_GLSL_SAMPLE_RECT 0x2
44 #define WINED3D_GLSL_SAMPLE_LOD 0x4
45 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
47 typedef struct {
48 char reg_name[150];
49 char mask_str[6];
50 } glsl_dst_param_t;
52 typedef struct {
53 char reg_name[150];
54 char param_str[200];
55 } glsl_src_param_t;
57 typedef struct {
58 const char *name;
59 DWORD coord_mask;
60 } glsl_sample_function_t;
62 enum heap_node_op
64 HEAP_NODE_TRAVERSE_LEFT,
65 HEAP_NODE_TRAVERSE_RIGHT,
66 HEAP_NODE_POP,
69 struct constant_entry
71 unsigned int idx;
72 unsigned int version;
75 struct constant_heap
77 struct constant_entry *entries;
78 unsigned int *positions;
79 unsigned int size;
82 /* GLSL shader private data */
83 struct shader_glsl_priv {
84 struct wined3d_shader_buffer shader_buffer;
85 struct wine_rb_tree program_lookup;
86 struct glsl_shader_prog_link *glsl_program;
87 struct constant_heap vconst_heap;
88 struct constant_heap pconst_heap;
89 unsigned char *stack;
90 GLhandleARB depth_blt_program_full[tex_type_count];
91 GLhandleARB depth_blt_program_masked[tex_type_count];
92 UINT next_constant_version;
95 /* Struct to maintain data about a linked GLSL program */
96 struct glsl_shader_prog_link {
97 struct wine_rb_entry program_lookup_entry;
98 struct list vshader_entry;
99 struct list pshader_entry;
100 GLhandleARB programId;
101 GLint *vuniformF_locations;
102 GLint *puniformF_locations;
103 GLint vuniformI_locations[MAX_CONST_I];
104 GLint puniformI_locations[MAX_CONST_I];
105 GLint posFixup_location;
106 GLint np2Fixup_location;
107 GLint bumpenvmat_location[MAX_TEXTURES];
108 GLint luminancescale_location[MAX_TEXTURES];
109 GLint luminanceoffset_location[MAX_TEXTURES];
110 GLint ycorrection_location;
111 GLenum vertex_color_clamp;
112 IWineD3DVertexShader *vshader;
113 IWineD3DPixelShader *pshader;
114 struct vs_compile_args vs_args;
115 struct ps_compile_args ps_args;
116 UINT constant_version;
117 const struct ps_np2fixup_info *np2Fixup_info;
120 typedef struct {
121 IWineD3DVertexShader *vshader;
122 IWineD3DPixelShader *pshader;
123 struct ps_compile_args ps_args;
124 struct vs_compile_args vs_args;
125 } glsl_program_key_t;
127 struct shader_glsl_ctx_priv {
128 const struct vs_compile_args *cur_vs_args;
129 const struct ps_compile_args *cur_ps_args;
130 struct ps_np2fixup_info *cur_np2fixup_info;
133 struct glsl_ps_compiled_shader
135 struct ps_compile_args args;
136 struct ps_np2fixup_info np2fixup;
137 GLhandleARB prgId;
140 struct glsl_pshader_private
142 struct glsl_ps_compiled_shader *gl_shaders;
143 UINT num_gl_shaders, shader_array_size;
146 struct glsl_vs_compiled_shader
148 struct vs_compile_args args;
149 GLhandleARB prgId;
152 struct glsl_vshader_private
154 struct glsl_vs_compiled_shader *gl_shaders;
155 UINT num_gl_shaders, shader_array_size;
158 static const char *debug_gl_shader_type(GLenum type)
160 switch (type)
162 #define WINED3D_TO_STR(u) case u: return #u
163 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB);
164 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB);
165 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB);
166 #undef WINED3D_TO_STR
167 default:
168 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
172 /* Extract a line from the info log.
173 * Note that this modifies the source string. */
174 static char *get_info_log_line(char **ptr)
176 char *p, *q;
178 p = *ptr;
179 if (!(q = strstr(p, "\n")))
181 if (!*p) return NULL;
182 *ptr += strlen(p);
183 return p;
185 *q = '\0';
186 *ptr = q + 1;
188 return p;
191 /** Prints the GLSL info log which will contain error messages if they exist */
192 /* GL locking is done by the caller */
193 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
195 int infologLength = 0;
196 char *infoLog;
197 unsigned int i;
198 BOOL is_spam;
200 static const char * const spam[] =
202 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
203 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
204 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
205 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
206 "Fragment shader(s) linked, vertex shader(s) linked. \n", /* fglrx, with \n */
207 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
208 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
209 "Vertex shader(s) linked, no fragment shader(s) defined. \n", /* fglrx, with \n */
210 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
211 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
212 "Fragment shader(s) linked, no vertex shader(s) defined. \n", /* fglrx, with \n */
213 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
216 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
218 GL_EXTCALL(glGetObjectParameterivARB(obj,
219 GL_OBJECT_INFO_LOG_LENGTH_ARB,
220 &infologLength));
222 /* A size of 1 is just a null-terminated string, so the log should be bigger than
223 * that if there are errors. */
224 if (infologLength > 1)
226 char *ptr, *line;
228 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
229 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
231 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
232 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
233 is_spam = FALSE;
235 for (i = 0; i < sizeof(spam) / sizeof(*spam); ++i)
237 if (!strcmp(infoLog, spam[i]))
239 is_spam = TRUE;
240 break;
244 ptr = infoLog;
245 if (is_spam)
247 TRACE("Spam received from GLSL shader #%u:\n", obj);
248 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
250 else
252 FIXME("Error received from GLSL shader #%u:\n", obj);
253 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
255 HeapFree(GetProcessHeap(), 0, infoLog);
259 /* GL locking is done by the caller. */
260 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLhandleARB shader, const char *src)
262 TRACE("Compiling shader object %u.\n", shader);
263 GL_EXTCALL(glShaderSourceARB(shader, 1, &src, NULL));
264 checkGLcall("glShaderSourceARB");
265 GL_EXTCALL(glCompileShaderARB(shader));
266 checkGLcall("glCompileShaderARB");
267 print_glsl_info_log(gl_info, shader);
270 /* GL locking is done by the caller. */
271 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
273 GLint i, object_count, source_size = -1;
274 GLhandleARB *objects;
275 char *source = NULL;
277 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
278 objects = HeapAlloc(GetProcessHeap(), 0, object_count * sizeof(*objects));
279 if (!objects)
281 ERR("Failed to allocate object array memory.\n");
282 return;
285 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
286 for (i = 0; i < object_count; ++i)
288 char *ptr, *line;
289 GLint tmp;
291 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &tmp));
293 if (source_size < tmp)
295 HeapFree(GetProcessHeap(), 0, source);
297 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
298 if (!source)
300 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
301 HeapFree(GetProcessHeap(), 0, objects);
302 return;
304 source_size = tmp;
307 FIXME("Object %u:\n", objects[i]);
308 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_SUBTYPE_ARB, &tmp));
309 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp));
310 GL_EXTCALL(glGetObjectParameterivARB(objects[i], GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
311 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp);
312 FIXME("\n");
314 ptr = source;
315 GL_EXTCALL(glGetShaderSourceARB(objects[i], source_size, NULL, source));
316 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
317 FIXME("\n");
320 HeapFree(GetProcessHeap(), 0, source);
321 HeapFree(GetProcessHeap(), 0, objects);
324 /* GL locking is done by the caller. */
325 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLhandleARB program)
327 GLint tmp;
329 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
331 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
332 if (tmp == GL_PROGRAM_OBJECT_ARB)
334 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
335 if (!tmp)
337 FIXME("Program %u link status invalid.\n", program);
338 shader_glsl_dump_program_source(gl_info, program);
342 print_glsl_info_log(gl_info, program);
346 * Loads (pixel shader) samplers
348 /* GL locking is done by the caller */
349 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
350 DWORD *tex_unit_map, GLhandleARB programId)
352 GLint name_loc;
353 int i;
354 char sampler_name[20];
356 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
357 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
358 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
359 if (name_loc != -1) {
360 DWORD mapped_unit = tex_unit_map[i];
361 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
363 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
364 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
365 checkGLcall("glUniform1iARB");
366 } else {
367 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
373 /* GL locking is done by the caller */
374 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
375 DWORD *tex_unit_map, GLhandleARB programId)
377 GLint name_loc;
378 char sampler_name[20];
379 int i;
381 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
382 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
383 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
384 if (name_loc != -1) {
385 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
386 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
388 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
389 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
390 checkGLcall("glUniform1iARB");
391 } else {
392 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
398 /* GL locking is done by the caller */
399 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
400 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
402 int stack_idx = 0;
403 unsigned int heap_idx = 1;
404 unsigned int idx;
406 if (heap->entries[heap_idx].version <= version) return;
408 idx = heap->entries[heap_idx].idx;
409 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
410 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
412 while (stack_idx >= 0)
414 /* Note that we fall through to the next case statement. */
415 switch(stack[stack_idx])
417 case HEAP_NODE_TRAVERSE_LEFT:
419 unsigned int left_idx = heap_idx << 1;
420 if (left_idx < heap->size && heap->entries[left_idx].version > version)
422 heap_idx = left_idx;
423 idx = heap->entries[heap_idx].idx;
424 if (constant_locations[idx] != -1)
425 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
427 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
428 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
429 break;
433 case HEAP_NODE_TRAVERSE_RIGHT:
435 unsigned int right_idx = (heap_idx << 1) + 1;
436 if (right_idx < heap->size && heap->entries[right_idx].version > version)
438 heap_idx = right_idx;
439 idx = heap->entries[heap_idx].idx;
440 if (constant_locations[idx] != -1)
441 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
443 stack[stack_idx++] = HEAP_NODE_POP;
444 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
445 break;
449 case HEAP_NODE_POP:
451 heap_idx >>= 1;
452 --stack_idx;
453 break;
457 checkGLcall("walk_constant_heap()");
460 /* GL locking is done by the caller */
461 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
463 GLfloat clamped_constant[4];
465 if (location == -1) return;
467 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
468 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
469 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
470 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
472 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
475 /* GL locking is done by the caller */
476 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
477 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
479 int stack_idx = 0;
480 unsigned int heap_idx = 1;
481 unsigned int idx;
483 if (heap->entries[heap_idx].version <= version) return;
485 idx = heap->entries[heap_idx].idx;
486 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
487 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
489 while (stack_idx >= 0)
491 /* Note that we fall through to the next case statement. */
492 switch(stack[stack_idx])
494 case HEAP_NODE_TRAVERSE_LEFT:
496 unsigned int left_idx = heap_idx << 1;
497 if (left_idx < heap->size && heap->entries[left_idx].version > version)
499 heap_idx = left_idx;
500 idx = heap->entries[heap_idx].idx;
501 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
503 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
504 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
505 break;
509 case HEAP_NODE_TRAVERSE_RIGHT:
511 unsigned int right_idx = (heap_idx << 1) + 1;
512 if (right_idx < heap->size && heap->entries[right_idx].version > version)
514 heap_idx = right_idx;
515 idx = heap->entries[heap_idx].idx;
516 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
518 stack[stack_idx++] = HEAP_NODE_POP;
519 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
520 break;
524 case HEAP_NODE_POP:
526 heap_idx >>= 1;
527 --stack_idx;
528 break;
532 checkGLcall("walk_constant_heap_clamped()");
535 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
536 /* GL locking is done by the caller */
537 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
538 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
539 unsigned char *stack, UINT version)
541 const local_constant *lconst;
543 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
544 if (This->baseShader.reg_maps.shader_version.major == 1
545 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
546 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
547 else
548 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
550 if (!This->baseShader.load_local_constsF)
552 TRACE("No need to load local float constants for this shader\n");
553 return;
556 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
557 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
559 GLint location = constant_locations[lconst->idx];
560 /* We found this uniform name in the program - go ahead and send the data */
561 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
563 checkGLcall("glUniform4fvARB()");
566 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
567 /* GL locking is done by the caller */
568 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
569 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
571 unsigned int i;
572 struct list* ptr;
574 for (i = 0; constants_set; constants_set >>= 1, ++i)
576 if (!(constants_set & 1)) continue;
578 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
579 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
581 /* We found this uniform name in the program - go ahead and send the data */
582 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
583 checkGLcall("glUniform4ivARB");
586 /* Load immediate constants */
587 ptr = list_head(&This->baseShader.constantsI);
588 while (ptr) {
589 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
590 unsigned int idx = lconst->idx;
591 const GLint *values = (const GLint *)lconst->value;
593 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
594 values[0], values[1], values[2], values[3]);
596 /* We found this uniform name in the program - go ahead and send the data */
597 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
598 checkGLcall("glUniform4ivARB");
599 ptr = list_next(&This->baseShader.constantsI, ptr);
603 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
604 /* GL locking is done by the caller */
605 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
606 GLhandleARB programId, const BOOL *constants, WORD constants_set)
608 GLint tmp_loc;
609 unsigned int i;
610 char tmp_name[8];
611 const char *prefix;
612 struct list* ptr;
614 switch (This->baseShader.reg_maps.shader_version.type)
616 case WINED3D_SHADER_TYPE_VERTEX:
617 prefix = "VB";
618 break;
620 case WINED3D_SHADER_TYPE_GEOMETRY:
621 prefix = "GB";
622 break;
624 case WINED3D_SHADER_TYPE_PIXEL:
625 prefix = "PB";
626 break;
628 default:
629 FIXME("Unknown shader type %#x.\n",
630 This->baseShader.reg_maps.shader_version.type);
631 prefix = "UB";
632 break;
635 /* TODO: Benchmark and see if it would be beneficial to store the
636 * locations of the constants to avoid looking up each time */
637 for (i = 0; constants_set; constants_set >>= 1, ++i)
639 if (!(constants_set & 1)) continue;
641 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
643 /* TODO: Benchmark and see if it would be beneficial to store the
644 * locations of the constants to avoid looking up each time */
645 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
646 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
647 if (tmp_loc != -1)
649 /* We found this uniform name in the program - go ahead and send the data */
650 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
651 checkGLcall("glUniform1ivARB");
655 /* Load immediate constants */
656 ptr = list_head(&This->baseShader.constantsB);
657 while (ptr) {
658 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
659 unsigned int idx = lconst->idx;
660 const GLint *values = (const GLint *)lconst->value;
662 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
664 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
665 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
666 if (tmp_loc != -1) {
667 /* We found this uniform name in the program - go ahead and send the data */
668 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
669 checkGLcall("glUniform1ivARB");
671 ptr = list_next(&This->baseShader.constantsB, ptr);
675 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
677 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
681 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
683 /* GL locking is done by the caller (state handler) */
684 static void shader_glsl_load_np2fixup_constants(void *shader_priv,
685 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
687 struct shader_glsl_priv *glsl_priv = shader_priv;
688 const struct glsl_shader_prog_link *prog = glsl_priv->glsl_program;
690 /* No GLSL program set - nothing to do. */
691 if (!prog) return;
693 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
694 if (!use_ps(state)) return;
696 if (prog->ps_args.np2_fixup && prog->np2Fixup_location != -1)
698 UINT i;
699 UINT fixup = prog->ps_args.np2_fixup;
700 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
702 for (i = 0; fixup; fixup >>= 1, ++i)
704 const IWineD3DBaseTextureImpl *tex = state->textures[i];
705 const unsigned char idx = prog->np2Fixup_info->idx[i];
706 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
708 if (!tex)
710 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
711 continue;
714 if (idx % 2) {
715 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
716 } else {
717 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
721 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
726 * Loads the app-supplied constants into the currently set GLSL program.
728 /* GL locking is done by the caller (state handler) */
729 static void shader_glsl_load_constants(const struct wined3d_context *context,
730 char usePixelShader, char useVertexShader)
732 const struct wined3d_gl_info *gl_info = context->gl_info;
733 IWineD3DDeviceImpl *device = context->swapchain->device;
734 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
735 struct shader_glsl_priv *priv = device->shader_priv;
736 float position_fixup[4];
738 GLhandleARB programId;
739 struct glsl_shader_prog_link *prog = priv->glsl_program;
740 UINT constant_version;
741 int i;
743 if (!prog) {
744 /* No GLSL program set - nothing to do. */
745 return;
747 programId = prog->programId;
748 constant_version = prog->constant_version;
750 if (useVertexShader)
752 IWineD3DBaseShaderImpl *vshader = (IWineD3DBaseShaderImpl *)stateBlock->state.vertex_shader;
754 /* Load DirectX 9 float constants/uniforms for vertex shader */
755 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->state.vs_consts_f,
756 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
758 /* Load DirectX 9 integer constants/uniforms for vertex shader */
759 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->state.vs_consts_i,
760 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
762 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
763 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->state.vs_consts_b,
764 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
766 /* Upload the position fixup params */
767 shader_get_position_fixup(context, &stateBlock->state, position_fixup);
768 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, position_fixup));
769 checkGLcall("glUniform4fvARB");
772 if (usePixelShader)
774 IWineD3DBaseShaderImpl *pshader = (IWineD3DBaseShaderImpl *)stateBlock->state.pixel_shader;
776 /* Load DirectX 9 float constants/uniforms for pixel shader */
777 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->state.ps_consts_f,
778 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
780 /* Load DirectX 9 integer constants/uniforms for pixel shader */
781 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->state.ps_consts_i,
782 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
784 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
785 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->state.ps_consts_b,
786 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
788 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
789 * It can't be 0 for a valid texbem instruction.
791 for(i = 0; i < MAX_TEXTURES; i++) {
792 const float *data;
794 if(prog->bumpenvmat_location[i] == -1) continue;
796 data = (const float *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVMAT00];
797 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
798 checkGLcall("glUniformMatrix2fvARB");
800 /* texbeml needs the luminance scale and offset too. If texbeml
801 * is used, needsbumpmat is set too, so we can check that in the
802 * needsbumpmat check. */
803 if (prog->luminancescale_location[i] != -1)
805 const GLfloat *scale = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLSCALE];
806 const GLfloat *offset = (const GLfloat *)&stateBlock->state.texture_states[i][WINED3DTSS_BUMPENVLOFFSET];
808 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
809 checkGLcall("glUniform1fvARB");
810 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
811 checkGLcall("glUniform1fvARB");
815 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
816 float correction_params[4];
818 if (context->render_offscreen)
820 correction_params[0] = 0.0f;
821 correction_params[1] = 1.0f;
822 } else {
823 /* position is window relative, not viewport relative */
824 correction_params[0] = context->current_rt->currentDesc.Height;
825 correction_params[1] = -1.0f;
827 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
831 if (priv->next_constant_version == UINT_MAX)
833 TRACE("Max constant version reached, resetting to 0.\n");
834 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
835 priv->next_constant_version = 1;
837 else
839 prog->constant_version = priv->next_constant_version++;
843 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
844 unsigned int heap_idx, DWORD new_version)
846 struct constant_entry *entries = heap->entries;
847 unsigned int *positions = heap->positions;
848 unsigned int parent_idx;
850 while (heap_idx > 1)
852 parent_idx = heap_idx >> 1;
854 if (new_version <= entries[parent_idx].version) break;
856 entries[heap_idx] = entries[parent_idx];
857 positions[entries[parent_idx].idx] = heap_idx;
858 heap_idx = parent_idx;
861 entries[heap_idx].version = new_version;
862 entries[heap_idx].idx = idx;
863 positions[idx] = heap_idx;
866 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
868 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
869 struct shader_glsl_priv *priv = This->shader_priv;
870 struct constant_heap *heap = &priv->vconst_heap;
871 UINT i;
873 for (i = start; i < count + start; ++i)
875 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
876 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
877 else
878 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
882 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
884 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
885 struct shader_glsl_priv *priv = This->shader_priv;
886 struct constant_heap *heap = &priv->pconst_heap;
887 UINT i;
889 for (i = start; i < count + start; ++i)
891 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
892 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
893 else
894 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
898 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
900 unsigned int ret = gl_info->limits.glsl_varyings / 4;
901 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
902 if(shader_major > 3) return ret;
904 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
905 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
906 return ret;
909 /** Generate the variable & register declarations for the GLSL output target */
910 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
911 struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
912 const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
914 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
915 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
916 const struct wined3d_state *state = &device->stateBlock->state;
917 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
918 const struct wined3d_gl_info *gl_info = context->gl_info;
919 unsigned int i, extra_constants_needed = 0;
920 const local_constant *lconst;
921 DWORD map;
923 /* There are some minor differences between pixel and vertex shaders */
924 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
925 char prefix = pshader ? 'P' : 'V';
927 /* Prototype the subroutines */
928 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
930 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
933 /* Declare the constants (aka uniforms) */
934 if (This->baseShader.limits.constant_float > 0) {
935 unsigned max_constantsF;
936 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
937 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
938 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
939 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
940 * a dx9 card, as long as it doesn't also use all the other constants.
942 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
943 * declare only the amount that we're assured to have.
945 * Thus we run into problems in these two cases:
946 * 1) The shader really uses more uniforms than supported
947 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
949 if (pshader)
951 /* No indirect addressing here. */
952 max_constantsF = gl_info->limits.glsl_ps_float_constants;
954 else
956 if(This->baseShader.reg_maps.usesrelconstF) {
957 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
958 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
959 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
960 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
962 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
964 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
965 if(ctx_priv->cur_vs_args->clip_enabled)
967 max_constantsF -= gl_info->limits.clipplanes;
969 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
970 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
971 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
972 * for now take this into account when calculating the number of available constants
974 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
975 /* Set by driver quirks in directx.c */
976 max_constantsF -= gl_info->reserved_glsl_constants;
978 else
980 max_constantsF = gl_info->limits.glsl_vs_float_constants;
983 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
984 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
987 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
988 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
990 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
991 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
993 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
994 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
996 if (!pshader)
998 shader_addline(buffer, "uniform vec4 posFixup;\n");
999 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
1001 else
1003 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1005 if (!(map & 1)) continue;
1007 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
1009 if (reg_maps->luminanceparams & (1 << i))
1011 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
1012 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
1013 extra_constants_needed++;
1016 extra_constants_needed++;
1019 if (ps_args->srgb_correction)
1021 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1022 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
1023 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1024 srgb_cmp);
1026 if (reg_maps->vpos || reg_maps->usesdsy)
1028 if (This->baseShader.limits.constant_float + extra_constants_needed
1029 + 1 < gl_info->limits.glsl_ps_float_constants)
1031 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1032 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
1033 extra_constants_needed++;
1034 } else {
1035 /* This happens because we do not have proper tracking of the constant registers that are
1036 * actually used, only the max limit of the shader version
1038 FIXME("Cannot find a free uniform for vpos correction params\n");
1039 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1040 context->render_offscreen ? 0.0f : device->render_targets[0]->currentDesc.Height,
1041 context->render_offscreen ? 1.0f : -1.0f);
1043 shader_addline(buffer, "vec4 vpos;\n");
1047 /* Declare texture samplers */
1048 for (i = 0; i < This->baseShader.limits.sampler; i++) {
1049 if (reg_maps->sampler_type[i])
1051 IWineD3DBaseTextureImpl *texture;
1053 switch (reg_maps->sampler_type[i])
1055 case WINED3DSTT_1D:
1056 if (pshader && ps_args->shadow & (1 << i))
1057 shader_addline(buffer, "uniform sampler1DShadow %csampler%u;\n", prefix, i);
1058 else
1059 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
1060 break;
1061 case WINED3DSTT_2D:
1062 texture = state->textures[i];
1063 if (pshader && ps_args->shadow & (1 << i))
1065 if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1066 shader_addline(buffer, "uniform sampler2DRectShadow %csampler%u;\n", prefix, i);
1067 else
1068 shader_addline(buffer, "uniform sampler2DShadow %csampler%u;\n", prefix, i);
1070 else
1072 if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
1073 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
1074 else
1075 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
1077 break;
1078 case WINED3DSTT_CUBE:
1079 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported Cube shadow sampler.\n");
1080 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
1081 break;
1082 case WINED3DSTT_VOLUME:
1083 if (pshader && ps_args->shadow & (1 << i)) FIXME("Unsupported 3D shadow sampler.\n");
1084 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
1085 break;
1086 default:
1087 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
1088 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1089 break;
1094 /* Declare uniforms for NP2 texcoord fixup:
1095 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
1096 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
1097 * Modern cards just skip the code anyway, so put it inside a separate loop. */
1098 if (pshader && ps_args->np2_fixup) {
1100 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
1101 UINT cur = 0;
1103 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1104 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1105 * samplerNP2Fixup stores texture dimensions and is updated through
1106 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1108 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
1109 if (reg_maps->sampler_type[i]) {
1110 if (!(ps_args->np2_fixup & (1 << i))) continue;
1112 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1113 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1114 continue;
1117 fixup->idx[i] = cur++;
1121 fixup->num_consts = (cur + 1) >> 1;
1122 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1125 /* Declare address variables */
1126 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1128 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1131 /* Declare texture coordinate temporaries and initialize them */
1132 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1134 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1137 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1138 * helper function shader that is linked in at link time
1140 if (pshader && reg_maps->shader_version.major >= 3)
1142 if (use_vs(state))
1144 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1145 } else {
1146 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1147 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1148 * pixel shader that reads the fixed function color into the packed input registers.
1150 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1154 /* Declare output register temporaries */
1155 if(This->baseShader.limits.packed_output) {
1156 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1159 /* Declare temporary variables */
1160 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1162 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1165 /* Declare attributes */
1166 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1168 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1170 if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1174 /* Declare loop registers aLx */
1175 for (i = 0; i < reg_maps->loop_depth; i++) {
1176 shader_addline(buffer, "int aL%u;\n", i);
1177 shader_addline(buffer, "int tmpInt%u;\n", i);
1180 /* Temporary variables for matrix operations */
1181 shader_addline(buffer, "vec4 tmp0;\n");
1182 shader_addline(buffer, "vec4 tmp1;\n");
1184 /* Local constants use a different name so they can be loaded once at shader link time
1185 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1186 * float -> string conversion can cause precision loss.
1188 if(!This->baseShader.load_local_constsF) {
1189 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1190 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1194 /* Start the main program */
1195 shader_addline(buffer, "void main() {\n");
1196 if(pshader && reg_maps->vpos) {
1197 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1198 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1199 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1200 * precision troubles when we just substract 0.5.
1202 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1204 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1206 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1207 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1208 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1209 * correctly on drivers that returns integer values.
1211 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1215 /*****************************************************************************
1216 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1218 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1219 ****************************************************************************/
1221 /* Prototypes */
1222 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1223 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1225 /** Used for opcode modifiers - They multiply the result by the specified amount */
1226 static const char * const shift_glsl_tab[] = {
1227 "", /* 0 (none) */
1228 "2.0 * ", /* 1 (x2) */
1229 "4.0 * ", /* 2 (x4) */
1230 "8.0 * ", /* 3 (x8) */
1231 "16.0 * ", /* 4 (x16) */
1232 "32.0 * ", /* 5 (x32) */
1233 "", /* 6 (x64) */
1234 "", /* 7 (x128) */
1235 "", /* 8 (d256) */
1236 "", /* 9 (d128) */
1237 "", /* 10 (d64) */
1238 "", /* 11 (d32) */
1239 "0.0625 * ", /* 12 (d16) */
1240 "0.125 * ", /* 13 (d8) */
1241 "0.25 * ", /* 14 (d4) */
1242 "0.5 * " /* 15 (d2) */
1245 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1246 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1248 out_str[0] = 0;
1250 switch (src_modifier)
1252 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1253 case WINED3DSPSM_DW:
1254 case WINED3DSPSM_NONE:
1255 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1256 break;
1257 case WINED3DSPSM_NEG:
1258 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1259 break;
1260 case WINED3DSPSM_NOT:
1261 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1262 break;
1263 case WINED3DSPSM_BIAS:
1264 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1265 break;
1266 case WINED3DSPSM_BIASNEG:
1267 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1268 break;
1269 case WINED3DSPSM_SIGN:
1270 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1271 break;
1272 case WINED3DSPSM_SIGNNEG:
1273 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1274 break;
1275 case WINED3DSPSM_COMP:
1276 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1277 break;
1278 case WINED3DSPSM_X2:
1279 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1280 break;
1281 case WINED3DSPSM_X2NEG:
1282 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1283 break;
1284 case WINED3DSPSM_ABS:
1285 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1286 break;
1287 case WINED3DSPSM_ABSNEG:
1288 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1289 break;
1290 default:
1291 FIXME("Unhandled modifier %u\n", src_modifier);
1292 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1296 /** Writes the GLSL variable name that corresponds to the register that the
1297 * DX opcode parameter is trying to access */
1298 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1299 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1301 /* oPos, oFog and oPts in D3D */
1302 static const char * const hwrastout_reg_names[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1304 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1305 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1306 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1308 *is_color = FALSE;
1310 switch (reg->type)
1312 case WINED3DSPR_TEMP:
1313 sprintf(register_name, "R%u", reg->idx);
1314 break;
1316 case WINED3DSPR_INPUT:
1317 /* vertex shaders */
1318 if (!pshader)
1320 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1321 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1322 sprintf(register_name, "attrib%u", reg->idx);
1323 break;
1326 /* pixel shaders >= 3.0 */
1327 if (This->baseShader.reg_maps.shader_version.major >= 3)
1329 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1330 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1332 if (reg->rel_addr)
1334 glsl_src_param_t rel_param;
1336 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1338 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1339 * operation there */
1340 if (idx)
1342 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1344 sprintf(register_name,
1345 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1346 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1347 rel_param.param_str, idx);
1349 else
1351 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1354 else
1356 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1358 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1359 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1360 rel_param.param_str);
1362 else
1364 sprintf(register_name, "IN[%s]", rel_param.param_str);
1368 else
1370 if (idx == in_count) sprintf(register_name, "gl_Color");
1371 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1372 else sprintf(register_name, "IN[%u]", idx);
1375 else
1377 if (!reg->idx) strcpy(register_name, "gl_Color");
1378 else strcpy(register_name, "gl_SecondaryColor");
1379 break;
1381 break;
1383 case WINED3DSPR_CONST:
1385 const char prefix = pshader ? 'P' : 'V';
1387 /* Relative addressing */
1388 if (reg->rel_addr)
1390 glsl_src_param_t rel_param;
1391 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1392 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1393 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1395 else
1397 if (shader_constant_is_local(This, reg->idx))
1398 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1399 else
1400 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1403 break;
1405 case WINED3DSPR_CONSTINT:
1406 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1407 else sprintf(register_name, "VI[%u]", reg->idx);
1408 break;
1410 case WINED3DSPR_CONSTBOOL:
1411 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1412 else sprintf(register_name, "VB[%u]", reg->idx);
1413 break;
1415 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1416 if (pshader) sprintf(register_name, "T%u", reg->idx);
1417 else sprintf(register_name, "A%u", reg->idx);
1418 break;
1420 case WINED3DSPR_LOOP:
1421 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1422 break;
1424 case WINED3DSPR_SAMPLER:
1425 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1426 else sprintf(register_name, "Vsampler%u", reg->idx);
1427 break;
1429 case WINED3DSPR_COLOROUT:
1430 if (reg->idx >= gl_info->limits.buffers)
1431 WARN("Write to render target %u, only %d supported.\n", reg->idx, gl_info->limits.buffers);
1433 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1434 break;
1436 case WINED3DSPR_RASTOUT:
1437 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1438 break;
1440 case WINED3DSPR_DEPTHOUT:
1441 sprintf(register_name, "gl_FragDepth");
1442 break;
1444 case WINED3DSPR_ATTROUT:
1445 if (!reg->idx) sprintf(register_name, "OUT[8]");
1446 else sprintf(register_name, "OUT[9]");
1447 break;
1449 case WINED3DSPR_TEXCRDOUT:
1450 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1451 sprintf(register_name, "OUT[%u]", reg->idx);
1452 break;
1454 case WINED3DSPR_MISCTYPE:
1455 if (!reg->idx)
1457 /* vPos */
1458 sprintf(register_name, "vpos");
1460 else if (reg->idx == 1)
1462 /* Note that gl_FrontFacing is a bool, while vFace is
1463 * a float for which the sign determines front/back */
1464 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1466 else
1468 FIXME("Unhandled misctype register %d\n", reg->idx);
1469 sprintf(register_name, "unrecognized_register");
1471 break;
1473 case WINED3DSPR_IMMCONST:
1474 switch (reg->immconst_type)
1476 case WINED3D_IMMCONST_SCALAR:
1477 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1478 break;
1480 case WINED3D_IMMCONST_VEC4:
1481 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1482 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1483 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1484 break;
1486 default:
1487 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1488 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1490 break;
1492 default:
1493 FIXME("Unhandled register name Type(%d)\n", reg->type);
1494 sprintf(register_name, "unrecognized_register");
1495 break;
1499 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1501 *str++ = '.';
1502 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1503 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1504 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1505 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1506 *str = '\0';
1509 /* Get the GLSL write mask for the destination register */
1510 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1512 DWORD mask = param->write_mask;
1514 if (shader_is_scalar(&param->reg))
1516 mask = WINED3DSP_WRITEMASK_0;
1517 *write_mask = '\0';
1519 else
1521 shader_glsl_write_mask_to_str(mask, write_mask);
1524 return mask;
1527 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1528 unsigned int size = 0;
1530 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1531 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1532 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1533 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1535 return size;
1538 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1540 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1541 * but addressed as "rgba". To fix this we need to swap the register's x
1542 * and z components. */
1543 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1545 *str++ = '.';
1546 /* swizzle bits fields: wwzzyyxx */
1547 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1548 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1549 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1550 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1551 *str = '\0';
1554 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1555 BOOL fixup, DWORD mask, char *swizzle_str)
1557 if (shader_is_scalar(&param->reg))
1558 *swizzle_str = '\0';
1559 else
1560 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1563 /* From a given parameter token, generate the corresponding GLSL string.
1564 * Also, return the actual register name and swizzle in case the
1565 * caller needs this information as well. */
1566 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1567 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1569 BOOL is_color = FALSE;
1570 char swizzle_str[6];
1572 glsl_src->reg_name[0] = '\0';
1573 glsl_src->param_str[0] = '\0';
1574 swizzle_str[0] = '\0';
1576 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1577 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1578 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1581 /* From a given parameter token, generate the corresponding GLSL string.
1582 * Also, return the actual register name and swizzle in case the
1583 * caller needs this information as well. */
1584 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1585 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1587 BOOL is_color = FALSE;
1589 glsl_dst->mask_str[0] = '\0';
1590 glsl_dst->reg_name[0] = '\0';
1592 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1593 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1596 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1597 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1598 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1600 glsl_dst_param_t glsl_dst;
1601 DWORD mask;
1603 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1604 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1606 return mask;
1609 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1610 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1612 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1615 /** Process GLSL instruction modifiers */
1616 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1618 glsl_dst_param_t dst_param;
1619 DWORD modifiers;
1621 if (!ins->dst_count) return;
1623 modifiers = ins->dst[0].modifiers;
1624 if (!modifiers) return;
1626 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1628 if (modifiers & WINED3DSPDM_SATURATE)
1630 /* _SAT means to clamp the value of the register to between 0 and 1 */
1631 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1632 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1635 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1637 FIXME("_centroid modifier not handled\n");
1640 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1642 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1646 static inline const char *shader_get_comp_op(DWORD op)
1648 switch (op) {
1649 case COMPARISON_GT: return ">";
1650 case COMPARISON_EQ: return "==";
1651 case COMPARISON_GE: return ">=";
1652 case COMPARISON_LT: return "<";
1653 case COMPARISON_NE: return "!=";
1654 case COMPARISON_LE: return "<=";
1655 default:
1656 FIXME("Unrecognized comparison value: %u\n", op);
1657 return "(\?\?)";
1661 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
1662 DWORD sampler_idx, DWORD flags, glsl_sample_function_t *sample_function)
1664 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ctx->reg_maps->sampler_type[sampler_idx];
1665 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1666 BOOL shadow = shader_is_pshader_version(ctx->reg_maps->shader_version.type)
1667 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << sampler_idx));
1668 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1669 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1670 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1671 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1673 /* Note that there's no such thing as a projected cube texture. */
1674 switch(sampler_type) {
1675 case WINED3DSTT_1D:
1676 if (shadow)
1678 if (lod)
1680 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
1682 else if (grad)
1684 if (gl_info->supported[EXT_GPU_SHADER4])
1685 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
1686 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1687 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
1688 else
1690 FIXME("Unsupported 1D shadow grad function.\n");
1691 sample_function->name = "unsupported1DGrad";
1694 else
1696 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
1698 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1700 else
1702 if (lod)
1704 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1706 else if (grad)
1708 if (gl_info->supported[EXT_GPU_SHADER4])
1709 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
1710 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1711 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1712 else
1714 FIXME("Unsupported 1D grad function.\n");
1715 sample_function->name = "unsupported1DGrad";
1718 else
1720 sample_function->name = projected ? "texture1DProj" : "texture1D";
1722 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1724 break;
1726 case WINED3DSTT_2D:
1727 if (shadow)
1729 if (texrect)
1731 if (lod)
1733 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
1735 else if (grad)
1737 if (gl_info->supported[EXT_GPU_SHADER4])
1738 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1739 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1740 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1741 else
1743 FIXME("Unsupported RECT shadow grad function.\n");
1744 sample_function->name = "unsupported2DRectGrad";
1747 else
1749 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
1752 else
1754 if (lod)
1756 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
1758 else if (grad)
1760 if (gl_info->supported[EXT_GPU_SHADER4])
1761 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
1762 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1763 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
1764 else
1766 FIXME("Unsupported 2D shadow grad function.\n");
1767 sample_function->name = "unsupported2DGrad";
1770 else
1772 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
1775 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1777 else
1779 if (texrect)
1781 if (lod)
1783 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1785 else if (grad)
1787 if (gl_info->supported[EXT_GPU_SHADER4])
1788 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
1789 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1790 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1791 else
1793 FIXME("Unsupported RECT grad function.\n");
1794 sample_function->name = "unsupported2DRectGrad";
1797 else
1799 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1802 else
1804 if (lod)
1806 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1808 else if (grad)
1810 if (gl_info->supported[EXT_GPU_SHADER4])
1811 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
1812 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1813 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1814 else
1816 FIXME("Unsupported 2D grad function.\n");
1817 sample_function->name = "unsupported2DGrad";
1820 else
1822 sample_function->name = projected ? "texture2DProj" : "texture2D";
1825 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1827 break;
1829 case WINED3DSTT_CUBE:
1830 if (shadow)
1832 FIXME("Unsupported Cube shadow function.\n");
1833 sample_function->name = "unsupportedCubeShadow";
1834 sample_function->coord_mask = 0;
1836 else
1838 if (lod)
1840 sample_function->name = "textureCubeLod";
1842 else if (grad)
1844 if (gl_info->supported[EXT_GPU_SHADER4])
1845 sample_function->name = "textureCubeGrad";
1846 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1847 sample_function->name = "textureCubeGradARB";
1848 else
1850 FIXME("Unsupported Cube grad function.\n");
1851 sample_function->name = "unsupportedCubeGrad";
1854 else
1856 sample_function->name = "textureCube";
1858 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1860 break;
1862 case WINED3DSTT_VOLUME:
1863 if (shadow)
1865 FIXME("Unsupported 3D shadow function.\n");
1866 sample_function->name = "unsupported3DShadow";
1867 sample_function->coord_mask = 0;
1869 else
1871 if (lod)
1873 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1875 else if (grad)
1877 if (gl_info->supported[EXT_GPU_SHADER4])
1878 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
1879 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
1880 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1881 else
1883 FIXME("Unsupported 3D grad function.\n");
1884 sample_function->name = "unsupported3DGrad";
1887 else
1889 sample_function->name = projected ? "texture3DProj" : "texture3D";
1891 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1893 break;
1895 default:
1896 sample_function->name = "";
1897 sample_function->coord_mask = 0;
1898 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1899 break;
1903 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1904 BOOL sign_fixup, enum fixup_channel_source channel_source)
1906 switch(channel_source)
1908 case CHANNEL_SOURCE_ZERO:
1909 strcat(arguments, "0.0");
1910 break;
1912 case CHANNEL_SOURCE_ONE:
1913 strcat(arguments, "1.0");
1914 break;
1916 case CHANNEL_SOURCE_X:
1917 strcat(arguments, reg_name);
1918 strcat(arguments, ".x");
1919 break;
1921 case CHANNEL_SOURCE_Y:
1922 strcat(arguments, reg_name);
1923 strcat(arguments, ".y");
1924 break;
1926 case CHANNEL_SOURCE_Z:
1927 strcat(arguments, reg_name);
1928 strcat(arguments, ".z");
1929 break;
1931 case CHANNEL_SOURCE_W:
1932 strcat(arguments, reg_name);
1933 strcat(arguments, ".w");
1934 break;
1936 default:
1937 FIXME("Unhandled channel source %#x\n", channel_source);
1938 strcat(arguments, "undefined");
1939 break;
1942 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1945 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1947 struct wined3d_shader_dst_param dst;
1948 unsigned int mask_size, remaining;
1949 glsl_dst_param_t dst_param;
1950 char arguments[256];
1951 DWORD mask;
1953 mask = 0;
1954 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1955 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1956 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1957 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1958 mask &= ins->dst[0].write_mask;
1960 if (!mask) return; /* Nothing to do */
1962 if (is_complex_fixup(fixup))
1964 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
1965 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
1966 return;
1969 mask_size = shader_glsl_get_write_mask_size(mask);
1971 dst = ins->dst[0];
1972 dst.write_mask = mask;
1973 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1975 arguments[0] = '\0';
1976 remaining = mask_size;
1977 if (mask & WINED3DSP_WRITEMASK_0)
1979 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1980 if (--remaining) strcat(arguments, ", ");
1982 if (mask & WINED3DSP_WRITEMASK_1)
1984 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1985 if (--remaining) strcat(arguments, ", ");
1987 if (mask & WINED3DSP_WRITEMASK_2)
1989 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1990 if (--remaining) strcat(arguments, ", ");
1992 if (mask & WINED3DSP_WRITEMASK_3)
1994 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1995 if (--remaining) strcat(arguments, ", ");
1998 if (mask_size > 1)
2000 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
2001 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
2003 else
2005 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
2009 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2010 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
2011 const char *dx, const char *dy,
2012 const char *bias, const char *coord_reg_fmt, ...)
2014 const char *sampler_base;
2015 char dst_swizzle[6];
2016 struct color_fixup_desc fixup;
2017 BOOL np2_fixup = FALSE;
2018 va_list args;
2020 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2022 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2024 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2025 fixup = priv->cur_ps_args->color_fixup[sampler];
2026 sampler_base = "Psampler";
2028 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2029 if(bias) {
2030 FIXME("Biased sampling from NP2 textures is unsupported\n");
2031 } else {
2032 np2_fixup = TRUE;
2035 } else {
2036 sampler_base = "Vsampler";
2037 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2040 shader_glsl_append_dst(ins->ctx->buffer, ins);
2042 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
2044 va_start(args, coord_reg_fmt);
2045 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2046 va_end(args);
2048 if(bias) {
2049 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2050 } else {
2051 if (np2_fixup) {
2052 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2053 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2055 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2056 (idx % 2) ? "zw" : "xy", dst_swizzle);
2057 } else if(dx && dy) {
2058 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2059 } else {
2060 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2064 if(!is_identity_fixup(fixup)) {
2065 shader_glsl_color_correction(ins, fixup);
2069 /*****************************************************************************
2070 * Begin processing individual instruction opcodes
2071 ****************************************************************************/
2073 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2074 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
2076 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2077 glsl_src_param_t src0_param;
2078 glsl_src_param_t src1_param;
2079 DWORD write_mask;
2080 char op;
2082 /* Determine the GLSL operator to use based on the opcode */
2083 switch (ins->handler_idx)
2085 case WINED3DSIH_MUL: op = '*'; break;
2086 case WINED3DSIH_ADD: op = '+'; break;
2087 case WINED3DSIH_SUB: op = '-'; break;
2088 default:
2089 op = ' ';
2090 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2091 break;
2094 write_mask = shader_glsl_append_dst(buffer, ins);
2095 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2096 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2097 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
2100 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2101 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2103 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2104 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2105 glsl_src_param_t src0_param;
2106 DWORD write_mask;
2108 write_mask = shader_glsl_append_dst(buffer, ins);
2109 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2111 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2112 * shader versions WINED3DSIO_MOVA is used for this. */
2113 if (ins->ctx->reg_maps->shader_version.major == 1
2114 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2115 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2117 /* This is a simple floor() */
2118 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2119 if (mask_size > 1) {
2120 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2121 } else {
2122 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2125 else if(ins->handler_idx == WINED3DSIH_MOVA)
2127 /* We need to *round* to the nearest int here. */
2128 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2130 if (gl_info->supported[EXT_GPU_SHADER4])
2132 if (mask_size > 1)
2133 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2134 else
2135 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2137 else
2139 if (mask_size > 1)
2140 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2141 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2142 else
2143 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2144 src0_param.param_str, src0_param.param_str);
2147 else
2149 shader_addline(buffer, "%s);\n", src0_param.param_str);
2153 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2154 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2156 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2157 glsl_src_param_t src0_param;
2158 glsl_src_param_t src1_param;
2159 DWORD dst_write_mask, src_write_mask;
2160 unsigned int dst_size = 0;
2162 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2163 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2165 /* dp3 works on vec3, dp4 on vec4 */
2166 if (ins->handler_idx == WINED3DSIH_DP4)
2168 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2169 } else {
2170 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2173 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2174 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2176 if (dst_size > 1) {
2177 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2178 } else {
2179 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2183 /* Note that this instruction has some restrictions. The destination write mask
2184 * can't contain the w component, and the source swizzles have to be .xyzw */
2185 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2187 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2188 glsl_src_param_t src0_param;
2189 glsl_src_param_t src1_param;
2190 char dst_mask[6];
2192 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2193 shader_glsl_append_dst(ins->ctx->buffer, ins);
2194 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2195 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2196 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2199 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2200 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2201 * GLSL uses the value as-is. */
2202 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2204 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2205 glsl_src_param_t src0_param;
2206 glsl_src_param_t src1_param;
2207 DWORD dst_write_mask;
2208 unsigned int dst_size;
2210 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2211 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2213 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2214 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2216 if (dst_size > 1)
2218 shader_addline(buffer, "vec%u(pow(abs(%s), %s)));\n",
2219 dst_size, src0_param.param_str, src1_param.param_str);
2221 else
2223 shader_addline(buffer, "pow(abs(%s), %s));\n",
2224 src0_param.param_str, src1_param.param_str);
2228 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2229 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2230 * GLSL uses the value as-is. */
2231 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
2233 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2234 glsl_src_param_t src0_param;
2235 DWORD dst_write_mask;
2236 unsigned int dst_size;
2238 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2239 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2241 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2243 if (dst_size > 1)
2245 shader_addline(buffer, "vec%u(log2(abs(%s))));\n",
2246 dst_size, src0_param.param_str);
2248 else
2250 shader_addline(buffer, "log2(abs(%s)));\n",
2251 src0_param.param_str);
2255 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2256 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2258 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2259 glsl_src_param_t src_param;
2260 const char *instruction;
2261 DWORD write_mask;
2262 unsigned i;
2264 /* Determine the GLSL function to use based on the opcode */
2265 /* TODO: Possibly make this a table for faster lookups */
2266 switch (ins->handler_idx)
2268 case WINED3DSIH_MIN: instruction = "min"; break;
2269 case WINED3DSIH_MAX: instruction = "max"; break;
2270 case WINED3DSIH_ABS: instruction = "abs"; break;
2271 case WINED3DSIH_FRC: instruction = "fract"; break;
2272 case WINED3DSIH_EXP: instruction = "exp2"; break;
2273 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2274 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2275 default: instruction = "";
2276 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2277 break;
2280 write_mask = shader_glsl_append_dst(buffer, ins);
2282 shader_addline(buffer, "%s(", instruction);
2284 if (ins->src_count)
2286 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2287 shader_addline(buffer, "%s", src_param.param_str);
2288 for (i = 1; i < ins->src_count; ++i)
2290 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2291 shader_addline(buffer, ", %s", src_param.param_str);
2295 shader_addline(buffer, "));\n");
2298 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
2300 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2301 glsl_src_param_t src_param;
2302 unsigned int mask_size;
2303 DWORD write_mask;
2304 char dst_mask[6];
2306 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
2307 mask_size = shader_glsl_get_write_mask_size(write_mask);
2308 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2310 shader_addline(buffer, "tmp0.x = length(%s);\n", src_param.param_str);
2311 shader_glsl_append_dst(buffer, ins);
2312 if (mask_size > 1)
2314 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2315 mask_size, src_param.param_str);
2317 else
2319 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
2320 src_param.param_str);
2324 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2325 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2326 * dst.x = 2^(floor(src))
2327 * dst.y = src - floor(src)
2328 * dst.z = 2^src (partial precision is allowed, but optional)
2329 * dst.w = 1.0;
2330 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2331 * dst = 2^src; (partial precision is allowed, but optional)
2333 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
2335 glsl_src_param_t src_param;
2337 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2339 if (ins->ctx->reg_maps->shader_version.major < 2)
2341 char dst_mask[6];
2343 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2344 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2345 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2346 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2348 shader_glsl_append_dst(ins->ctx->buffer, ins);
2349 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2350 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2351 } else {
2352 DWORD write_mask;
2353 unsigned int mask_size;
2355 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2356 mask_size = shader_glsl_get_write_mask_size(write_mask);
2358 if (mask_size > 1) {
2359 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2360 } else {
2361 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2366 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2367 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2369 glsl_src_param_t src_param;
2370 DWORD write_mask;
2371 unsigned int mask_size;
2373 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2374 mask_size = shader_glsl_get_write_mask_size(write_mask);
2375 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2377 if (mask_size > 1)
2379 shader_addline(ins->ctx->buffer, "vec%u(1.0 / %s));\n",
2380 mask_size, src_param.param_str);
2382 else
2384 shader_addline(ins->ctx->buffer, "1.0 / %s);\n",
2385 src_param.param_str);
2389 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2391 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2392 glsl_src_param_t src_param;
2393 DWORD write_mask;
2394 unsigned int mask_size;
2396 write_mask = shader_glsl_append_dst(buffer, ins);
2397 mask_size = shader_glsl_get_write_mask_size(write_mask);
2399 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2401 if (mask_size > 1)
2403 shader_addline(buffer, "vec%u(inversesqrt(abs(%s))));\n",
2404 mask_size, src_param.param_str);
2406 else
2408 shader_addline(buffer, "inversesqrt(abs(%s)));\n",
2409 src_param.param_str);
2413 /** Process signed comparison opcodes in GLSL. */
2414 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2416 glsl_src_param_t src0_param;
2417 glsl_src_param_t src1_param;
2418 DWORD write_mask;
2419 unsigned int mask_size;
2421 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2422 mask_size = shader_glsl_get_write_mask_size(write_mask);
2423 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2424 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2426 if (mask_size > 1) {
2427 const char *compare;
2429 switch(ins->handler_idx)
2431 case WINED3DSIH_SLT: compare = "lessThan"; break;
2432 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2433 default: compare = "";
2434 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2437 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2438 src0_param.param_str, src1_param.param_str);
2439 } else {
2440 switch(ins->handler_idx)
2442 case WINED3DSIH_SLT:
2443 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2444 * to return 0.0 but step returns 1.0 because step is not < x
2445 * An alternative is a bvec compare padded with an unused second component.
2446 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2447 * issue. Playing with not() is not possible either because not() does not accept
2448 * a scalar.
2450 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2451 src0_param.param_str, src1_param.param_str);
2452 break;
2453 case WINED3DSIH_SGE:
2454 /* Here we can use the step() function and safe a conditional */
2455 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2456 break;
2457 default:
2458 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2464 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2465 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2467 glsl_src_param_t src0_param;
2468 glsl_src_param_t src1_param;
2469 glsl_src_param_t src2_param;
2470 DWORD write_mask, cmp_channel = 0;
2471 unsigned int i, j;
2472 char mask_char[6];
2473 BOOL temp_destination = FALSE;
2475 if (shader_is_scalar(&ins->src[0].reg))
2477 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2479 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2480 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2481 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2483 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2484 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2485 } else {
2486 DWORD dst_mask = ins->dst[0].write_mask;
2487 struct wined3d_shader_dst_param dst = ins->dst[0];
2489 /* Cycle through all source0 channels */
2490 for (i=0; i<4; i++) {
2491 write_mask = 0;
2492 /* Find the destination channels which use the current source0 channel */
2493 for (j=0; j<4; j++) {
2494 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2496 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2497 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2500 dst.write_mask = dst_mask & write_mask;
2502 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2503 * The first lines may overwrite source parameters of the following lines.
2504 * Deal with that by using a temporary destination register if needed
2506 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2507 && ins->src[0].reg.type == ins->dst[0].reg.type)
2508 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2509 && ins->src[1].reg.type == ins->dst[0].reg.type)
2510 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2511 && ins->src[2].reg.type == ins->dst[0].reg.type))
2513 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2514 if (!write_mask) continue;
2515 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2516 temp_destination = TRUE;
2517 } else {
2518 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2519 if (!write_mask) continue;
2522 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2523 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2524 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2526 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2527 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2530 if(temp_destination) {
2531 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2532 shader_glsl_append_dst(ins->ctx->buffer, ins);
2533 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2539 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2540 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2541 * the compare is done per component of src0. */
2542 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2544 struct wined3d_shader_dst_param dst;
2545 glsl_src_param_t src0_param;
2546 glsl_src_param_t src1_param;
2547 glsl_src_param_t src2_param;
2548 DWORD write_mask, cmp_channel = 0;
2549 unsigned int i, j;
2550 DWORD dst_mask;
2551 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2552 ins->ctx->reg_maps->shader_version.minor);
2554 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2556 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2557 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2558 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2559 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2561 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2562 if (ins->coissue)
2564 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2565 } else {
2566 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2567 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2569 return;
2571 /* Cycle through all source0 channels */
2572 dst_mask = ins->dst[0].write_mask;
2573 dst = ins->dst[0];
2574 for (i=0; i<4; i++) {
2575 write_mask = 0;
2576 /* Find the destination channels which use the current source0 channel */
2577 for (j=0; j<4; j++) {
2578 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2580 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2581 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2585 dst.write_mask = dst_mask & write_mask;
2586 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2587 if (!write_mask) continue;
2589 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2590 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2591 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2593 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2594 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2598 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2599 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2601 glsl_src_param_t src0_param;
2602 glsl_src_param_t src1_param;
2603 glsl_src_param_t src2_param;
2604 DWORD write_mask;
2606 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2607 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2608 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2609 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2610 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2611 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2614 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2615 Vertex shaders to GLSL codes */
2616 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2618 int i;
2619 int nComponents = 0;
2620 struct wined3d_shader_dst_param tmp_dst = {{0}};
2621 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2622 struct wined3d_shader_instruction tmp_ins;
2624 memset(&tmp_ins, 0, sizeof(tmp_ins));
2626 /* Set constants for the temporary argument */
2627 tmp_ins.ctx = ins->ctx;
2628 tmp_ins.dst_count = 1;
2629 tmp_ins.dst = &tmp_dst;
2630 tmp_ins.src_count = 2;
2631 tmp_ins.src = tmp_src;
2633 switch(ins->handler_idx)
2635 case WINED3DSIH_M4x4:
2636 nComponents = 4;
2637 tmp_ins.handler_idx = WINED3DSIH_DP4;
2638 break;
2639 case WINED3DSIH_M4x3:
2640 nComponents = 3;
2641 tmp_ins.handler_idx = WINED3DSIH_DP4;
2642 break;
2643 case WINED3DSIH_M3x4:
2644 nComponents = 4;
2645 tmp_ins.handler_idx = WINED3DSIH_DP3;
2646 break;
2647 case WINED3DSIH_M3x3:
2648 nComponents = 3;
2649 tmp_ins.handler_idx = WINED3DSIH_DP3;
2650 break;
2651 case WINED3DSIH_M3x2:
2652 nComponents = 2;
2653 tmp_ins.handler_idx = WINED3DSIH_DP3;
2654 break;
2655 default:
2656 break;
2659 tmp_dst = ins->dst[0];
2660 tmp_src[0] = ins->src[0];
2661 tmp_src[1] = ins->src[1];
2662 for (i = 0; i < nComponents; ++i)
2664 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2665 shader_glsl_dot(&tmp_ins);
2666 ++tmp_src[1].reg.idx;
2671 The LRP instruction performs a component-wise linear interpolation
2672 between the second and third operands using the first operand as the
2673 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2674 This is equivalent to mix(src2, src1, src0);
2676 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2678 glsl_src_param_t src0_param;
2679 glsl_src_param_t src1_param;
2680 glsl_src_param_t src2_param;
2681 DWORD write_mask;
2683 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2685 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2686 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2687 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2689 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2690 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2693 /** Process the WINED3DSIO_LIT instruction in GLSL:
2694 * dst.x = dst.w = 1.0
2695 * dst.y = (src0.x > 0) ? src0.x
2696 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2697 * where src.w is clamped at +- 128
2699 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2701 glsl_src_param_t src0_param;
2702 glsl_src_param_t src1_param;
2703 glsl_src_param_t src3_param;
2704 char dst_mask[6];
2706 shader_glsl_append_dst(ins->ctx->buffer, ins);
2707 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2709 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2710 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2711 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2713 /* The sdk specifies the instruction like this
2714 * dst.x = 1.0;
2715 * if(src.x > 0.0) dst.y = src.x
2716 * else dst.y = 0.0.
2717 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2718 * else dst.z = 0.0;
2719 * dst.w = 1.0;
2721 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2722 * dst.x = 1.0 ... No further explanation needed
2723 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2724 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2725 * dst.w = 1.0. ... Nothing fancy.
2727 * So we still have one conditional in there. So do this:
2728 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2730 * 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),
2731 * 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.
2732 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2734 shader_addline(ins->ctx->buffer,
2735 "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",
2736 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2739 /** Process the WINED3DSIO_DST instruction in GLSL:
2740 * dst.x = 1.0
2741 * dst.y = src0.x * src0.y
2742 * dst.z = src0.z
2743 * dst.w = src1.w
2745 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2747 glsl_src_param_t src0y_param;
2748 glsl_src_param_t src0z_param;
2749 glsl_src_param_t src1y_param;
2750 glsl_src_param_t src1w_param;
2751 char dst_mask[6];
2753 shader_glsl_append_dst(ins->ctx->buffer, ins);
2754 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2756 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2757 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2758 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2759 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2761 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2762 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2765 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2766 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2767 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2769 * dst.x = cos(src0.?)
2770 * dst.y = sin(src0.?)
2771 * dst.z = dst.z
2772 * dst.w = dst.w
2774 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2776 glsl_src_param_t src0_param;
2777 DWORD write_mask;
2779 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2780 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2782 switch (write_mask) {
2783 case WINED3DSP_WRITEMASK_0:
2784 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2785 break;
2787 case WINED3DSP_WRITEMASK_1:
2788 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2789 break;
2791 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2792 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2793 break;
2795 default:
2796 ERR("Write mask should be .x, .y or .xy\n");
2797 break;
2801 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2802 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2803 * generate invalid code
2805 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
2807 glsl_src_param_t src0_param;
2808 DWORD write_mask;
2810 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2811 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2813 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
2816 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2817 * Start a for() loop where src1.y is the initial value of aL,
2818 * increment aL by src1.z for a total of src1.x iterations.
2819 * Need to use a temporary variable for this operation.
2821 /* FIXME: I don't think nested loops will work correctly this way. */
2822 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2824 glsl_src_param_t src1_param;
2825 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2826 const DWORD *control_values = NULL;
2827 const local_constant *constant;
2829 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2831 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2832 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2833 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2834 * addressing.
2836 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2838 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2839 if (constant->idx == ins->src[1].reg.idx)
2841 control_values = constant->value;
2842 break;
2847 if (control_values)
2849 struct wined3d_shader_loop_control loop_control;
2850 loop_control.count = control_values[0];
2851 loop_control.start = control_values[1];
2852 loop_control.step = (int)control_values[2];
2854 if (loop_control.step > 0)
2856 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2857 shader->baseShader.cur_loop_depth, loop_control.start,
2858 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2859 shader->baseShader.cur_loop_depth, loop_control.step);
2861 else if (loop_control.step < 0)
2863 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2864 shader->baseShader.cur_loop_depth, loop_control.start,
2865 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2866 shader->baseShader.cur_loop_depth, loop_control.step);
2868 else
2870 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2871 shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2872 shader->baseShader.cur_loop_depth, loop_control.count,
2873 shader->baseShader.cur_loop_depth);
2875 } else {
2876 shader_addline(ins->ctx->buffer,
2877 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2878 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2879 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2880 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2883 shader->baseShader.cur_loop_depth++;
2884 shader->baseShader.cur_loop_regno++;
2887 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2889 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2891 shader_addline(ins->ctx->buffer, "}\n");
2893 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2895 shader->baseShader.cur_loop_depth--;
2896 shader->baseShader.cur_loop_regno--;
2899 if (ins->handler_idx == WINED3DSIH_ENDREP)
2901 shader->baseShader.cur_loop_depth--;
2905 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2907 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2908 glsl_src_param_t src0_param;
2909 const DWORD *control_values = NULL;
2910 const local_constant *constant;
2912 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2913 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2915 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2917 if (constant->idx == ins->src[0].reg.idx)
2919 control_values = constant->value;
2920 break;
2925 if(control_values) {
2926 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2927 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2928 control_values[0], shader->baseShader.cur_loop_depth);
2929 } else {
2930 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2931 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2932 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2933 src0_param.param_str, shader->baseShader.cur_loop_depth);
2935 shader->baseShader.cur_loop_depth++;
2938 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2940 glsl_src_param_t src0_param;
2942 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2943 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2946 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2948 glsl_src_param_t src0_param;
2949 glsl_src_param_t src1_param;
2951 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2952 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2954 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2955 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2958 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2960 shader_addline(ins->ctx->buffer, "} else {\n");
2963 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2965 shader_addline(ins->ctx->buffer, "break;\n");
2968 /* FIXME: According to MSDN the compare is done per component. */
2969 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2971 glsl_src_param_t src0_param;
2972 glsl_src_param_t src1_param;
2974 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2975 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2977 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2978 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2981 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2983 shader_addline(ins->ctx->buffer, "}\n");
2984 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2987 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2989 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2992 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2994 glsl_src_param_t src1_param;
2996 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2997 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
3000 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3002 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3003 * function only suppresses the unhandled instruction warning
3007 /*********************************************
3008 * Pixel Shader Specific Code begins here
3009 ********************************************/
3010 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3012 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3013 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3014 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3015 ins->ctx->reg_maps->shader_version.minor);
3016 glsl_sample_function_t sample_function;
3017 IWineD3DBaseTextureImpl *texture;
3018 DWORD sample_flags = 0;
3019 DWORD sampler_idx;
3020 DWORD mask = 0, swizzle;
3022 /* 1.0-1.4: Use destination register as sampler source.
3023 * 2.0+: Use provided sampler source. */
3024 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3025 else sampler_idx = ins->src[1].reg.idx;
3026 texture = deviceImpl->stateBlock->state.textures[sampler_idx];
3028 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3030 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3031 DWORD flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3032 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3033 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3035 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3036 if (flags & WINED3D_PSARGS_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
3037 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3038 switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3039 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3040 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
3041 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
3042 case WINED3DTTFF_COUNT4:
3043 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
3047 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3049 DWORD src_mod = ins->src[0].modifiers;
3051 if (src_mod == WINED3DSPSM_DZ) {
3052 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3053 mask = WINED3DSP_WRITEMASK_2;
3054 } else if (src_mod == WINED3DSPSM_DW) {
3055 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3056 mask = WINED3DSP_WRITEMASK_3;
3058 } else {
3059 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
3061 /* ps 2.0 texldp instruction always divides by the fourth component. */
3062 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3063 mask = WINED3DSP_WRITEMASK_3;
3067 if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
3068 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3070 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3071 mask |= sample_function.coord_mask;
3073 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3074 else swizzle = ins->src[1].swizzle;
3076 /* 1.0-1.3: Use destination register as coordinate source.
3077 1.4+: Use provided coordinate source register. */
3078 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3080 char coord_mask[6];
3081 shader_glsl_write_mask_to_str(mask, coord_mask);
3082 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3083 "T%u%s", sampler_idx, coord_mask);
3084 } else {
3085 glsl_src_param_t coord_param;
3086 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3087 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3089 glsl_src_param_t bias;
3090 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3091 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3092 "%s", coord_param.param_str);
3093 } else {
3094 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3095 "%s", coord_param.param_str);
3100 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3102 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3103 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3104 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3105 glsl_sample_function_t sample_function;
3106 glsl_src_param_t coord_param, dx_param, dy_param;
3107 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3108 DWORD sampler_idx;
3109 DWORD swizzle = ins->src[1].swizzle;
3110 IWineD3DBaseTextureImpl *texture;
3112 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3114 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3115 shader_glsl_tex(ins);
3116 return;
3119 sampler_idx = ins->src[1].reg.idx;
3120 texture = deviceImpl->stateBlock->state.textures[sampler_idx];
3121 if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
3122 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3124 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3125 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3126 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3127 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3129 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3130 "%s", coord_param.param_str);
3133 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3135 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3136 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3137 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3138 glsl_sample_function_t sample_function;
3139 glsl_src_param_t coord_param, lod_param;
3140 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3141 DWORD sampler_idx;
3142 DWORD swizzle = ins->src[1].swizzle;
3143 IWineD3DBaseTextureImpl *texture;
3145 sampler_idx = ins->src[1].reg.idx;
3146 texture = deviceImpl->stateBlock->state.textures[sampler_idx];
3147 if (texture && texture->baseTexture.target == GL_TEXTURE_RECTANGLE_ARB)
3148 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
3150 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3151 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3153 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3155 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3156 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3158 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3159 * However, they seem to work just fine in fragment shaders as well. */
3160 WARN("Using %s in fragment shader.\n", sample_function.name);
3162 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3163 "%s", coord_param.param_str);
3166 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
3168 /* FIXME: Make this work for more than just 2D textures */
3169 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3170 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3172 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3174 char dst_mask[6];
3176 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3177 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3178 ins->dst[0].reg.idx, dst_mask);
3179 } else {
3180 DWORD reg = ins->src[0].reg.idx;
3181 DWORD src_mod = ins->src[0].modifiers;
3182 char dst_swizzle[6];
3184 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
3186 if (src_mod == WINED3DSPSM_DZ) {
3187 glsl_src_param_t div_param;
3188 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3189 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
3191 if (mask_size > 1) {
3192 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3193 } else {
3194 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3196 } else if (src_mod == WINED3DSPSM_DW) {
3197 glsl_src_param_t div_param;
3198 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3199 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
3201 if (mask_size > 1) {
3202 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
3203 } else {
3204 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
3206 } else {
3207 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
3212 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3213 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3214 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3215 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
3217 glsl_src_param_t src0_param;
3218 glsl_sample_function_t sample_function;
3219 DWORD sampler_idx = ins->dst[0].reg.idx;
3220 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3221 UINT mask_size;
3223 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3225 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3226 * scalar, and projected sampling would require 4.
3228 * It is a dependent read - not valid with conditional NP2 textures
3230 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3231 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
3233 switch(mask_size)
3235 case 1:
3236 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3237 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3238 break;
3240 case 2:
3241 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3242 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3243 break;
3245 case 3:
3246 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3247 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3248 break;
3250 default:
3251 FIXME("Unexpected mask size %u\n", mask_size);
3252 break;
3256 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3257 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3258 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
3260 glsl_src_param_t src0_param;
3261 DWORD dstreg = ins->dst[0].reg.idx;
3262 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3263 DWORD dst_mask;
3264 unsigned int mask_size;
3266 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3267 mask_size = shader_glsl_get_write_mask_size(dst_mask);
3268 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3270 if (mask_size > 1) {
3271 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3272 } else {
3273 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3277 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3278 * Calculate the depth as dst.x / dst.y */
3279 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
3281 glsl_dst_param_t dst_param;
3283 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3285 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3286 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3287 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3288 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3289 * >= 1.0 or < 0.0
3291 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3292 dst_param.reg_name, dst_param.reg_name);
3295 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3296 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3297 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3298 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3300 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
3302 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3303 DWORD dstreg = ins->dst[0].reg.idx;
3304 glsl_src_param_t src0_param;
3306 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3308 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
3309 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3312 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3313 * Calculate the 1st of a 2-row matrix multiplication. */
3314 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
3316 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3317 DWORD reg = ins->dst[0].reg.idx;
3318 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3319 glsl_src_param_t src0_param;
3321 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3322 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3325 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3326 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3327 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
3329 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3330 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3331 DWORD reg = ins->dst[0].reg.idx;
3332 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3333 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3334 glsl_src_param_t src0_param;
3336 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3337 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
3338 current_state->texcoord_w[current_state->current_row++] = reg;
3341 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
3343 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3344 DWORD reg = ins->dst[0].reg.idx;
3345 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3346 glsl_src_param_t src0_param;
3347 glsl_sample_function_t sample_function;
3349 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3350 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3352 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3354 /* Sample the texture using the calculated coordinates */
3355 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
3358 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3359 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3360 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3362 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3363 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3364 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3365 glsl_src_param_t src0_param;
3366 DWORD reg = ins->dst[0].reg.idx;
3367 glsl_sample_function_t sample_function;
3369 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3370 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3372 /* Dependent read, not valid with conditional NP2 */
3373 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3375 /* Sample the texture using the calculated coordinates */
3376 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3378 current_state->current_row = 0;
3381 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3382 * Perform the 3rd row of a 3x3 matrix multiply */
3383 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3385 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3386 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3387 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3388 glsl_src_param_t src0_param;
3389 char dst_mask[6];
3390 DWORD reg = ins->dst[0].reg.idx;
3392 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3394 shader_glsl_append_dst(ins->ctx->buffer, ins);
3395 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3396 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3398 current_state->current_row = 0;
3401 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3402 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3403 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3405 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3406 DWORD reg = ins->dst[0].reg.idx;
3407 glsl_src_param_t src0_param;
3408 glsl_src_param_t src1_param;
3409 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3410 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3411 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3412 glsl_sample_function_t sample_function;
3414 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3415 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3417 /* Perform the last matrix multiply operation */
3418 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3419 /* Reflection calculation */
3420 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3422 /* Dependent read, not valid with conditional NP2 */
3423 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3425 /* Sample the texture */
3426 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3428 current_state->current_row = 0;
3431 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3432 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3433 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3435 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
3436 DWORD reg = ins->dst[0].reg.idx;
3437 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3438 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3439 glsl_src_param_t src0_param;
3440 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3441 glsl_sample_function_t sample_function;
3443 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3445 /* Perform the last matrix multiply operation */
3446 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3448 /* Construct the eye-ray vector from w coordinates */
3449 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3450 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3451 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3453 /* Dependent read, not valid with conditional NP2 */
3454 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
3456 /* Sample the texture using the calculated coordinates */
3457 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3459 current_state->current_row = 0;
3462 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3463 * Apply a fake bump map transform.
3464 * texbem is pshader <= 1.3 only, this saves a few version checks
3466 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3468 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3469 glsl_sample_function_t sample_function;
3470 glsl_src_param_t coord_param;
3471 DWORD sampler_idx;
3472 DWORD mask;
3473 DWORD flags;
3474 char coord_mask[6];
3476 sampler_idx = ins->dst[0].reg.idx;
3477 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3478 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3480 /* Dependent read, not valid with conditional NP2 */
3481 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3482 mask = sample_function.coord_mask;
3484 shader_glsl_write_mask_to_str(mask, coord_mask);
3486 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3487 * so we can't let the GL handle this.
3489 if (flags & WINED3D_PSARGS_PROJECTED) {
3490 DWORD div_mask=0;
3491 char coord_div_mask[3];
3492 switch (flags & ~WINED3D_PSARGS_PROJECTED) {
3493 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3494 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3495 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3496 case WINED3DTTFF_COUNT4:
3497 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3499 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3500 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3503 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3505 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3506 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3507 coord_param.param_str, coord_mask);
3509 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3511 glsl_src_param_t luminance_param;
3512 glsl_dst_param_t dst_param;
3514 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3515 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3517 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3518 dst_param.reg_name, dst_param.mask_str,
3519 luminance_param.param_str, sampler_idx, sampler_idx);
3523 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3525 glsl_src_param_t src0_param, src1_param;
3526 DWORD sampler_idx = ins->dst[0].reg.idx;
3528 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3529 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3531 shader_glsl_append_dst(ins->ctx->buffer, ins);
3532 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3533 src0_param.param_str, sampler_idx, src1_param.param_str);
3536 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3537 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3538 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3540 glsl_src_param_t src0_param;
3541 DWORD sampler_idx = ins->dst[0].reg.idx;
3542 glsl_sample_function_t sample_function;
3544 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3546 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3547 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3548 "%s.wx", src0_param.reg_name);
3551 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3552 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3553 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3555 glsl_src_param_t src0_param;
3556 DWORD sampler_idx = ins->dst[0].reg.idx;
3557 glsl_sample_function_t sample_function;
3559 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3561 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3562 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3563 "%s.yz", src0_param.reg_name);
3566 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3567 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3568 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3570 glsl_src_param_t src0_param;
3571 DWORD sampler_idx = ins->dst[0].reg.idx;
3572 glsl_sample_function_t sample_function;
3574 /* Dependent read, not valid with conditional NP2 */
3575 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
3576 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3578 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3579 "%s", src0_param.param_str);
3582 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3583 * If any of the first 3 components are < 0, discard this pixel */
3584 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3586 glsl_dst_param_t dst_param;
3588 /* The argument is a destination parameter, and no writemasks are allowed */
3589 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3590 if (ins->ctx->reg_maps->shader_version.major >= 2)
3592 /* 2.0 shaders compare all 4 components in texkill */
3593 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3594 } else {
3595 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3596 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3597 * 4 components are defined, only the first 3 are used
3599 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3603 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3604 * dst = dot2(src0, src1) + src2 */
3605 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3607 glsl_src_param_t src0_param;
3608 glsl_src_param_t src1_param;
3609 glsl_src_param_t src2_param;
3610 DWORD write_mask;
3611 unsigned int mask_size;
3613 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3614 mask_size = shader_glsl_get_write_mask_size(write_mask);
3616 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3617 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3618 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3620 if (mask_size > 1) {
3621 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3622 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3623 } else {
3624 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3625 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3629 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3630 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3631 enum vertexprocessing_mode vertexprocessing)
3633 unsigned int i;
3634 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3635 WORD map = reg_maps->input_registers;
3637 for (i = 0; map; map >>= 1, ++i)
3639 const char *semantic_name;
3640 UINT semantic_idx;
3641 char reg_mask[6];
3643 /* Unused */
3644 if (!(map & 1)) continue;
3646 semantic_name = input_signature[i].semantic_name;
3647 semantic_idx = input_signature[i].semantic_idx;
3648 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3650 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3652 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3653 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3654 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3655 else
3656 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3657 This->input_reg_map[i], reg_mask, reg_mask);
3659 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3661 if (!semantic_idx)
3662 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3663 This->input_reg_map[i], reg_mask, reg_mask);
3664 else if (semantic_idx == 1)
3665 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3666 This->input_reg_map[i], reg_mask, reg_mask);
3667 else
3668 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3669 This->input_reg_map[i], reg_mask, reg_mask);
3671 else
3673 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3674 This->input_reg_map[i], reg_mask, reg_mask);
3679 /*********************************************
3680 * Vertex Shader Specific Code begins here
3681 ********************************************/
3683 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3684 glsl_program_key_t key;
3686 key.vshader = entry->vshader;
3687 key.pshader = entry->pshader;
3688 key.vs_args = entry->vs_args;
3689 key.ps_args = entry->ps_args;
3691 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3693 ERR("Failed to insert program entry.\n");
3697 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3698 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3699 struct ps_compile_args *ps_args) {
3700 struct wine_rb_entry *entry;
3701 glsl_program_key_t key;
3703 key.vshader = vshader;
3704 key.pshader = pshader;
3705 key.vs_args = *vs_args;
3706 key.ps_args = *ps_args;
3708 entry = wine_rb_get(&priv->program_lookup, &key);
3709 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3712 /* GL locking is done by the caller */
3713 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3714 struct glsl_shader_prog_link *entry)
3716 glsl_program_key_t key;
3718 key.vshader = entry->vshader;
3719 key.pshader = entry->pshader;
3720 key.vs_args = entry->vs_args;
3721 key.ps_args = entry->ps_args;
3722 wine_rb_remove(&priv->program_lookup, &key);
3724 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3725 if (entry->vshader) list_remove(&entry->vshader_entry);
3726 if (entry->pshader) list_remove(&entry->pshader_entry);
3727 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3728 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3729 HeapFree(GetProcessHeap(), 0, entry);
3732 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3733 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3734 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3736 unsigned int i, j;
3737 const char *semantic_name_in;
3738 UINT semantic_idx_in;
3739 DWORD *set;
3740 DWORD in_idx;
3741 unsigned int in_count = vec4_varyings(3, gl_info);
3742 char reg_mask[6];
3743 char destination[50];
3744 WORD input_map, output_map;
3746 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3748 input_map = reg_maps_in->input_registers;
3749 for (i = 0; input_map; input_map >>= 1, ++i)
3751 if (!(input_map & 1)) continue;
3753 in_idx = map[i];
3754 /* Declared, but not read register */
3755 if (in_idx == ~0U) continue;
3756 if (in_idx >= (in_count + 2))
3758 FIXME("More input varyings declared than supported, expect issues.\n");
3759 continue;
3762 if (in_idx == in_count) {
3763 sprintf(destination, "gl_FrontColor");
3764 } else if (in_idx == in_count + 1) {
3765 sprintf(destination, "gl_FrontSecondaryColor");
3766 } else {
3767 sprintf(destination, "IN[%u]", in_idx);
3770 semantic_name_in = input_signature[i].semantic_name;
3771 semantic_idx_in = input_signature[i].semantic_idx;
3772 set[in_idx] = ~0U;
3774 output_map = reg_maps_out->output_registers;
3775 for (j = 0; output_map; output_map >>= 1, ++j)
3777 DWORD mask;
3779 if (!(output_map & 1)
3780 || semantic_idx_in != output_signature[j].semantic_idx
3781 || strcmp(semantic_name_in, output_signature[j].semantic_name)
3782 || !(mask = input_signature[i].mask & output_signature[j].mask))
3783 continue;
3785 set[in_idx] = mask;
3786 shader_glsl_write_mask_to_str(mask, reg_mask);
3788 shader_addline(buffer, "%s%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3789 destination, reg_mask, j, reg_mask);
3793 for (i = 0; i < in_count + 2; ++i)
3795 unsigned int size;
3797 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
3798 continue;
3800 if (set[i] == ~0U) set[i] = 0;
3802 size = 0;
3803 if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
3804 if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
3805 if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
3806 if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
3807 reg_mask[size] = '\0';
3809 if (i == in_count) sprintf(destination, "gl_FrontColor");
3810 else if (i == in_count + 1) sprintf(destination, "gl_FrontSecondaryColor");
3811 else sprintf(destination, "IN[%u]", i);
3813 if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3814 else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3817 HeapFree(GetProcessHeap(), 0, set);
3820 /* GL locking is done by the caller */
3821 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3822 IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3824 GLhandleARB ret = 0;
3825 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3826 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3827 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3828 unsigned int i;
3829 const char *semantic_name;
3830 UINT semantic_idx;
3831 char reg_mask[6];
3832 const struct wined3d_shader_signature_element *output_signature = vs->baseShader.output_signature;
3833 WORD map = vs->baseShader.reg_maps.output_registers;
3835 shader_buffer_clear(buffer);
3837 shader_addline(buffer, "#version 120\n");
3838 shader_addline(buffer, "const float FLT_MAX = 1e38;\n");
3840 if (ps_major < 3)
3842 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3844 for (i = 0; map; map >>= 1, ++i)
3846 DWORD write_mask;
3848 if (!(map & 1)) continue;
3850 semantic_name = output_signature[i].semantic_name;
3851 semantic_idx = output_signature[i].semantic_idx;
3852 write_mask = output_signature[i].mask;
3853 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3855 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3857 if (!semantic_idx)
3858 shader_addline(buffer, "gl_FrontColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3859 reg_mask, i, reg_mask);
3860 else if (semantic_idx == 1)
3861 shader_addline(buffer, "gl_FrontSecondaryColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3862 reg_mask, i, reg_mask);
3864 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3866 shader_addline(buffer, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3867 reg_mask, i, reg_mask);
3869 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3871 if (semantic_idx < 8)
3873 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3874 write_mask |= WINED3DSP_WRITEMASK_3;
3876 shader_addline(buffer, "gl_TexCoord[%u]%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3877 semantic_idx, reg_mask, i, reg_mask);
3878 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3879 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3882 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3884 shader_addline(buffer, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
3886 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3888 shader_addline(buffer, "gl_FogFragCoord = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
3891 shader_addline(buffer, "}\n");
3894 else
3896 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3897 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3898 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3900 /* First, sort out position and point size. Those are not passed to the pixel shader */
3901 for (i = 0; map; map >>= 1, ++i)
3903 if (!(map & 1)) continue;
3905 semantic_name = output_signature[i].semantic_name;
3906 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3908 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3910 shader_addline(buffer, "gl_Position%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
3911 reg_mask, i, reg_mask);
3913 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3915 shader_addline(buffer, "gl_PointSize = clamp(OUT[%u].%c, -FLT_MAX, FLT_MAX);\n", i, reg_mask[1]);
3919 /* Then, fix the pixel shader input */
3920 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
3921 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3923 shader_addline(buffer, "}\n");
3926 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3927 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3928 shader_glsl_compile(gl_info, ret, buffer->buffer);
3930 return ret;
3933 /* GL locking is done by the caller */
3934 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
3935 GLhandleARB programId, char prefix)
3937 const local_constant *lconst;
3938 GLint tmp_loc;
3939 const float *value;
3940 char glsl_name[8];
3942 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3943 value = (const float *)lconst->value;
3944 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3945 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3946 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3948 checkGLcall("Hardcoding local constants");
3951 /* GL locking is done by the caller */
3952 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3953 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
3954 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3956 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3957 const struct wined3d_gl_info *gl_info = context->gl_info;
3958 CONST DWORD *function = This->baseShader.function;
3959 struct shader_glsl_ctx_priv priv_ctx;
3961 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3962 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3964 memset(&priv_ctx, 0, sizeof(priv_ctx));
3965 priv_ctx.cur_ps_args = args;
3966 priv_ctx.cur_np2fixup_info = np2fixup_info;
3968 shader_addline(buffer, "#version 120\n");
3970 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
3972 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3974 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3976 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3977 * drivers write a warning if we don't do so
3979 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3981 if (gl_info->supported[EXT_GPU_SHADER4])
3983 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
3986 /* Base Declarations */
3987 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3989 /* Pack 3.0 inputs */
3990 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3992 shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
3993 This->baseShader.input_signature, reg_maps, args->vp_mode);
3996 /* Base Shader Body */
3997 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3999 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4000 if (reg_maps->shader_version.major < 2)
4002 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4003 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4006 if (args->srgb_correction)
4008 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4009 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4010 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4011 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4012 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4013 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4015 /* Pixel shader < 3.0 do not replace the fog stage.
4016 * This implements linear fog computation and blending.
4017 * TODO: non linear fog
4018 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4019 * -1/(e-s) and e/(e-s) respectively.
4021 if (reg_maps->shader_version.major < 3)
4023 switch(args->fog) {
4024 case FOG_OFF: break;
4025 case FOG_LINEAR:
4026 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4027 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
4028 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4029 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4030 break;
4031 case FOG_EXP:
4032 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4033 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4034 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4035 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4036 break;
4037 case FOG_EXP2:
4038 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4039 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4040 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
4041 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4042 break;
4046 shader_addline(buffer, "}\n");
4048 TRACE("Compiling shader object %u\n", shader_obj);
4049 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4051 /* Store the shader object */
4052 return shader_obj;
4055 /* GL locking is done by the caller */
4056 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4057 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
4058 const struct vs_compile_args *args)
4060 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4061 const struct wined3d_gl_info *gl_info = context->gl_info;
4062 CONST DWORD *function = This->baseShader.function;
4063 struct shader_glsl_ctx_priv priv_ctx;
4065 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4066 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4068 shader_addline(buffer, "#version 120\n");
4070 if (gl_info->supported[EXT_GPU_SHADER4])
4072 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4075 memset(&priv_ctx, 0, sizeof(priv_ctx));
4076 priv_ctx.cur_vs_args = args;
4078 /* Base Declarations */
4079 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4081 /* Base Shader Body */
4082 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
4084 /* Unpack outputs */
4085 shader_addline(buffer, "order_ps_input(OUT);\n");
4087 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4088 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4089 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4090 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4092 if(args->fog_src == VS_FOG_Z) {
4093 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4094 } else if (!reg_maps->fog) {
4095 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4098 /* Write the final position.
4100 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4101 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4102 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4103 * contains 1.0 to allow a mad.
4105 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4106 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4107 if(args->clip_enabled) {
4108 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4111 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4113 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4114 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4115 * which is the same as z = z * 2 - w.
4117 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4119 shader_addline(buffer, "}\n");
4121 TRACE("Compiling shader object %u\n", shader_obj);
4122 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
4124 return shader_obj;
4127 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
4128 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
4129 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
4131 struct wined3d_state *state = &((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->state;
4132 UINT i;
4133 DWORD new_size;
4134 struct glsl_ps_compiled_shader *new_array;
4135 struct glsl_pshader_private *shader_data;
4136 struct ps_np2fixup_info *np2fixup = NULL;
4137 GLhandleARB ret;
4139 if (!shader->baseShader.backend_data)
4141 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4142 if (!shader->baseShader.backend_data)
4144 ERR("Failed to allocate backend data.\n");
4145 return 0;
4148 shader_data = shader->baseShader.backend_data;
4150 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4151 * so a linear search is more performant than a hashmap or a binary search
4152 * (cache coherency etc)
4154 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4156 if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
4158 if (args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
4159 return shader_data->gl_shaders[i].prgId;
4163 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4164 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4165 if (shader_data->num_gl_shaders)
4167 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4168 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4169 new_size * sizeof(*shader_data->gl_shaders));
4170 } else {
4171 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4172 new_size = 1;
4175 if(!new_array) {
4176 ERR("Out of memory\n");
4177 return 0;
4179 shader_data->gl_shaders = new_array;
4180 shader_data->shader_array_size = new_size;
4183 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4185 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4186 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4188 pixelshader_update_samplers(&shader->baseShader.reg_maps, (IWineD3DBaseTexture **)state->textures);
4190 shader_buffer_clear(buffer);
4191 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
4192 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4193 *np2fixup_info = np2fixup;
4195 return ret;
4198 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
4199 const DWORD use_map) {
4200 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
4201 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
4202 return stored->fog_src == new->fog_src;
4205 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
4206 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
4207 const struct vs_compile_args *args)
4209 UINT i;
4210 DWORD new_size;
4211 struct glsl_vs_compiled_shader *new_array;
4212 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4213 struct glsl_vshader_private *shader_data;
4214 GLhandleARB ret;
4216 if (!shader->baseShader.backend_data)
4218 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4219 if (!shader->baseShader.backend_data)
4221 ERR("Failed to allocate backend data.\n");
4222 return 0;
4225 shader_data = shader->baseShader.backend_data;
4227 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4228 * so a linear search is more performant than a hashmap or a binary search
4229 * (cache coherency etc)
4231 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4232 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4233 return shader_data->gl_shaders[i].prgId;
4237 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
4239 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4240 if (shader_data->num_gl_shaders)
4242 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4243 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4244 new_size * sizeof(*shader_data->gl_shaders));
4245 } else {
4246 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4247 new_size = 1;
4250 if(!new_array) {
4251 ERR("Out of memory\n");
4252 return 0;
4254 shader_data->gl_shaders = new_array;
4255 shader_data->shader_array_size = new_size;
4258 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4260 shader_buffer_clear(buffer);
4261 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
4262 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4264 return ret;
4267 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4268 * It sets the programId on the current StateBlock (because it should be called
4269 * inside of the DrawPrimitive() part of the render loop).
4271 * If a program for the given combination does not exist, create one, and store
4272 * the program in the hash table. If it creates a program, it will link the
4273 * given objects, too.
4276 /* GL locking is done by the caller */
4277 static void set_glsl_shader_program(const struct wined3d_context *context,
4278 IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4280 const struct wined3d_state *state = &device->stateBlock->state;
4281 IWineD3DVertexShader *vshader = use_vs ? (IWineD3DVertexShader *)state->vertex_shader : NULL;
4282 IWineD3DPixelShader *pshader = use_ps ? (IWineD3DPixelShader *)state->pixel_shader : NULL;
4283 const struct wined3d_gl_info *gl_info = context->gl_info;
4284 struct shader_glsl_priv *priv = device->shader_priv;
4285 struct glsl_shader_prog_link *entry = NULL;
4286 GLhandleARB programId = 0;
4287 GLhandleARB reorder_shader_id = 0;
4288 unsigned int i;
4289 char glsl_name[8];
4290 struct ps_compile_args ps_compile_args;
4291 struct vs_compile_args vs_compile_args;
4293 if (vshader) find_vs_compile_args(state, (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4294 if (pshader) find_ps_compile_args(state, (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args);
4296 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4297 if (entry) {
4298 priv->glsl_program = entry;
4299 return;
4302 /* If we get to this point, then no matching program exists, so we create one */
4303 programId = GL_EXTCALL(glCreateProgramObjectARB());
4304 TRACE("Created new GLSL shader program %u\n", programId);
4306 /* Create the entry */
4307 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4308 entry->programId = programId;
4309 entry->vshader = vshader;
4310 entry->pshader = pshader;
4311 entry->vs_args = vs_compile_args;
4312 entry->ps_args = ps_compile_args;
4313 entry->constant_version = 0;
4314 entry->np2Fixup_info = NULL;
4315 /* Add the hash table entry */
4316 add_glsl_program_entry(priv, entry);
4318 /* Set the current program */
4319 priv->glsl_program = entry;
4321 /* Attach GLSL vshader */
4322 if (vshader)
4324 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4325 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4326 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4327 char tmp_name[10];
4329 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4330 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4331 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4332 checkGLcall("glAttachObjectARB");
4333 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4334 * is destroyed
4336 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4338 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4339 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4340 checkGLcall("glAttachObjectARB");
4342 /* Bind vertex attributes to a corresponding index number to match
4343 * the same index numbers as ARB_vertex_programs (makes loading
4344 * vertex attributes simpler). With this method, we can use the
4345 * exact same code to load the attributes later for both ARB and
4346 * GLSL shaders.
4348 * We have to do this here because we need to know the Program ID
4349 * in order to make the bindings work, and it has to be done prior
4350 * to linking the GLSL program. */
4351 for (i = 0; map; map >>= 1, ++i)
4353 if (!(map & 1)) continue;
4355 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4356 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4358 checkGLcall("glBindAttribLocationARB");
4360 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4363 /* Attach GLSL pshader */
4364 if (pshader)
4366 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4367 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4368 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4369 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4370 checkGLcall("glAttachObjectARB");
4372 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4375 /* Link the program */
4376 TRACE("Linking GLSL shader program %u\n", programId);
4377 GL_EXTCALL(glLinkProgramARB(programId));
4378 shader_glsl_validate_link(gl_info, programId);
4380 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4381 sizeof(GLhandleARB) * gl_info->limits.glsl_vs_float_constants);
4382 for (i = 0; i < gl_info->limits.glsl_vs_float_constants; ++i)
4384 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4385 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4387 for (i = 0; i < MAX_CONST_I; ++i)
4389 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4390 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4392 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0,
4393 sizeof(GLhandleARB) * gl_info->limits.glsl_ps_float_constants);
4394 for (i = 0; i < gl_info->limits.glsl_ps_float_constants; ++i)
4396 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4397 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4399 for (i = 0; i < MAX_CONST_I; ++i)
4401 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4402 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4405 if(pshader) {
4406 char name[32];
4408 for(i = 0; i < MAX_TEXTURES; i++) {
4409 sprintf(name, "bumpenvmat%u", i);
4410 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4411 sprintf(name, "luminancescale%u", i);
4412 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4413 sprintf(name, "luminanceoffset%u", i);
4414 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4417 if (ps_compile_args.np2_fixup) {
4418 if (entry->np2Fixup_info) {
4419 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4420 } else {
4421 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4426 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4427 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4428 checkGLcall("Find glsl program uniform locations");
4430 if (pshader
4431 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4432 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4434 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4435 entry->vertex_color_clamp = GL_FALSE;
4436 } else {
4437 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4440 /* Set the shader to allow uniform loading on it */
4441 GL_EXTCALL(glUseProgramObjectARB(programId));
4442 checkGLcall("glUseProgramObjectARB(programId)");
4444 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4445 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4446 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4447 * vertex shader with fixed function pixel processing is used we make sure that the card
4448 * supports enough samplers to allow the max number of vertex samplers with all possible
4449 * fixed function fragment processing setups. So once the program is linked these samplers
4450 * won't change.
4452 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4453 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4455 /* If the local constants do not have to be loaded with the environment constants,
4456 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4457 * later
4459 if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
4461 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4463 if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
4465 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4469 /* GL locking is done by the caller */
4470 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type, BOOL masked)
4472 GLhandleARB program_id;
4473 GLhandleARB vshader_id, pshader_id;
4474 const char *blt_pshader;
4476 static const char *blt_vshader =
4477 "#version 120\n"
4478 "void main(void)\n"
4479 "{\n"
4480 " gl_Position = gl_Vertex;\n"
4481 " gl_FrontColor = vec4(1.0);\n"
4482 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4483 "}\n";
4485 static const char * const blt_pshaders_full[tex_type_count] =
4487 /* tex_1d */
4488 NULL,
4489 /* tex_2d */
4490 "#version 120\n"
4491 "uniform sampler2D sampler;\n"
4492 "void main(void)\n"
4493 "{\n"
4494 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4495 "}\n",
4496 /* tex_3d */
4497 NULL,
4498 /* tex_cube */
4499 "#version 120\n"
4500 "uniform samplerCube sampler;\n"
4501 "void main(void)\n"
4502 "{\n"
4503 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4504 "}\n",
4505 /* tex_rect */
4506 "#version 120\n"
4507 "#extension GL_ARB_texture_rectangle : enable\n"
4508 "uniform sampler2DRect sampler;\n"
4509 "void main(void)\n"
4510 "{\n"
4511 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4512 "}\n",
4515 static const char * const blt_pshaders_masked[tex_type_count] =
4517 /* tex_1d */
4518 NULL,
4519 /* tex_2d */
4520 "#version 120\n"
4521 "uniform sampler2D sampler;\n"
4522 "uniform vec4 mask;\n"
4523 "void main(void)\n"
4524 "{\n"
4525 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4526 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4527 "}\n",
4528 /* tex_3d */
4529 NULL,
4530 /* tex_cube */
4531 "#version 120\n"
4532 "uniform samplerCube sampler;\n"
4533 "uniform vec4 mask;\n"
4534 "void main(void)\n"
4535 "{\n"
4536 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4537 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4538 "}\n",
4539 /* tex_rect */
4540 "#version 120\n"
4541 "#extension GL_ARB_texture_rectangle : enable\n"
4542 "uniform sampler2DRect sampler;\n"
4543 "uniform vec4 mask;\n"
4544 "void main(void)\n"
4545 "{\n"
4546 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4547 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4548 "}\n",
4551 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
4552 if (!blt_pshader)
4554 FIXME("tex_type %#x not supported\n", tex_type);
4555 tex_type = tex_2d;
4558 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4559 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
4561 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4562 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
4564 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4565 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4566 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4567 GL_EXTCALL(glLinkProgramARB(program_id));
4569 shader_glsl_validate_link(gl_info, program_id);
4571 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4572 * is destroyed
4574 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4575 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4576 return program_id;
4579 /* GL locking is done by the caller */
4580 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4582 const struct wined3d_gl_info *gl_info = context->gl_info;
4583 IWineD3DDeviceImpl *device = context->swapchain->device;
4584 struct shader_glsl_priv *priv = device->shader_priv;
4585 GLhandleARB program_id = 0;
4586 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4588 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4590 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4591 else priv->glsl_program = NULL;
4593 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4595 if (old_vertex_color_clamp != current_vertex_color_clamp)
4597 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
4599 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4600 checkGLcall("glClampColorARB");
4602 else
4604 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4608 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4609 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4610 GL_EXTCALL(glUseProgramObjectARB(program_id));
4611 checkGLcall("glUseProgramObjectARB");
4613 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4614 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4615 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4616 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4618 shader_glsl_load_np2fixup_constants(priv, gl_info, &device->stateBlock->state);
4622 /* GL locking is done by the caller */
4623 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface,
4624 enum tex_types tex_type, const SIZE *ds_mask_size)
4626 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4627 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4628 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
4629 struct shader_glsl_priv *priv = This->shader_priv;
4630 GLhandleARB *blt_program;
4631 GLint loc;
4633 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
4634 if (!*blt_program)
4636 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
4637 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4638 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4639 GL_EXTCALL(glUniform1iARB(loc, 0));
4641 else
4643 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4646 if (masked)
4648 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "mask"));
4649 GL_EXTCALL(glUniform4fARB(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
4653 /* GL locking is done by the caller */
4654 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4655 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4656 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4657 struct shader_glsl_priv *priv = This->shader_priv;
4658 GLhandleARB program_id;
4660 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4661 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4663 GL_EXTCALL(glUseProgramObjectARB(program_id));
4664 checkGLcall("glUseProgramObjectARB");
4667 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4668 const struct list *linked_programs;
4669 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4670 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4671 struct shader_glsl_priv *priv = device->shader_priv;
4672 const struct wined3d_gl_info *gl_info;
4673 struct wined3d_context *context;
4675 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4676 * can be called from IWineD3DBaseShader::Release
4678 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4680 if(pshader) {
4681 struct glsl_pshader_private *shader_data;
4682 shader_data = This->baseShader.backend_data;
4683 if (!shader_data || !shader_data->num_gl_shaders)
4685 HeapFree(GetProcessHeap(), 0, shader_data);
4686 This->baseShader.backend_data = NULL;
4687 return;
4690 context = context_acquire(device, NULL);
4691 gl_info = context->gl_info;
4693 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4695 ENTER_GL();
4696 shader_glsl_select(context, FALSE, FALSE);
4697 LEAVE_GL();
4699 } else {
4700 struct glsl_vshader_private *shader_data;
4701 shader_data = This->baseShader.backend_data;
4702 if (!shader_data || !shader_data->num_gl_shaders)
4704 HeapFree(GetProcessHeap(), 0, shader_data);
4705 This->baseShader.backend_data = NULL;
4706 return;
4709 context = context_acquire(device, NULL);
4710 gl_info = context->gl_info;
4712 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4714 ENTER_GL();
4715 shader_glsl_select(context, FALSE, FALSE);
4716 LEAVE_GL();
4720 linked_programs = &This->baseShader.linked_programs;
4722 TRACE("Deleting linked programs\n");
4723 if (linked_programs->next) {
4724 struct glsl_shader_prog_link *entry, *entry2;
4726 ENTER_GL();
4727 if(pshader) {
4728 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4729 delete_glsl_program_entry(priv, gl_info, entry);
4731 } else {
4732 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4733 delete_glsl_program_entry(priv, gl_info, entry);
4736 LEAVE_GL();
4739 if(pshader) {
4740 UINT i;
4741 struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
4743 ENTER_GL();
4744 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4745 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4746 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4747 checkGLcall("glDeleteObjectARB");
4749 LEAVE_GL();
4750 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4752 else
4754 UINT i;
4755 struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
4757 ENTER_GL();
4758 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4759 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4760 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4761 checkGLcall("glDeleteObjectARB");
4763 LEAVE_GL();
4764 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4767 HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
4768 This->baseShader.backend_data = NULL;
4770 context_release(context);
4773 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4775 const glsl_program_key_t *k = key;
4776 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4777 const struct glsl_shader_prog_link, program_lookup_entry);
4778 int cmp;
4780 if (k->vshader > prog->vshader) return 1;
4781 else if (k->vshader < prog->vshader) return -1;
4783 if (k->pshader > prog->pshader) return 1;
4784 else if (k->pshader < prog->pshader) return -1;
4786 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4787 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4789 return 0;
4792 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4794 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4795 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4797 if (!mem)
4799 ERR("Failed to allocate memory\n");
4800 return FALSE;
4803 heap->entries = mem;
4804 heap->entries[1].version = 0;
4805 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4806 heap->size = 1;
4808 return TRUE;
4811 static void constant_heap_free(struct constant_heap *heap)
4813 HeapFree(GetProcessHeap(), 0, heap->entries);
4816 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4818 wined3d_rb_alloc,
4819 wined3d_rb_realloc,
4820 wined3d_rb_free,
4821 glsl_program_key_compare,
4824 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4825 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4826 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4827 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4828 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
4829 gl_info->limits.glsl_ps_float_constants)) + 1;
4831 if (!shader_buffer_init(&priv->shader_buffer))
4833 ERR("Failed to initialize shader buffer.\n");
4834 goto fail;
4837 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4838 if (!priv->stack)
4840 ERR("Failed to allocate memory.\n");
4841 goto fail;
4844 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
4846 ERR("Failed to initialize vertex shader constant heap\n");
4847 goto fail;
4850 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
4852 ERR("Failed to initialize pixel shader constant heap\n");
4853 goto fail;
4856 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4858 ERR("Failed to initialize rbtree.\n");
4859 goto fail;
4862 priv->next_constant_version = 1;
4864 This->shader_priv = priv;
4865 return WINED3D_OK;
4867 fail:
4868 constant_heap_free(&priv->pconst_heap);
4869 constant_heap_free(&priv->vconst_heap);
4870 HeapFree(GetProcessHeap(), 0, priv->stack);
4871 shader_buffer_free(&priv->shader_buffer);
4872 HeapFree(GetProcessHeap(), 0, priv);
4873 return E_OUTOFMEMORY;
4876 /* Context activation is done by the caller. */
4877 static void shader_glsl_free(IWineD3DDevice *iface) {
4878 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4879 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4880 struct shader_glsl_priv *priv = This->shader_priv;
4881 int i;
4883 ENTER_GL();
4884 for (i = 0; i < tex_type_count; ++i)
4886 if (priv->depth_blt_program_full[i])
4888 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_full[i]));
4890 if (priv->depth_blt_program_masked[i])
4892 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program_masked[i]));
4895 LEAVE_GL();
4897 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4898 constant_heap_free(&priv->pconst_heap);
4899 constant_heap_free(&priv->vconst_heap);
4900 HeapFree(GetProcessHeap(), 0, priv->stack);
4901 shader_buffer_free(&priv->shader_buffer);
4903 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4904 This->shader_priv = NULL;
4907 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4908 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4909 return FALSE;
4912 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4914 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4915 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4916 * on the version of NV_vertex_program.
4917 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4918 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4919 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4920 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4922 if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
4923 || gl_info->limits.arb_ps_instructions <= 512)
4924 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4925 else
4926 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4927 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4928 pCaps->MaxVertexShaderConst = gl_info->limits.glsl_vs_float_constants;
4930 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4931 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4932 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4933 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4934 * in max native instructions. Intel and others also offer the info in this extension but they
4935 * don't support GLSL (at least on Windows).
4937 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4938 * of instructions is 512 or less we have to do with ps2.0 hardware.
4939 * 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.
4941 if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
4942 || gl_info->limits.arb_ps_instructions <= 512)
4943 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4944 else
4945 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4947 pCaps->MaxPixelShaderConst = gl_info->limits.glsl_ps_float_constants;
4949 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4950 * Direct3D minimum requirement.
4952 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4953 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4955 * The problem is that the refrast clamps temporary results in the shader to
4956 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4957 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4958 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4959 * offer a way to query this.
4961 pCaps->PixelShader1xMaxValue = 8.0;
4962 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4964 pCaps->VSClipping = TRUE;
4967 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4969 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4971 TRACE("Checking support for fixup:\n");
4972 dump_color_fixup_desc(fixup);
4975 /* We support everything except YUV conversions. */
4976 if (!is_complex_fixup(fixup))
4978 TRACE("[OK]\n");
4979 return TRUE;
4982 TRACE("[FAILED]\n");
4983 return FALSE;
4986 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4988 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4989 /* WINED3DSIH_ADD */ shader_glsl_arith,
4990 /* WINED3DSIH_AND */ NULL,
4991 /* WINED3DSIH_BEM */ shader_glsl_bem,
4992 /* WINED3DSIH_BREAK */ shader_glsl_break,
4993 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4994 /* WINED3DSIH_BREAKP */ NULL,
4995 /* WINED3DSIH_CALL */ shader_glsl_call,
4996 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4997 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4998 /* WINED3DSIH_CND */ shader_glsl_cnd,
4999 /* WINED3DSIH_CRS */ shader_glsl_cross,
5000 /* WINED3DSIH_CUT */ NULL,
5001 /* WINED3DSIH_DCL */ NULL,
5002 /* WINED3DSIH_DEF */ NULL,
5003 /* WINED3DSIH_DEFB */ NULL,
5004 /* WINED3DSIH_DEFI */ NULL,
5005 /* WINED3DSIH_DIV */ NULL,
5006 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
5007 /* WINED3DSIH_DP3 */ shader_glsl_dot,
5008 /* WINED3DSIH_DP4 */ shader_glsl_dot,
5009 /* WINED3DSIH_DST */ shader_glsl_dst,
5010 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
5011 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
5012 /* WINED3DSIH_ELSE */ shader_glsl_else,
5013 /* WINED3DSIH_EMIT */ NULL,
5014 /* WINED3DSIH_ENDIF */ shader_glsl_end,
5015 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
5016 /* WINED3DSIH_ENDREP */ shader_glsl_end,
5017 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
5018 /* WINED3DSIH_EXPP */ shader_glsl_expp,
5019 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
5020 /* WINED3DSIH_FTOI */ NULL,
5021 /* WINED3DSIH_IADD */ NULL,
5022 /* WINED3DSIH_IEQ */ NULL,
5023 /* WINED3DSIH_IF */ shader_glsl_if,
5024 /* WINED3DSIH_IFC */ shader_glsl_ifc,
5025 /* WINED3DSIH_IGE */ NULL,
5026 /* WINED3DSIH_IMUL */ NULL,
5027 /* WINED3DSIH_ITOF */ NULL,
5028 /* WINED3DSIH_LABEL */ shader_glsl_label,
5029 /* WINED3DSIH_LD */ NULL,
5030 /* WINED3DSIH_LIT */ shader_glsl_lit,
5031 /* WINED3DSIH_LOG */ shader_glsl_log,
5032 /* WINED3DSIH_LOGP */ shader_glsl_log,
5033 /* WINED3DSIH_LOOP */ shader_glsl_loop,
5034 /* WINED3DSIH_LRP */ shader_glsl_lrp,
5035 /* WINED3DSIH_LT */ NULL,
5036 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
5037 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
5038 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
5039 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
5040 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
5041 /* WINED3DSIH_MAD */ shader_glsl_mad,
5042 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
5043 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
5044 /* WINED3DSIH_MOV */ shader_glsl_mov,
5045 /* WINED3DSIH_MOVA */ shader_glsl_mov,
5046 /* WINED3DSIH_MOVC */ NULL,
5047 /* WINED3DSIH_MUL */ shader_glsl_arith,
5048 /* WINED3DSIH_NOP */ NULL,
5049 /* WINED3DSIH_NRM */ shader_glsl_nrm,
5050 /* WINED3DSIH_PHASE */ NULL,
5051 /* WINED3DSIH_POW */ shader_glsl_pow,
5052 /* WINED3DSIH_RCP */ shader_glsl_rcp,
5053 /* WINED3DSIH_REP */ shader_glsl_rep,
5054 /* WINED3DSIH_RET */ shader_glsl_ret,
5055 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
5056 /* WINED3DSIH_SAMPLE */ NULL,
5057 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
5058 /* WINED3DSIH_SAMPLE_LOD */ NULL,
5059 /* WINED3DSIH_SETP */ NULL,
5060 /* WINED3DSIH_SGE */ shader_glsl_compare,
5061 /* WINED3DSIH_SGN */ shader_glsl_sgn,
5062 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
5063 /* WINED3DSIH_SLT */ shader_glsl_compare,
5064 /* WINED3DSIH_SQRT */ NULL,
5065 /* WINED3DSIH_SUB */ shader_glsl_arith,
5066 /* WINED3DSIH_TEX */ shader_glsl_tex,
5067 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
5068 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
5069 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
5070 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
5071 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
5072 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
5073 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
5074 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
5075 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
5076 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
5077 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
5078 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
5079 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
5080 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
5081 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
5082 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
5083 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
5084 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
5085 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
5086 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
5087 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
5088 /* WINED3DSIH_UTOF */ NULL,
5091 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
5092 SHADER_HANDLER hw_fct;
5094 /* Select handler */
5095 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
5097 /* Unhandled opcode */
5098 if (!hw_fct)
5100 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
5101 return;
5103 hw_fct(ins);
5105 shader_glsl_add_instruction_modifiers(ins);
5108 const shader_backend_t glsl_shader_backend = {
5109 shader_glsl_handle_instruction,
5110 shader_glsl_select,
5111 shader_glsl_select_depth_blt,
5112 shader_glsl_deselect_depth_blt,
5113 shader_glsl_update_float_vertex_constants,
5114 shader_glsl_update_float_pixel_constants,
5115 shader_glsl_load_constants,
5116 shader_glsl_load_np2fixup_constants,
5117 shader_glsl_destroy,
5118 shader_glsl_alloc,
5119 shader_glsl_free,
5120 shader_glsl_dirty_const,
5121 shader_glsl_get_caps,
5122 shader_glsl_color_fixup_supported,