2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
42 #define 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
60 } glsl_sample_function_t
;
64 HEAP_NODE_TRAVERSE_LEFT
,
65 HEAP_NODE_TRAVERSE_RIGHT
,
77 struct constant_entry
*entries
;
78 unsigned int *positions
;
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
;
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
;
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
;
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
;
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
)
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
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
)
179 if (!(q
= strstr(p
, "\n")))
181 if (!*p
) return NULL
;
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;
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
,
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)
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
));
235 for(i
= 0; i
< sizeof(spam
) / sizeof(spam
[0]); i
++) {
236 if(strcmp(infoLog
, spam
[i
]) == 0) {
245 TRACE("Spam received from GLSL shader #%u:\n", obj
);
246 while ((line
= get_info_log_line(&ptr
))) TRACE(" %s\n", line
);
250 FIXME("Error received from GLSL shader #%u:\n", obj
);
251 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
253 HeapFree(GetProcessHeap(), 0, infoLog
);
257 /* GL locking is done by the caller. */
258 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
260 GLint i
, object_count
, source_size
= -1;
261 GLhandleARB
*objects
;
264 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
265 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
268 ERR("Failed to allocate object array memory.\n");
272 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
273 for (i
= 0; i
< object_count
; ++i
)
278 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
280 if (source_size
< tmp
)
282 HeapFree(GetProcessHeap(), 0, source
);
284 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
287 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
288 HeapFree(GetProcessHeap(), 0, objects
);
294 FIXME("Object %u:\n", objects
[i
]);
295 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
296 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
297 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
298 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
302 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
303 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
307 HeapFree(GetProcessHeap(), 0, source
);
308 HeapFree(GetProcessHeap(), 0, objects
);
311 /* GL locking is done by the caller. */
312 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
316 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
318 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
319 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
321 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
324 FIXME("Program %u link status invalid.\n", program
);
325 shader_glsl_dump_program_source(gl_info
, program
);
329 print_glsl_info_log(gl_info
, program
);
333 * Loads (pixel shader) samplers
335 /* GL locking is done by the caller */
336 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
337 DWORD
*tex_unit_map
, GLhandleARB programId
)
341 char sampler_name
[20];
343 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
344 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
345 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
346 if (name_loc
!= -1) {
347 DWORD mapped_unit
= tex_unit_map
[i
];
348 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
350 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
351 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
352 checkGLcall("glUniform1iARB");
354 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
360 /* GL locking is done by the caller */
361 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
362 DWORD
*tex_unit_map
, GLhandleARB programId
)
365 char sampler_name
[20];
368 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
369 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
370 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
371 if (name_loc
!= -1) {
372 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
373 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
375 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
376 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
377 checkGLcall("glUniform1iARB");
379 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
385 /* GL locking is done by the caller */
386 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
387 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
390 unsigned int heap_idx
= 1;
393 if (heap
->entries
[heap_idx
].version
<= version
) return;
395 idx
= heap
->entries
[heap_idx
].idx
;
396 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
397 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
399 while (stack_idx
>= 0)
401 /* Note that we fall through to the next case statement. */
402 switch(stack
[stack_idx
])
404 case HEAP_NODE_TRAVERSE_LEFT
:
406 unsigned int left_idx
= heap_idx
<< 1;
407 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
410 idx
= heap
->entries
[heap_idx
].idx
;
411 if (constant_locations
[idx
] != -1)
412 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
414 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
415 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
420 case HEAP_NODE_TRAVERSE_RIGHT
:
422 unsigned int right_idx
= (heap_idx
<< 1) + 1;
423 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
425 heap_idx
= right_idx
;
426 idx
= heap
->entries
[heap_idx
].idx
;
427 if (constant_locations
[idx
] != -1)
428 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
430 stack
[stack_idx
++] = HEAP_NODE_POP
;
431 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
444 checkGLcall("walk_constant_heap()");
447 /* GL locking is done by the caller */
448 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
450 GLfloat clamped_constant
[4];
452 if (location
== -1) return;
454 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
455 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
456 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
457 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
459 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
462 /* GL locking is done by the caller */
463 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
464 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
467 unsigned int heap_idx
= 1;
470 if (heap
->entries
[heap_idx
].version
<= version
) return;
472 idx
= heap
->entries
[heap_idx
].idx
;
473 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
474 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
476 while (stack_idx
>= 0)
478 /* Note that we fall through to the next case statement. */
479 switch(stack
[stack_idx
])
481 case HEAP_NODE_TRAVERSE_LEFT
:
483 unsigned int left_idx
= heap_idx
<< 1;
484 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
487 idx
= heap
->entries
[heap_idx
].idx
;
488 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
490 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
491 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
496 case HEAP_NODE_TRAVERSE_RIGHT
:
498 unsigned int right_idx
= (heap_idx
<< 1) + 1;
499 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
501 heap_idx
= right_idx
;
502 idx
= heap
->entries
[heap_idx
].idx
;
503 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
505 stack
[stack_idx
++] = HEAP_NODE_POP
;
506 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
519 checkGLcall("walk_constant_heap_clamped()");
522 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
523 /* GL locking is done by the caller */
524 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
525 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
526 unsigned char *stack
, UINT version
)
528 const local_constant
*lconst
;
530 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
531 if (This
->baseShader
.reg_maps
.shader_version
.major
== 1
532 && shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
))
533 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
535 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
537 if (!This
->baseShader
.load_local_constsF
)
539 TRACE("No need to load local float constants for this shader\n");
543 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
544 LIST_FOR_EACH_ENTRY(lconst
, &This
->baseShader
.constantsF
, local_constant
, entry
)
546 GLint location
= constant_locations
[lconst
->idx
];
547 /* We found this uniform name in the program - go ahead and send the data */
548 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
550 checkGLcall("glUniform4fvARB()");
553 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
554 /* GL locking is done by the caller */
555 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
556 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
561 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
563 if (!(constants_set
& 1)) continue;
565 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
566 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
568 /* We found this uniform name in the program - go ahead and send the data */
569 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
570 checkGLcall("glUniform4ivARB");
573 /* Load immediate constants */
574 ptr
= list_head(&This
->baseShader
.constantsI
);
576 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
577 unsigned int idx
= lconst
->idx
;
578 const GLint
*values
= (const GLint
*)lconst
->value
;
580 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
581 values
[0], values
[1], values
[2], values
[3]);
583 /* We found this uniform name in the program - go ahead and send the data */
584 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
585 checkGLcall("glUniform4ivARB");
586 ptr
= list_next(&This
->baseShader
.constantsI
, ptr
);
590 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
591 /* GL locking is done by the caller */
592 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl
*This
, const struct wined3d_gl_info
*gl_info
,
593 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
601 switch (This
->baseShader
.reg_maps
.shader_version
.type
)
603 case WINED3D_SHADER_TYPE_VERTEX
:
607 case WINED3D_SHADER_TYPE_GEOMETRY
:
611 case WINED3D_SHADER_TYPE_PIXEL
:
616 FIXME("Unknown shader type %#x.\n",
617 This
->baseShader
.reg_maps
.shader_version
.type
);
622 /* TODO: Benchmark and see if it would be beneficial to store the
623 * locations of the constants to avoid looking up each time */
624 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
626 if (!(constants_set
& 1)) continue;
628 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
630 /* TODO: Benchmark and see if it would be beneficial to store the
631 * locations of the constants to avoid looking up each time */
632 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
633 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
636 /* We found this uniform name in the program - go ahead and send the data */
637 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
638 checkGLcall("glUniform1ivARB");
642 /* Load immediate constants */
643 ptr
= list_head(&This
->baseShader
.constantsB
);
645 const struct local_constant
*lconst
= LIST_ENTRY(ptr
, const struct local_constant
, entry
);
646 unsigned int idx
= lconst
->idx
;
647 const GLint
*values
= (const GLint
*)lconst
->value
;
649 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
651 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
652 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
654 /* We found this uniform name in the program - go ahead and send the data */
655 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
656 checkGLcall("glUniform1ivARB");
658 ptr
= list_next(&This
->baseShader
.constantsB
, ptr
);
662 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
664 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
668 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
670 /* GL locking is done by the caller (state handler) */
671 static void shader_glsl_load_np2fixup_constants(
672 IWineD3DDevice
* device
,
674 char useVertexShader
) {
676 const IWineD3DDeviceImpl
* deviceImpl
= (const IWineD3DDeviceImpl
*) device
;
677 const struct glsl_shader_prog_link
* prog
= ((struct shader_glsl_priv
*)(deviceImpl
->shader_priv
))->glsl_program
;
680 /* No GLSL program set - nothing to do. */
684 if (!usePixelShader
) {
685 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
689 if (prog
->ps_args
.np2_fixup
&& -1 != prog
->np2Fixup_location
) {
690 const struct wined3d_gl_info
*gl_info
= &deviceImpl
->adapter
->gl_info
;
691 const IWineD3DStateBlockImpl
* stateBlock
= (const IWineD3DStateBlockImpl
*) deviceImpl
->stateBlock
;
693 UINT fixup
= prog
->ps_args
.np2_fixup
;
694 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
696 for (i
= 0; fixup
; fixup
>>= 1, ++i
) {
697 const unsigned char idx
= prog
->np2Fixup_info
->idx
[i
];
698 const IWineD3DBaseTextureImpl
* const tex
= (const IWineD3DBaseTextureImpl
*) stateBlock
->textures
[i
];
699 GLfloat
* tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
702 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
707 tex_dim
[2] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[3] = tex
->baseTexture
.pow2Matrix
[5];
709 tex_dim
[0] = tex
->baseTexture
.pow2Matrix
[0]; tex_dim
[1] = tex
->baseTexture
.pow2Matrix
[5];
713 GL_EXTCALL(glUniform4fvARB(prog
->np2Fixup_location
, prog
->np2Fixup_info
->num_consts
, np2fixup_constants
));
718 * Loads the app-supplied constants into the currently set GLSL program.
720 /* GL locking is done by the caller (state handler) */
721 static void shader_glsl_load_constants(const struct wined3d_context
*context
,
722 char usePixelShader
, char useVertexShader
)
724 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
725 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
726 IWineD3DStateBlockImpl
* stateBlock
= device
->stateBlock
;
727 struct shader_glsl_priv
*priv
= device
->shader_priv
;
729 GLhandleARB programId
;
730 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
731 UINT constant_version
;
735 /* No GLSL program set - nothing to do. */
738 programId
= prog
->programId
;
739 constant_version
= prog
->constant_version
;
741 if (useVertexShader
) {
742 IWineD3DBaseShaderImpl
* vshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->vertexShader
;
744 /* Load DirectX 9 float constants/uniforms for vertex shader */
745 shader_glsl_load_constantsF(vshader
, gl_info
, stateBlock
->vertexShaderConstantF
,
746 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
748 /* Load DirectX 9 integer constants/uniforms for vertex shader */
749 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, stateBlock
->vertexShaderConstantI
,
750 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->baseShader
.reg_maps
.integer_constants
);
752 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
753 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, stateBlock
->vertexShaderConstantB
,
754 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->baseShader
.reg_maps
.boolean_constants
);
756 /* Upload the position fixup params */
757 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, &device
->posFixup
[0]));
758 checkGLcall("glUniform4fvARB");
761 if (usePixelShader
) {
763 IWineD3DBaseShaderImpl
* pshader
= (IWineD3DBaseShaderImpl
*) stateBlock
->pixelShader
;
765 /* Load DirectX 9 float constants/uniforms for pixel shader */
766 shader_glsl_load_constantsF(pshader
, gl_info
, stateBlock
->pixelShaderConstantF
,
767 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
769 /* Load DirectX 9 integer constants/uniforms for pixel shader */
770 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, stateBlock
->pixelShaderConstantI
,
771 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->baseShader
.reg_maps
.integer_constants
);
773 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
774 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, stateBlock
->pixelShaderConstantB
,
775 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->baseShader
.reg_maps
.boolean_constants
);
777 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
778 * It can't be 0 for a valid texbem instruction.
780 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
783 if(prog
->bumpenvmat_location
[i
] == -1) continue;
785 data
= (const float *)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVMAT00
];
786 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
787 checkGLcall("glUniformMatrix2fvARB");
789 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
790 * is set too, so we can check that in the needsbumpmat check
792 if(prog
->luminancescale_location
[i
] != -1) {
793 const GLfloat
*scale
= (const GLfloat
*)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVLSCALE
];
794 const GLfloat
*offset
= (const GLfloat
*)&stateBlock
->textureState
[i
][WINED3DTSS_BUMPENVLOFFSET
];
796 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
797 checkGLcall("glUniform1fvARB");
798 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
799 checkGLcall("glUniform1fvARB");
803 if(((IWineD3DPixelShaderImpl
*) pshader
)->vpos_uniform
) {
804 float correction_params
[4];
806 if (context
->render_offscreen
)
808 correction_params
[0] = 0.0f
;
809 correction_params
[1] = 1.0f
;
811 /* position is window relative, not viewport relative */
812 correction_params
[0] = context
->current_rt
->currentDesc
.Height
;
813 correction_params
[1] = -1.0f
;
815 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
819 if (priv
->next_constant_version
== UINT_MAX
)
821 TRACE("Max constant version reached, resetting to 0.\n");
822 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
823 priv
->next_constant_version
= 1;
827 prog
->constant_version
= priv
->next_constant_version
++;
831 static inline void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
,
832 unsigned int heap_idx
, DWORD new_version
)
834 struct constant_entry
*entries
= heap
->entries
;
835 unsigned int *positions
= heap
->positions
;
836 unsigned int parent_idx
;
840 parent_idx
= heap_idx
>> 1;
842 if (new_version
<= entries
[parent_idx
].version
) break;
844 entries
[heap_idx
] = entries
[parent_idx
];
845 positions
[entries
[parent_idx
].idx
] = heap_idx
;
846 heap_idx
= parent_idx
;
849 entries
[heap_idx
].version
= new_version
;
850 entries
[heap_idx
].idx
= idx
;
851 positions
[idx
] = heap_idx
;
854 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
856 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
857 struct shader_glsl_priv
*priv
= This
->shader_priv
;
858 struct constant_heap
*heap
= &priv
->vconst_heap
;
861 for (i
= start
; i
< count
+ start
; ++i
)
863 if (!This
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
864 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
866 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
870 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice
*iface
, UINT start
, UINT count
)
872 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
873 struct shader_glsl_priv
*priv
= This
->shader_priv
;
874 struct constant_heap
*heap
= &priv
->pconst_heap
;
877 for (i
= start
; i
< count
+ start
; ++i
)
879 if (!This
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
880 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
882 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
886 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
888 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
889 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
890 if(shader_major
> 3) return ret
;
892 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
893 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
897 /** Generate the variable & register declarations for the GLSL output target */
898 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
899 struct wined3d_shader_buffer
*buffer
, IWineD3DBaseShader
*iface
,
900 const shader_reg_maps
*reg_maps
, struct shader_glsl_ctx_priv
*ctx_priv
)
902 IWineD3DBaseShaderImpl
* This
= (IWineD3DBaseShaderImpl
*) iface
;
903 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
904 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
905 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
906 unsigned int i
, extra_constants_needed
= 0;
907 const local_constant
*lconst
;
910 /* There are some minor differences between pixel and vertex shaders */
911 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
912 char prefix
= pshader
? 'P' : 'V';
914 /* Prototype the subroutines */
915 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
917 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
920 /* Declare the constants (aka uniforms) */
921 if (This
->baseShader
.limits
.constant_float
> 0) {
922 unsigned max_constantsF
;
923 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
924 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
925 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
926 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
927 * a dx9 card, as long as it doesn't also use all the other constants.
929 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
930 * declare only the amount that we're assured to have.
932 * Thus we run into problems in these two cases:
933 * 1) The shader really uses more uniforms than supported
934 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
938 /* No indirect addressing here. */
939 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
943 if(This
->baseShader
.reg_maps
.usesrelconstF
) {
944 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
945 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
946 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
947 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
949 * Writing gl_ClipVertex requires one uniform for each clipplane as well.
951 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
952 if(ctx_priv
->cur_vs_args
->clip_enabled
)
954 max_constantsF
-= gl_info
->limits
.clipplanes
;
956 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.integer_constants
);
957 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
958 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
959 * for now take this into account when calculating the number of available constants
961 max_constantsF
-= count_bits(This
->baseShader
.reg_maps
.boolean_constants
);
962 /* Set by driver quirks in directx.c */
963 max_constantsF
-= gl_info
->reserved_glsl_constants
;
967 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
970 max_constantsF
= min(This
->baseShader
.limits
.constant_float
, max_constantsF
);
971 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
974 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
975 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
977 if (This
->baseShader
.limits
.constant_int
> 0 && This
->baseShader
.reg_maps
.integer_constants
)
978 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, This
->baseShader
.limits
.constant_int
);
980 if (This
->baseShader
.limits
.constant_bool
> 0 && This
->baseShader
.reg_maps
.boolean_constants
)
981 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, This
->baseShader
.limits
.constant_bool
);
984 shader_addline(buffer
, "uniform vec4 posFixup;\n");
985 /* Predeclaration; This function is added at link time based on the pixel shader.
986 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
987 * that. We know the input to the reorder function at vertex shader compile time, so
988 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
989 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
990 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
991 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
992 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
995 if (reg_maps
->shader_version
.major
>= 3)
997 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
999 shader_addline(buffer
, "void order_ps_input();\n");
1002 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1004 if (!(map
& 1)) continue;
1006 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
1008 if (reg_maps
->luminanceparams
& (1 << i
))
1010 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
1011 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
1012 extra_constants_needed
++;
1015 extra_constants_needed
++;
1018 if (ps_args
->srgb_correction
)
1020 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1021 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
1022 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1025 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1027 if (This
->baseShader
.limits
.constant_float
+ extra_constants_needed
1028 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1030 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1031 ((IWineD3DPixelShaderImpl
*) This
)->vpos_uniform
= 1;
1032 extra_constants_needed
++;
1034 /* This happens because we do not have proper tracking of the constant registers that are
1035 * actually used, only the max limit of the shader version
1037 FIXME("Cannot find a free uniform for vpos correction params\n");
1038 shader_addline(buffer
, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
1039 context
->render_offscreen
? 0.0f
: device
->render_targets
[0]->currentDesc
.Height
,
1040 context
->render_offscreen
? 1.0f
: -1.0f
);
1042 shader_addline(buffer
, "vec4 vpos;\n");
1046 /* Declare texture samplers */
1047 for (i
= 0; i
< This
->baseShader
.limits
.sampler
; i
++) {
1048 if (reg_maps
->sampler_type
[i
])
1050 switch (reg_maps
->sampler_type
[i
])
1053 if (pshader
&& ps_args
->shadow
& (1 << i
))
1054 shader_addline(buffer
, "uniform sampler1DShadow %csampler%u;\n", prefix
, i
);
1056 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
1059 if (pshader
&& ps_args
->shadow
& (1 << i
))
1061 if (device
->stateBlock
->textures
[i
]
1062 && IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
])
1063 == GL_TEXTURE_RECTANGLE_ARB
)
1064 shader_addline(buffer
, "uniform sampler2DRectShadow %csampler%u;\n", prefix
, i
);
1066 shader_addline(buffer
, "uniform sampler2DShadow %csampler%u;\n", prefix
, i
);
1070 if (device
->stateBlock
->textures
[i
]
1071 && IWineD3DBaseTexture_GetTextureDimensions(device
->stateBlock
->textures
[i
])
1072 == GL_TEXTURE_RECTANGLE_ARB
)
1073 shader_addline(buffer
, "uniform sampler2DRect %csampler%u;\n", prefix
, i
);
1075 shader_addline(buffer
, "uniform sampler2D %csampler%u;\n", prefix
, i
);
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
);
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
);
1087 shader_addline(buffer
, "uniform unsupported_sampler %csampler%u;\n", prefix
, i
);
1088 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
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
;
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");
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(device
->stateBlock
))
1144 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps
->shader_version
.major
, gl_info
));
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 shader_addline(buffer
, "const float FLT_MAX = 1e38;\n");
1196 /* Start the main program */
1197 shader_addline(buffer
, "void main() {\n");
1198 if(pshader
&& reg_maps
->vpos
) {
1199 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1200 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1201 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1202 * precision troubles when we just substract 0.5.
1204 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1206 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1208 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1209 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1210 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1211 * correctly on drivers that returns integer values.
1213 shader_addline(buffer
, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1217 /*****************************************************************************
1218 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1220 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1221 ****************************************************************************/
1224 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1225 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
);
1227 /** Used for opcode modifiers - They multiply the result by the specified amount */
1228 static const char * const shift_glsl_tab
[] = {
1230 "2.0 * ", /* 1 (x2) */
1231 "4.0 * ", /* 2 (x4) */
1232 "8.0 * ", /* 3 (x8) */
1233 "16.0 * ", /* 4 (x16) */
1234 "32.0 * ", /* 5 (x32) */
1241 "0.0625 * ", /* 12 (d16) */
1242 "0.125 * ", /* 13 (d8) */
1243 "0.25 * ", /* 14 (d4) */
1244 "0.5 * " /* 15 (d2) */
1247 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1248 static void shader_glsl_gen_modifier(DWORD src_modifier
, const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1252 switch (src_modifier
)
1254 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1255 case WINED3DSPSM_DW
:
1256 case WINED3DSPSM_NONE
:
1257 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1259 case WINED3DSPSM_NEG
:
1260 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1262 case WINED3DSPSM_NOT
:
1263 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1265 case WINED3DSPSM_BIAS
:
1266 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1268 case WINED3DSPSM_BIASNEG
:
1269 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1271 case WINED3DSPSM_SIGN
:
1272 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1274 case WINED3DSPSM_SIGNNEG
:
1275 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1277 case WINED3DSPSM_COMP
:
1278 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1280 case WINED3DSPSM_X2
:
1281 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1283 case WINED3DSPSM_X2NEG
:
1284 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1286 case WINED3DSPSM_ABS
:
1287 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1289 case WINED3DSPSM_ABSNEG
:
1290 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1293 FIXME("Unhandled modifier %u\n", src_modifier
);
1294 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1298 /** Writes the GLSL variable name that corresponds to the register that the
1299 * DX opcode parameter is trying to access */
1300 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1301 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1303 /* oPos, oFog and oPts in D3D */
1304 static const char * const hwrastout_reg_names
[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1306 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
1307 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1308 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
1314 case WINED3DSPR_TEMP
:
1315 sprintf(register_name
, "R%u", reg
->idx
);
1318 case WINED3DSPR_INPUT
:
1319 /* vertex shaders */
1322 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1323 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1324 sprintf(register_name
, "attrib%u", reg
->idx
);
1328 /* pixel shaders >= 3.0 */
1329 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3)
1331 DWORD idx
= ((IWineD3DPixelShaderImpl
*)This
)->input_reg_map
[reg
->idx
];
1332 unsigned int in_count
= vec4_varyings(This
->baseShader
.reg_maps
.shader_version
.major
, gl_info
);
1336 glsl_src_param_t rel_param
;
1338 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1340 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1341 * operation there */
1344 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1346 sprintf(register_name
,
1347 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1348 rel_param
.param_str
, idx
, in_count
- 1, rel_param
.param_str
, idx
, in_count
,
1349 rel_param
.param_str
, idx
);
1353 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
1358 if (((IWineD3DPixelShaderImpl
*)This
)->declared_in_count
> in_count
)
1360 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1361 rel_param
.param_str
, in_count
- 1, rel_param
.param_str
, in_count
,
1362 rel_param
.param_str
);
1366 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1372 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1373 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1374 else sprintf(register_name
, "IN[%u]", idx
);
1379 if (reg
->idx
== 0) strcpy(register_name
, "gl_Color");
1380 else strcpy(register_name
, "gl_SecondaryColor");
1385 case WINED3DSPR_CONST
:
1387 const char prefix
= pshader
? 'P' : 'V';
1389 /* Relative addressing */
1392 glsl_src_param_t rel_param
;
1393 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1394 if (reg
->idx
) sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
->idx
);
1395 else sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1399 if (shader_constant_is_local(This
, reg
->idx
))
1400 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1402 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1407 case WINED3DSPR_CONSTINT
:
1408 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1409 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1412 case WINED3DSPR_CONSTBOOL
:
1413 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1414 else sprintf(register_name
, "VB[%u]", reg
->idx
);
1417 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1418 if (pshader
) sprintf(register_name
, "T%u", reg
->idx
);
1419 else sprintf(register_name
, "A%u", reg
->idx
);
1422 case WINED3DSPR_LOOP
:
1423 sprintf(register_name
, "aL%u", This
->baseShader
.cur_loop_regno
- 1);
1426 case WINED3DSPR_SAMPLER
:
1427 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1428 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
1431 case WINED3DSPR_COLOROUT
:
1432 if (reg
->idx
>= gl_info
->limits
.buffers
)
1433 WARN("Write to render target %u, only %d supported.\n", reg
->idx
, gl_info
->limits
.buffers
);
1435 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
);
1438 case WINED3DSPR_RASTOUT
:
1439 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1442 case WINED3DSPR_DEPTHOUT
:
1443 sprintf(register_name
, "gl_FragDepth");
1446 case WINED3DSPR_ATTROUT
:
1447 if (reg
->idx
== 0) sprintf(register_name
, "gl_FrontColor");
1448 else sprintf(register_name
, "gl_FrontSecondaryColor");
1451 case WINED3DSPR_TEXCRDOUT
:
1452 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1453 if (This
->baseShader
.reg_maps
.shader_version
.major
>= 3) sprintf(register_name
, "OUT[%u]", reg
->idx
);
1454 else sprintf(register_name
, "gl_TexCoord[%u]", reg
->idx
);
1457 case WINED3DSPR_MISCTYPE
:
1461 sprintf(register_name
, "vpos");
1463 else if (reg
->idx
== 1)
1465 /* Note that gl_FrontFacing is a bool, while vFace is
1466 * a float for which the sign determines front/back */
1467 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1471 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1472 sprintf(register_name
, "unrecognized_register");
1476 case WINED3DSPR_IMMCONST
:
1477 switch (reg
->immconst_type
)
1479 case WINED3D_IMMCONST_FLOAT
:
1480 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1483 case WINED3D_IMMCONST_FLOAT4
:
1484 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1485 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1486 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1490 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1491 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1496 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1497 sprintf(register_name
, "unrecognized_register");
1502 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1505 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1506 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1507 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1508 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1512 /* Get the GLSL write mask for the destination register */
1513 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1515 DWORD mask
= param
->write_mask
;
1517 if (shader_is_scalar(¶m
->reg
))
1519 mask
= WINED3DSP_WRITEMASK_0
;
1524 shader_glsl_write_mask_to_str(mask
, write_mask
);
1530 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1531 unsigned int size
= 0;
1533 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1534 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1535 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1536 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1541 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1543 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1544 * but addressed as "rgba". To fix this we need to swap the register's x
1545 * and z components. */
1546 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1549 /* swizzle bits fields: wwzzyyxx */
1550 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1551 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1552 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1553 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1557 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1558 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1560 if (shader_is_scalar(¶m
->reg
))
1561 *swizzle_str
= '\0';
1563 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1566 /* From a given parameter token, generate the corresponding GLSL string.
1567 * Also, return the actual register name and swizzle in case the
1568 * caller needs this information as well. */
1569 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1570 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, glsl_src_param_t
*glsl_src
)
1572 BOOL is_color
= FALSE
;
1573 char swizzle_str
[6];
1575 glsl_src
->reg_name
[0] = '\0';
1576 glsl_src
->param_str
[0] = '\0';
1577 swizzle_str
[0] = '\0';
1579 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1580 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1581 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1584 /* From a given parameter token, generate the corresponding GLSL string.
1585 * Also, return the actual register name and swizzle in case the
1586 * caller needs this information as well. */
1587 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1588 const struct wined3d_shader_dst_param
*wined3d_dst
, glsl_dst_param_t
*glsl_dst
)
1590 BOOL is_color
= FALSE
;
1592 glsl_dst
->mask_str
[0] = '\0';
1593 glsl_dst
->reg_name
[0] = '\0';
1595 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1596 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1599 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1600 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1601 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1603 glsl_dst_param_t glsl_dst
;
1606 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1607 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1612 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1613 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1615 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1618 /** Process GLSL instruction modifiers */
1619 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1621 glsl_dst_param_t dst_param
;
1624 if (!ins
->dst_count
) return;
1626 modifiers
= ins
->dst
[0].modifiers
;
1627 if (!modifiers
) return;
1629 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1631 if (modifiers
& WINED3DSPDM_SATURATE
)
1633 /* _SAT means to clamp the value of the register to between 0 and 1 */
1634 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1635 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1638 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1640 FIXME("_centroid modifier not handled\n");
1643 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1645 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1649 static inline const char *shader_get_comp_op(DWORD op
)
1652 case COMPARISON_GT
: return ">";
1653 case COMPARISON_EQ
: return "==";
1654 case COMPARISON_GE
: return ">=";
1655 case COMPARISON_LT
: return "<";
1656 case COMPARISON_NE
: return "!=";
1657 case COMPARISON_LE
: return "<=";
1659 FIXME("Unrecognized comparison value: %u\n", op
);
1664 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1665 DWORD sampler_idx
, DWORD flags
, glsl_sample_function_t
*sample_function
)
1667 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ctx
->reg_maps
->sampler_type
[sampler_idx
];
1668 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1669 BOOL shadow
= shader_is_pshader_version(ctx
->reg_maps
->shader_version
.type
)
1670 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << sampler_idx
));
1671 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1672 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1673 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1674 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1676 /* Note that there's no such thing as a projected cube texture. */
1677 switch(sampler_type
) {
1683 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1687 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1688 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1689 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1690 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1693 FIXME("Unsupported 1D shadow grad function.\n");
1694 sample_function
->name
= "unsupported1DGrad";
1699 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1701 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1707 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1711 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1712 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1713 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1714 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1717 FIXME("Unsupported 1D grad function.\n");
1718 sample_function
->name
= "unsupported1DGrad";
1723 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1725 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1736 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1740 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1741 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1742 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1743 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1746 FIXME("Unsupported RECT shadow grad function.\n");
1747 sample_function
->name
= "unsupported2DRectGrad";
1752 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
1759 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
1763 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1764 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
1765 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1766 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
1769 FIXME("Unsupported 2D shadow grad function.\n");
1770 sample_function
->name
= "unsupported2DGrad";
1775 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
1778 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1786 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1790 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1791 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
1792 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1793 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1796 FIXME("Unsupported RECT grad function.\n");
1797 sample_function
->name
= "unsupported2DRectGrad";
1802 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1809 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1813 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1814 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
1815 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1816 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1819 FIXME("Unsupported 2D grad function.\n");
1820 sample_function
->name
= "unsupported2DGrad";
1825 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1828 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1832 case WINED3DSTT_CUBE
:
1835 FIXME("Unsupported Cube shadow function.\n ");
1836 sample_function
->name
= "unsupportedCubeShadow";
1837 sample_function
->coord_mask
= 0;
1843 sample_function
->name
= "textureCubeLod";
1847 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1848 sample_function
->name
= "textureCubeGrad";
1849 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1850 sample_function
->name
= "textureCubeGradARB";
1853 FIXME("Unsupported Cube grad function.\n");
1854 sample_function
->name
= "unsupportedCubeGrad";
1859 sample_function
->name
= "textureCube";
1861 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1865 case WINED3DSTT_VOLUME
:
1868 FIXME("Unsupported 3D shadow function.\n ");
1869 sample_function
->name
= "unsupported3DShadow";
1870 sample_function
->coord_mask
= 0;
1876 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1880 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1881 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
1882 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1883 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1886 FIXME("Unsupported 3D grad function.\n");
1887 sample_function
->name
= "unsupported3DGrad";
1892 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1894 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1899 sample_function
->name
= "";
1900 sample_function
->coord_mask
= 0;
1901 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1906 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1907 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1909 switch(channel_source
)
1911 case CHANNEL_SOURCE_ZERO
:
1912 strcat(arguments
, "0.0");
1915 case CHANNEL_SOURCE_ONE
:
1916 strcat(arguments
, "1.0");
1919 case CHANNEL_SOURCE_X
:
1920 strcat(arguments
, reg_name
);
1921 strcat(arguments
, ".x");
1924 case CHANNEL_SOURCE_Y
:
1925 strcat(arguments
, reg_name
);
1926 strcat(arguments
, ".y");
1929 case CHANNEL_SOURCE_Z
:
1930 strcat(arguments
, reg_name
);
1931 strcat(arguments
, ".z");
1934 case CHANNEL_SOURCE_W
:
1935 strcat(arguments
, reg_name
);
1936 strcat(arguments
, ".w");
1940 FIXME("Unhandled channel source %#x\n", channel_source
);
1941 strcat(arguments
, "undefined");
1945 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1948 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1950 struct wined3d_shader_dst_param dst
;
1951 unsigned int mask_size
, remaining
;
1952 glsl_dst_param_t dst_param
;
1953 char arguments
[256];
1957 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1958 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1959 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1960 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1961 mask
&= ins
->dst
[0].write_mask
;
1963 if (!mask
) return; /* Nothing to do */
1965 if (is_complex_fixup(fixup
))
1967 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1968 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
1972 mask_size
= shader_glsl_get_write_mask_size(mask
);
1975 dst
.write_mask
= mask
;
1976 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1978 arguments
[0] = '\0';
1979 remaining
= mask_size
;
1980 if (mask
& WINED3DSP_WRITEMASK_0
)
1982 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1983 if (--remaining
) strcat(arguments
, ", ");
1985 if (mask
& WINED3DSP_WRITEMASK_1
)
1987 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1988 if (--remaining
) strcat(arguments
, ", ");
1990 if (mask
& WINED3DSP_WRITEMASK_2
)
1992 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1993 if (--remaining
) strcat(arguments
, ", ");
1995 if (mask
& WINED3DSP_WRITEMASK_3
)
1997 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
1998 if (--remaining
) strcat(arguments
, ", ");
2003 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
2004 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
2008 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
2012 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2013 DWORD sampler
, const glsl_sample_function_t
*sample_function
, DWORD swizzle
,
2014 const char *dx
, const char *dy
,
2015 const char *bias
, const char *coord_reg_fmt
, ...)
2017 const char *sampler_base
;
2018 char dst_swizzle
[6];
2019 struct color_fixup_desc fixup
;
2020 BOOL np2_fixup
= FALSE
;
2023 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2025 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
2027 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2028 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2029 sampler_base
= "Psampler";
2031 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2033 FIXME("Biased sampling from NP2 textures is unsupported\n");
2039 sampler_base
= "Vsampler";
2040 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2043 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2045 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
2047 va_start(args
, coord_reg_fmt
);
2048 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2052 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2055 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2056 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2058 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2059 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2060 } else if(dx
&& dy
) {
2061 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2063 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2067 if(!is_identity_fixup(fixup
)) {
2068 shader_glsl_color_correction(ins
, fixup
);
2072 /*****************************************************************************
2073 * Begin processing individual instruction opcodes
2074 ****************************************************************************/
2076 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2077 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
2079 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2080 glsl_src_param_t src0_param
;
2081 glsl_src_param_t src1_param
;
2085 /* Determine the GLSL operator to use based on the opcode */
2086 switch (ins
->handler_idx
)
2088 case WINED3DSIH_MUL
: op
= '*'; break;
2089 case WINED3DSIH_ADD
: op
= '+'; break;
2090 case WINED3DSIH_SUB
: op
= '-'; break;
2093 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2097 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2098 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2099 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2100 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2103 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2104 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2106 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2107 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2108 glsl_src_param_t src0_param
;
2111 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2112 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2114 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2115 * shader versions WINED3DSIO_MOVA is used for this. */
2116 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2117 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
2118 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2120 /* This is a simple floor() */
2121 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2122 if (mask_size
> 1) {
2123 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2125 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2128 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2130 /* We need to *round* to the nearest int here. */
2131 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2133 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2136 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2138 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2143 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2144 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2146 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2147 src0_param
.param_str
, src0_param
.param_str
);
2152 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2156 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2157 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2159 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2160 glsl_src_param_t src0_param
;
2161 glsl_src_param_t src1_param
;
2162 DWORD dst_write_mask
, src_write_mask
;
2163 unsigned int dst_size
= 0;
2165 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2166 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2168 /* dp3 works on vec3, dp4 on vec4 */
2169 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2171 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2173 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2176 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2177 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2180 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2182 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2186 /* Note that this instruction has some restrictions. The destination write mask
2187 * can't contain the w component, and the source swizzles have to be .xyzw */
2188 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2190 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2191 glsl_src_param_t src0_param
;
2192 glsl_src_param_t src1_param
;
2195 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2196 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2197 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2198 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2199 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2202 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2203 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2204 * GLSL uses the value as-is. */
2205 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2207 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2208 glsl_src_param_t src0_param
;
2209 glsl_src_param_t src1_param
;
2210 DWORD dst_write_mask
;
2211 unsigned int dst_size
;
2213 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2214 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2216 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2217 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2221 shader_addline(buffer
, "vec%d(%s == 0.0 ? 0.0 : pow(abs(%s), %s)));\n",
2222 dst_size
, src0_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2226 shader_addline(buffer
, "%s == 0.0 ? 0.0 : pow(abs(%s), %s));\n",
2227 src0_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2231 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2232 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2233 * GLSL uses the value as-is. */
2234 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
2236 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2237 glsl_src_param_t src0_param
;
2238 DWORD dst_write_mask
;
2239 unsigned int dst_size
;
2241 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2242 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2244 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2248 shader_addline(buffer
, "vec%d(%s == 0.0 ? -FLT_MAX : log2(abs(%s))));\n",
2249 dst_size
, src0_param
.param_str
, src0_param
.param_str
);
2253 shader_addline(buffer
, "%s == 0.0 ? -FLT_MAX : log2(abs(%s)));\n",
2254 src0_param
.param_str
, src0_param
.param_str
);
2258 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2259 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2261 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2262 glsl_src_param_t src_param
;
2263 const char *instruction
;
2267 /* Determine the GLSL function to use based on the opcode */
2268 /* TODO: Possibly make this a table for faster lookups */
2269 switch (ins
->handler_idx
)
2271 case WINED3DSIH_MIN
: instruction
= "min"; break;
2272 case WINED3DSIH_MAX
: instruction
= "max"; break;
2273 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2274 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2275 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
2276 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2277 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2278 default: instruction
= "";
2279 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2283 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2285 shader_addline(buffer
, "%s(", instruction
);
2289 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2290 shader_addline(buffer
, "%s", src_param
.param_str
);
2291 for (i
= 1; i
< ins
->src_count
; ++i
)
2293 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2294 shader_addline(buffer
, ", %s", src_param
.param_str
);
2298 shader_addline(buffer
, "));\n");
2301 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2303 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2304 glsl_src_param_t src_param
;
2305 unsigned int mask_size
;
2309 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2310 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2311 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2313 shader_addline(buffer
, "tmp0.x = length(%s);\n", src_param
.param_str
);
2314 shader_glsl_append_dst(buffer
, ins
);
2317 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s / tmp0.x));\n",
2318 mask_size
, src_param
.param_str
);
2322 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s / tmp0.x));\n",
2323 src_param
.param_str
);
2327 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2328 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2329 * dst.x = 2^(floor(src))
2330 * dst.y = src - floor(src)
2331 * dst.z = 2^src (partial precision is allowed, but optional)
2333 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2334 * dst = 2^src; (partial precision is allowed, but optional)
2336 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2338 glsl_src_param_t src_param
;
2340 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2342 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2346 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2347 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2348 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2349 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2351 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2352 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2353 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2356 unsigned int mask_size
;
2358 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2359 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2361 if (mask_size
> 1) {
2362 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2364 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2369 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2370 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2372 glsl_src_param_t src_param
;
2374 unsigned int mask_size
;
2376 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2377 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2378 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2382 shader_addline(ins
->ctx
->buffer
, "vec%d(%s == 0.0 ? FLT_MAX : 1.0 / %s));\n",
2383 mask_size
, src_param
.param_str
, src_param
.param_str
);
2387 shader_addline(ins
->ctx
->buffer
, "%s == 0.0 ? FLT_MAX : 1.0 / %s);\n",
2388 src_param
.param_str
, src_param
.param_str
);
2392 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2394 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2395 glsl_src_param_t src_param
;
2397 unsigned int mask_size
;
2399 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2400 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2402 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2406 shader_addline(buffer
, "vec%d(%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s))));\n",
2407 mask_size
, src_param
.param_str
, src_param
.param_str
);
2411 shader_addline(buffer
, "%s == 0.0 ? FLT_MAX : inversesqrt(abs(%s)));\n",
2412 src_param
.param_str
, src_param
.param_str
);
2416 /** Process signed comparison opcodes in GLSL. */
2417 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2419 glsl_src_param_t src0_param
;
2420 glsl_src_param_t src1_param
;
2422 unsigned int mask_size
;
2424 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2425 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2426 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2427 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2429 if (mask_size
> 1) {
2430 const char *compare
;
2432 switch(ins
->handler_idx
)
2434 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2435 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2436 default: compare
= "";
2437 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2440 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2441 src0_param
.param_str
, src1_param
.param_str
);
2443 switch(ins
->handler_idx
)
2445 case WINED3DSIH_SLT
:
2446 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2447 * to return 0.0 but step returns 1.0 because step is not < x
2448 * An alternative is a bvec compare padded with an unused second component.
2449 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2450 * issue. Playing with not() is not possible either because not() does not accept
2453 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2454 src0_param
.param_str
, src1_param
.param_str
);
2456 case WINED3DSIH_SGE
:
2457 /* Here we can use the step() function and safe a conditional */
2458 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2461 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2467 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2468 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
2470 glsl_src_param_t src0_param
;
2471 glsl_src_param_t src1_param
;
2472 glsl_src_param_t src2_param
;
2473 DWORD write_mask
, cmp_channel
= 0;
2476 BOOL temp_destination
= FALSE
;
2478 if (shader_is_scalar(&ins
->src
[0].reg
))
2480 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2482 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2483 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2484 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2486 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2487 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2489 DWORD dst_mask
= ins
->dst
[0].write_mask
;
2490 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
2492 /* Cycle through all source0 channels */
2493 for (i
=0; i
<4; i
++) {
2495 /* Find the destination channels which use the current source0 channel */
2496 for (j
=0; j
<4; j
++) {
2497 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2499 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2500 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2503 dst
.write_mask
= dst_mask
& write_mask
;
2505 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2506 * The first lines may overwrite source parameters of the following lines.
2507 * Deal with that by using a temporary destination register if needed
2509 if ((ins
->src
[0].reg
.idx
== ins
->dst
[0].reg
.idx
2510 && ins
->src
[0].reg
.type
== ins
->dst
[0].reg
.type
)
2511 || (ins
->src
[1].reg
.idx
== ins
->dst
[0].reg
.idx
2512 && ins
->src
[1].reg
.type
== ins
->dst
[0].reg
.type
)
2513 || (ins
->src
[2].reg
.idx
== ins
->dst
[0].reg
.idx
2514 && ins
->src
[2].reg
.type
== ins
->dst
[0].reg
.type
))
2516 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2517 if (!write_mask
) continue;
2518 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2519 temp_destination
= TRUE
;
2521 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2522 if (!write_mask
) continue;
2525 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2526 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2527 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2529 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2530 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2533 if(temp_destination
) {
2534 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2535 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2536 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2542 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2543 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2544 * the compare is done per component of src0. */
2545 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2547 struct wined3d_shader_dst_param dst
;
2548 glsl_src_param_t src0_param
;
2549 glsl_src_param_t src1_param
;
2550 glsl_src_param_t src2_param
;
2551 DWORD write_mask
, cmp_channel
= 0;
2554 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2555 ins
->ctx
->reg_maps
->shader_version
.minor
);
2557 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2559 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2560 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2561 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2562 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2564 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2567 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2569 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2570 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2574 /* Cycle through all source0 channels */
2575 dst_mask
= ins
->dst
[0].write_mask
;
2577 for (i
=0; i
<4; i
++) {
2579 /* Find the destination channels which use the current source0 channel */
2580 for (j
=0; j
<4; j
++) {
2581 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2583 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2584 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2588 dst
.write_mask
= dst_mask
& write_mask
;
2589 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2590 if (!write_mask
) continue;
2592 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2593 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2594 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2596 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2597 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2601 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2602 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2604 glsl_src_param_t src0_param
;
2605 glsl_src_param_t src1_param
;
2606 glsl_src_param_t src2_param
;
2609 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2610 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2611 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2612 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2613 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2614 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2617 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2618 Vertex shaders to GLSL codes */
2619 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2622 int nComponents
= 0;
2623 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2624 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2625 struct wined3d_shader_instruction tmp_ins
;
2627 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2629 /* Set constants for the temporary argument */
2630 tmp_ins
.ctx
= ins
->ctx
;
2631 tmp_ins
.dst_count
= 1;
2632 tmp_ins
.dst
= &tmp_dst
;
2633 tmp_ins
.src_count
= 2;
2634 tmp_ins
.src
= tmp_src
;
2636 switch(ins
->handler_idx
)
2638 case WINED3DSIH_M4x4
:
2640 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2642 case WINED3DSIH_M4x3
:
2644 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2646 case WINED3DSIH_M3x4
:
2648 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2650 case WINED3DSIH_M3x3
:
2652 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2654 case WINED3DSIH_M3x2
:
2656 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2662 tmp_dst
= ins
->dst
[0];
2663 tmp_src
[0] = ins
->src
[0];
2664 tmp_src
[1] = ins
->src
[1];
2665 for (i
= 0; i
< nComponents
; ++i
)
2667 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2668 shader_glsl_dot(&tmp_ins
);
2669 ++tmp_src
[1].reg
.idx
;
2674 The LRP instruction performs a component-wise linear interpolation
2675 between the second and third operands using the first operand as the
2676 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2677 This is equivalent to mix(src2, src1, src0);
2679 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2681 glsl_src_param_t src0_param
;
2682 glsl_src_param_t src1_param
;
2683 glsl_src_param_t src2_param
;
2686 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2688 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2689 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2690 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2692 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2693 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2696 /** Process the WINED3DSIO_LIT instruction in GLSL:
2697 * dst.x = dst.w = 1.0
2698 * dst.y = (src0.x > 0) ? src0.x
2699 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2700 * where src.w is clamped at +- 128
2702 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2704 glsl_src_param_t src0_param
;
2705 glsl_src_param_t src1_param
;
2706 glsl_src_param_t src3_param
;
2709 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2710 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2712 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2713 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2714 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2716 /* The sdk specifies the instruction like this
2718 * if(src.x > 0.0) dst.y = src.x
2720 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2724 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2725 * dst.x = 1.0 ... No further explanation needed
2726 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2727 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2728 * dst.w = 1.0. ... Nothing fancy.
2730 * So we still have one conditional in there. So do this:
2731 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2733 * 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),
2734 * 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.
2735 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2737 shader_addline(ins
->ctx
->buffer
,
2738 "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",
2739 src0_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2742 /** Process the WINED3DSIO_DST instruction in GLSL:
2744 * dst.y = src0.x * src0.y
2748 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2750 glsl_src_param_t src0y_param
;
2751 glsl_src_param_t src0z_param
;
2752 glsl_src_param_t src1y_param
;
2753 glsl_src_param_t src1w_param
;
2756 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2757 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2759 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2760 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2761 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2762 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2764 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2765 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2768 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2769 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2770 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2772 * dst.x = cos(src0.?)
2773 * dst.y = sin(src0.?)
2777 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2779 glsl_src_param_t src0_param
;
2782 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2783 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2785 switch (write_mask
) {
2786 case WINED3DSP_WRITEMASK_0
:
2787 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2790 case WINED3DSP_WRITEMASK_1
:
2791 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2794 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2795 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2799 ERR("Write mask should be .x, .y or .xy\n");
2804 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2805 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2806 * generate invalid code
2808 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
2810 glsl_src_param_t src0_param
;
2813 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2814 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2816 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
2819 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2820 * Start a for() loop where src1.y is the initial value of aL,
2821 * increment aL by src1.z for a total of src1.x iterations.
2822 * Need to use a temporary variable for this operation.
2824 /* FIXME: I don't think nested loops will work correctly this way. */
2825 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2827 glsl_src_param_t src1_param
;
2828 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2829 const DWORD
*control_values
= NULL
;
2830 const local_constant
*constant
;
2832 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2834 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2835 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2836 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2839 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
2841 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
) {
2842 if (constant
->idx
== ins
->src
[1].reg
.idx
)
2844 control_values
= constant
->value
;
2852 struct wined3d_shader_loop_control loop_control
;
2853 loop_control
.count
= control_values
[0];
2854 loop_control
.start
= control_values
[1];
2855 loop_control
.step
= (int)control_values
[2];
2857 if (loop_control
.step
> 0)
2859 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2860 shader
->baseShader
.cur_loop_depth
, loop_control
.start
,
2861 shader
->baseShader
.cur_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2862 shader
->baseShader
.cur_loop_depth
, loop_control
.step
);
2864 else if (loop_control
.step
< 0)
2866 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2867 shader
->baseShader
.cur_loop_depth
, loop_control
.start
,
2868 shader
->baseShader
.cur_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2869 shader
->baseShader
.cur_loop_depth
, loop_control
.step
);
2873 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2874 shader
->baseShader
.cur_loop_depth
, loop_control
.start
, shader
->baseShader
.cur_loop_depth
,
2875 shader
->baseShader
.cur_loop_depth
, loop_control
.count
,
2876 shader
->baseShader
.cur_loop_depth
);
2879 shader_addline(ins
->ctx
->buffer
,
2880 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2881 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
,
2882 src1_param
.reg_name
, shader
->baseShader
.cur_loop_depth
, src1_param
.reg_name
,
2883 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_regno
, src1_param
.reg_name
);
2886 shader
->baseShader
.cur_loop_depth
++;
2887 shader
->baseShader
.cur_loop_regno
++;
2890 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2892 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2894 shader_addline(ins
->ctx
->buffer
, "}\n");
2896 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2898 shader
->baseShader
.cur_loop_depth
--;
2899 shader
->baseShader
.cur_loop_regno
--;
2902 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2904 shader
->baseShader
.cur_loop_depth
--;
2908 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2910 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
2911 glsl_src_param_t src0_param
;
2912 const DWORD
*control_values
= NULL
;
2913 const local_constant
*constant
;
2915 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2916 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
2918 LIST_FOR_EACH_ENTRY(constant
, &shader
->baseShader
.constantsI
, local_constant
, entry
)
2920 if (constant
->idx
== ins
->src
[0].reg
.idx
)
2922 control_values
= constant
->value
;
2928 if(control_values
) {
2929 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2930 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2931 control_values
[0], shader
->baseShader
.cur_loop_depth
);
2933 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2934 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2935 shader
->baseShader
.cur_loop_depth
, shader
->baseShader
.cur_loop_depth
,
2936 src0_param
.param_str
, shader
->baseShader
.cur_loop_depth
);
2938 shader
->baseShader
.cur_loop_depth
++;
2941 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2943 glsl_src_param_t src0_param
;
2945 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2946 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2949 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2951 glsl_src_param_t src0_param
;
2952 glsl_src_param_t src1_param
;
2954 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2955 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2957 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2958 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2961 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2963 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2966 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2968 shader_addline(ins
->ctx
->buffer
, "break;\n");
2971 /* FIXME: According to MSDN the compare is done per component. */
2972 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2974 glsl_src_param_t src0_param
;
2975 glsl_src_param_t src1_param
;
2977 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2978 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2980 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
2981 src0_param
.param_str
, shader_get_comp_op(ins
->flags
), src1_param
.param_str
);
2984 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
2986 shader_addline(ins
->ctx
->buffer
, "}\n");
2987 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].reg
.idx
);
2990 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
2992 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
);
2995 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
2997 glsl_src_param_t src1_param
;
2999 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3000 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].reg
.idx
);
3003 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3005 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3006 * function only suppresses the unhandled instruction warning
3010 /*********************************************
3011 * Pixel Shader Specific Code begins here
3012 ********************************************/
3013 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3015 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3016 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
3017 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3018 ins
->ctx
->reg_maps
->shader_version
.minor
);
3019 glsl_sample_function_t sample_function
;
3020 DWORD sample_flags
= 0;
3022 DWORD mask
= 0, swizzle
;
3024 /* 1.0-1.4: Use destination register as sampler source.
3025 * 2.0+: Use provided sampler source. */
3026 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) sampler_idx
= ins
->dst
[0].reg
.idx
;
3027 else sampler_idx
= ins
->src
[1].reg
.idx
;
3029 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3031 DWORD flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
3032 WINED3DSAMPLER_TEXTURE_TYPE sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3034 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3035 if (flags
& WINED3DTTFF_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
) {
3036 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3037 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
3038 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3039 case WINED3DTTFF_COUNT2
: mask
= WINED3DSP_WRITEMASK_1
; break;
3040 case WINED3DTTFF_COUNT3
: mask
= WINED3DSP_WRITEMASK_2
; break;
3041 case WINED3DTTFF_COUNT4
:
3042 case WINED3DTTFF_DISABLE
: mask
= WINED3DSP_WRITEMASK_3
; break;
3046 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3048 DWORD src_mod
= ins
->src
[0].modifiers
;
3050 if (src_mod
== WINED3DSPSM_DZ
) {
3051 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3052 mask
= WINED3DSP_WRITEMASK_2
;
3053 } else if (src_mod
== WINED3DSPSM_DW
) {
3054 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3055 mask
= WINED3DSP_WRITEMASK_3
;
3058 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3060 /* ps 2.0 texldp instruction always divides by the fourth component. */
3061 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3062 mask
= WINED3DSP_WRITEMASK_3
;
3066 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
3067 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
3068 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3071 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3072 mask
|= sample_function
.coord_mask
;
3074 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3075 else swizzle
= ins
->src
[1].swizzle
;
3077 /* 1.0-1.3: Use destination register as coordinate source.
3078 1.4+: Use provided coordinate source register. */
3079 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3082 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3083 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3084 "T%u%s", sampler_idx
, coord_mask
);
3086 glsl_src_param_t coord_param
;
3087 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3088 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3090 glsl_src_param_t bias
;
3091 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3092 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3093 "%s", coord_param
.param_str
);
3095 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3096 "%s", coord_param
.param_str
);
3101 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3103 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3104 IWineD3DDeviceImpl
* deviceImpl
= (IWineD3DDeviceImpl
*) This
->baseShader
.device
;
3105 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3106 glsl_sample_function_t sample_function
;
3107 glsl_src_param_t coord_param
, dx_param
, dy_param
;
3108 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3110 DWORD swizzle
= ins
->src
[1].swizzle
;
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 return shader_glsl_tex(ins
);
3118 sampler_idx
= ins
->src
[1].reg
.idx
;
3119 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
3120 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
3121 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
;
3142 DWORD swizzle
= ins
->src
[1].swizzle
;
3144 sampler_idx
= ins
->src
[1].reg
.idx
;
3145 if(deviceImpl
->stateBlock
->textures
[sampler_idx
] &&
3146 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl
->stateBlock
->textures
[sampler_idx
]) == GL_TEXTURE_RECTANGLE_ARB
) {
3147 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3149 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3150 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3152 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3154 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3155 && shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
3157 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
3158 * However, they seem to work just fine in fragment shaders as well. */
3159 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3161 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3162 "%s", coord_param
.param_str
);
3165 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3167 /* FIXME: Make this work for more than just 2D textures */
3168 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3169 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3171 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3175 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3176 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3177 ins
->dst
[0].reg
.idx
, dst_mask
);
3179 DWORD reg
= ins
->src
[0].reg
.idx
;
3180 DWORD src_mod
= ins
->src
[0].modifiers
;
3181 char dst_swizzle
[6];
3183 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3185 if (src_mod
== WINED3DSPSM_DZ
) {
3186 glsl_src_param_t div_param
;
3187 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3188 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3190 if (mask_size
> 1) {
3191 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3193 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3195 } else if (src_mod
== WINED3DSPSM_DW
) {
3196 glsl_src_param_t div_param
;
3197 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3198 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3200 if (mask_size
> 1) {
3201 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3203 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3206 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3211 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3212 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3213 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3214 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3216 glsl_src_param_t src0_param
;
3217 glsl_sample_function_t sample_function
;
3218 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3219 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3222 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3224 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3225 * scalar, and projected sampling would require 4.
3227 * It is a dependent read - not valid with conditional NP2 textures
3229 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3230 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3235 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3236 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3240 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3241 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3245 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3246 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3250 FIXME("Unexpected mask size %u\n", mask_size
);
3255 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3256 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3257 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3259 glsl_src_param_t src0_param
;
3260 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3261 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3263 unsigned int mask_size
;
3265 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3266 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3267 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3269 if (mask_size
> 1) {
3270 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3272 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3276 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3277 * Calculate the depth as dst.x / dst.y */
3278 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3280 glsl_dst_param_t dst_param
;
3282 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3284 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3285 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3286 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3287 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3290 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3291 dst_param
.reg_name
, dst_param
.reg_name
);
3294 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3295 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3296 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3297 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3299 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3301 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3302 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3303 glsl_src_param_t src0_param
;
3305 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3307 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3308 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3311 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3312 * Calculate the 1st of a 2-row matrix multiplication. */
3313 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3315 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3316 DWORD reg
= ins
->dst
[0].reg
.idx
;
3317 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3318 glsl_src_param_t src0_param
;
3320 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3321 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3324 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3325 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3326 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3328 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3329 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3330 DWORD reg
= ins
->dst
[0].reg
.idx
;
3331 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3332 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3333 glsl_src_param_t src0_param
;
3335 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3336 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state
->current_row
, reg
, src0_param
.param_str
);
3337 current_state
->texcoord_w
[current_state
->current_row
++] = reg
;
3340 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3342 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3343 DWORD reg
= ins
->dst
[0].reg
.idx
;
3344 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3345 glsl_src_param_t src0_param
;
3346 glsl_sample_function_t sample_function
;
3348 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3349 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3351 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3353 /* Sample the texture using the calculated coordinates */
3354 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3357 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3358 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3359 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3361 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3362 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3363 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
3364 glsl_src_param_t src0_param
;
3365 DWORD reg
= ins
->dst
[0].reg
.idx
;
3366 glsl_sample_function_t sample_function
;
3368 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3369 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3371 /* Dependent read, not valid with conditional NP2 */
3372 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3374 /* Sample the texture using the calculated coordinates */
3375 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3377 current_state
->current_row
= 0;
3380 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3381 * Perform the 3rd row of a 3x3 matrix multiply */
3382 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3384 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3385 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3386 SHADER_PARSE_STATE
*current_state
= &shader
->baseShader
.parse_state
;
3387 glsl_src_param_t src0_param
;
3389 DWORD reg
= ins
->dst
[0].reg
.idx
;
3391 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3393 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3394 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3395 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3397 current_state
->current_row
= 0;
3400 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3401 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3402 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3404 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3405 DWORD reg
= ins
->dst
[0].reg
.idx
;
3406 glsl_src_param_t src0_param
;
3407 glsl_src_param_t src1_param
;
3408 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3409 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3410 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3411 glsl_sample_function_t sample_function
;
3413 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3414 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3416 /* Perform the last matrix multiply operation */
3417 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3418 /* Reflection calculation */
3419 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3421 /* Dependent read, not valid with conditional NP2 */
3422 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3424 /* Sample the texture */
3425 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3427 current_state
->current_row
= 0;
3430 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3431 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3432 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3434 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3435 DWORD reg
= ins
->dst
[0].reg
.idx
;
3436 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3437 SHADER_PARSE_STATE
* current_state
= &shader
->baseShader
.parse_state
;
3438 glsl_src_param_t src0_param
;
3439 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3440 glsl_sample_function_t sample_function
;
3442 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3444 /* Perform the last matrix multiply operation */
3445 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3447 /* Construct the eye-ray vector from w coordinates */
3448 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3449 current_state
->texcoord_w
[0], current_state
->texcoord_w
[1], reg
);
3450 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3452 /* Dependent read, not valid with conditional NP2 */
3453 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3455 /* Sample the texture using the calculated coordinates */
3456 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3458 current_state
->current_row
= 0;
3461 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3462 * Apply a fake bump map transform.
3463 * texbem is pshader <= 1.3 only, this saves a few version checks
3465 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3467 IWineD3DBaseShaderImpl
*shader
= (IWineD3DBaseShaderImpl
*)ins
->ctx
->shader
;
3468 IWineD3DDeviceImpl
*deviceImpl
= (IWineD3DDeviceImpl
*)shader
->baseShader
.device
;
3469 glsl_sample_function_t sample_function
;
3470 glsl_src_param_t coord_param
;
3476 sampler_idx
= ins
->dst
[0].reg
.idx
;
3477 flags
= deviceImpl
->stateBlock
->textureState
[sampler_idx
][WINED3DTSS_TEXTURETRANSFORMFLAGS
];
3479 /* Dependent read, not valid with conditional NP2 */
3480 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3481 mask
= sample_function
.coord_mask
;
3483 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3485 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3486 * so we can't let the GL handle this.
3488 if (flags
& WINED3DTTFF_PROJECTED
) {
3490 char coord_div_mask
[3];
3491 switch (flags
& ~WINED3DTTFF_PROJECTED
) {
3492 case WINED3DTTFF_COUNT1
: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3493 case WINED3DTTFF_COUNT2
: div_mask
= WINED3DSP_WRITEMASK_1
; break;
3494 case WINED3DTTFF_COUNT3
: div_mask
= WINED3DSP_WRITEMASK_2
; break;
3495 case WINED3DTTFF_COUNT4
:
3496 case WINED3DTTFF_DISABLE
: div_mask
= WINED3DSP_WRITEMASK_3
; break;
3498 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3499 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3502 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3504 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3505 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3506 coord_param
.param_str
, coord_mask
);
3508 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3510 glsl_src_param_t luminance_param
;
3511 glsl_dst_param_t dst_param
;
3513 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3514 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3516 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3517 dst_param
.reg_name
, dst_param
.mask_str
,
3518 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3522 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3524 glsl_src_param_t src0_param
, src1_param
;
3525 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3527 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3528 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3530 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3531 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
3532 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3535 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3536 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3537 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3539 glsl_src_param_t src0_param
;
3540 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3541 glsl_sample_function_t sample_function
;
3543 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3545 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3546 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3547 "%s.wx", src0_param
.reg_name
);
3550 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3551 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3552 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3554 glsl_src_param_t src0_param
;
3555 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3556 glsl_sample_function_t sample_function
;
3558 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3560 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3561 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3562 "%s.yz", src0_param
.reg_name
);
3565 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3566 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3567 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3569 glsl_src_param_t src0_param
;
3570 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3571 glsl_sample_function_t sample_function
;
3573 /* Dependent read, not valid with conditional NP2 */
3574 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3575 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3577 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3578 "%s", src0_param
.param_str
);
3581 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3582 * If any of the first 3 components are < 0, discard this pixel */
3583 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3585 glsl_dst_param_t dst_param
;
3587 /* The argument is a destination parameter, and no writemasks are allowed */
3588 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3589 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
3591 /* 2.0 shaders compare all 4 components in texkill */
3592 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3594 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3595 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3596 * 4 components are defined, only the first 3 are used
3598 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3602 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3603 * dst = dot2(src0, src1) + src2 */
3604 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3606 glsl_src_param_t src0_param
;
3607 glsl_src_param_t src1_param
;
3608 glsl_src_param_t src2_param
;
3610 unsigned int mask_size
;
3612 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3613 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3615 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3616 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3617 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3619 if (mask_size
> 1) {
3620 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3621 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3623 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3624 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3628 static void shader_glsl_input_pack(IWineD3DPixelShader
*iface
, struct wined3d_shader_buffer
*buffer
,
3629 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps
,
3630 enum vertexprocessing_mode vertexprocessing
)
3633 IWineD3DPixelShaderImpl
*This
= (IWineD3DPixelShaderImpl
*)iface
;
3634 WORD map
= reg_maps
->input_registers
;
3636 for (i
= 0; map
; map
>>= 1, ++i
)
3638 const char *semantic_name
;
3643 if (!(map
& 1)) continue;
3645 semantic_name
= input_signature
[i
].semantic_name
;
3646 semantic_idx
= input_signature
[i
].semantic_idx
;
3647 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3649 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3651 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
3652 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3653 This
->input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
3655 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3656 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3658 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3660 if (semantic_idx
== 0)
3661 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3662 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3663 else if (semantic_idx
== 1)
3664 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3665 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3667 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3668 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3672 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3673 This
->input_reg_map
[i
], reg_mask
, reg_mask
);
3678 /*********************************************
3679 * Vertex Shader Specific Code begins here
3680 ********************************************/
3682 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
) {
3683 glsl_program_key_t key
;
3685 key
.vshader
= entry
->vshader
;
3686 key
.pshader
= entry
->pshader
;
3687 key
.vs_args
= entry
->vs_args
;
3688 key
.ps_args
= entry
->ps_args
;
3690 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
3692 ERR("Failed to insert program entry.\n");
3696 static struct glsl_shader_prog_link
*get_glsl_program_entry(struct shader_glsl_priv
*priv
,
3697 IWineD3DVertexShader
*vshader
, IWineD3DPixelShader
*pshader
, struct vs_compile_args
*vs_args
,
3698 struct ps_compile_args
*ps_args
) {
3699 struct wine_rb_entry
*entry
;
3700 glsl_program_key_t key
;
3702 key
.vshader
= vshader
;
3703 key
.pshader
= pshader
;
3704 key
.vs_args
= *vs_args
;
3705 key
.ps_args
= *ps_args
;
3707 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
3708 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
3711 /* GL locking is done by the caller */
3712 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
3713 struct glsl_shader_prog_link
*entry
)
3715 glsl_program_key_t key
;
3717 key
.vshader
= entry
->vshader
;
3718 key
.pshader
= entry
->pshader
;
3719 key
.vs_args
= entry
->vs_args
;
3720 key
.ps_args
= entry
->ps_args
;
3721 wine_rb_remove(&priv
->program_lookup
, &key
);
3723 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3724 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3725 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3726 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3727 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3728 HeapFree(GetProcessHeap(), 0, entry
);
3731 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
3732 const struct wined3d_shader_signature_element
*input_signature
, const struct shader_reg_maps
*reg_maps_in
,
3733 const struct wined3d_shader_signature_element
*output_signature
, const struct shader_reg_maps
*reg_maps_out
)
3736 const char *semantic_name_in
, *semantic_name_out
;
3737 UINT semantic_idx_in
, semantic_idx_out
;
3740 unsigned int in_count
= vec4_varyings(3, gl_info
);
3741 char reg_mask
[6], reg_mask_out
[6];
3742 char destination
[50];
3743 WORD input_map
, output_map
;
3745 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3747 if (!output_signature
)
3749 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3750 shader_addline(buffer
, "vec4 front_color = gl_FrontColor;\n");
3751 shader_addline(buffer
, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3754 input_map
= reg_maps_in
->input_registers
;
3755 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
3757 if (!(input_map
& 1)) continue;
3760 if (in_idx
>= (in_count
+ 2)) {
3761 FIXME("More input varyings declared than supported, expect issues\n");
3764 else if (map
[i
] == ~0U)
3766 /* Declared, but not read register */
3770 if (in_idx
== in_count
) {
3771 sprintf(destination
, "gl_FrontColor");
3772 } else if (in_idx
== in_count
+ 1) {
3773 sprintf(destination
, "gl_FrontSecondaryColor");
3775 sprintf(destination
, "IN[%u]", in_idx
);
3778 semantic_name_in
= input_signature
[i
].semantic_name
;
3779 semantic_idx_in
= input_signature
[i
].semantic_idx
;
3780 set
[map
[i
]] = input_signature
[i
].mask
;
3781 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3783 if (!output_signature
)
3785 if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_COLOR
))
3787 if (semantic_idx_in
== 0)
3788 shader_addline(buffer
, "%s%s = front_color%s;\n",
3789 destination
, reg_mask
, reg_mask
);
3790 else if (semantic_idx_in
== 1)
3791 shader_addline(buffer
, "%s%s = front_secondary_color%s;\n",
3792 destination
, reg_mask
, reg_mask
);
3794 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3795 destination
, reg_mask
, reg_mask
);
3797 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_TEXCOORD
))
3799 if (semantic_idx_in
< 8)
3801 shader_addline(buffer
, "%s%s = gl_TexCoord[%u]%s;\n",
3802 destination
, reg_mask
, semantic_idx_in
, reg_mask
);
3806 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3807 destination
, reg_mask
, reg_mask
);
3810 else if (shader_match_semantic(semantic_name_in
, WINED3DDECLUSAGE_FOG
))
3812 shader_addline(buffer
, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3813 destination
, reg_mask
, reg_mask
);
3817 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3818 destination
, reg_mask
, reg_mask
);
3823 output_map
= reg_maps_out
->output_registers
;
3824 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
3826 if (!(output_map
& 1)) continue;
3828 semantic_name_out
= output_signature
[j
].semantic_name
;
3829 semantic_idx_out
= output_signature
[j
].semantic_idx
;
3830 shader_glsl_write_mask_to_str(output_signature
[j
].mask
, reg_mask_out
);
3832 if (semantic_idx_in
== semantic_idx_out
3833 && !strcmp(semantic_name_in
, semantic_name_out
))
3835 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3836 destination
, reg_mask
, j
, reg_mask
);
3841 shader_addline(buffer
, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3842 destination
, reg_mask
, reg_mask
);
3847 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3848 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3849 * input varyings are assigned above, if the optimizer works properly.
3851 for(i
= 0; i
< in_count
+ 2; i
++) {
3852 if (set
[i
] && set
[i
] != WINED3DSP_WRITEMASK_ALL
)
3854 unsigned int size
= 0;
3855 memset(reg_mask
, 0, sizeof(reg_mask
));
3856 if(!(set
[i
] & WINED3DSP_WRITEMASK_0
)) {
3857 reg_mask
[size
] = 'x';
3860 if(!(set
[i
] & WINED3DSP_WRITEMASK_1
)) {
3861 reg_mask
[size
] = 'y';
3864 if(!(set
[i
] & WINED3DSP_WRITEMASK_2
)) {
3865 reg_mask
[size
] = 'z';
3868 if(!(set
[i
] & WINED3DSP_WRITEMASK_3
)) {
3869 reg_mask
[size
] = 'w';
3873 if (i
== in_count
) {
3874 sprintf(destination
, "gl_FrontColor");
3875 } else if (i
== in_count
+ 1) {
3876 sprintf(destination
, "gl_FrontSecondaryColor");
3878 sprintf(destination
, "IN[%u]", i
);
3882 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3884 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3889 HeapFree(GetProcessHeap(), 0, set
);
3892 /* GL locking is done by the caller */
3893 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
3894 IWineD3DVertexShader
*vertexshader
, IWineD3DPixelShader
*pixelshader
, const struct wined3d_gl_info
*gl_info
)
3896 GLhandleARB ret
= 0;
3897 IWineD3DVertexShaderImpl
*vs
= (IWineD3DVertexShaderImpl
*) vertexshader
;
3898 IWineD3DPixelShaderImpl
*ps
= (IWineD3DPixelShaderImpl
*) pixelshader
;
3899 IWineD3DDeviceImpl
*device
;
3900 DWORD vs_major
= vs
->baseShader
.reg_maps
.shader_version
.major
;
3901 DWORD ps_major
= ps
? ps
->baseShader
.reg_maps
.shader_version
.major
: 0;
3903 const char *semantic_name
;
3906 const struct wined3d_shader_signature_element
*output_signature
;
3908 shader_buffer_clear(buffer
);
3910 shader_addline(buffer
, "#version 120\n");
3912 if(vs_major
< 3 && ps_major
< 3) {
3913 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3914 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3916 device
= (IWineD3DDeviceImpl
*) vs
->baseShader
.device
;
3917 if ((gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
)
3918 && ps_major
== 0 && vs_major
> 0 && !device
->frag_pipe
->ffp_proj_control
)
3920 shader_addline(buffer
, "void order_ps_input() {\n");
3921 for(i
= 0; i
< min(8, MAX_REG_TEXCRD
); i
++) {
3922 if(vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != 0 &&
3923 vs
->baseShader
.reg_maps
.texcoord_mask
[i
] != WINED3DSP_WRITEMASK_ALL
) {
3924 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", i
);
3927 shader_addline(buffer
, "}\n");
3929 shader_addline(buffer
, "void order_ps_input() { /* do nothing */ }\n");
3931 } else if(ps_major
< 3 && vs_major
>= 3) {
3932 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3934 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3935 output_signature
= vs
->baseShader
.output_signature
;
3937 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3938 for (i
= 0; map
; map
>>= 1, ++i
)
3942 if (!(map
& 1)) continue;
3944 semantic_name
= output_signature
[i
].semantic_name
;
3945 semantic_idx
= output_signature
[i
].semantic_idx
;
3946 write_mask
= output_signature
[i
].mask
;
3947 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
3949 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_COLOR
))
3951 if (semantic_idx
== 0)
3952 shader_addline(buffer
, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3953 else if (semantic_idx
== 1)
3954 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3956 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
3958 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
3960 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_TEXCOORD
))
3962 if (semantic_idx
< 8)
3964 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
3965 write_mask
|= WINED3DSP_WRITEMASK_3
;
3967 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3968 semantic_idx
, reg_mask
, i
, reg_mask
);
3969 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
3970 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
3973 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
3975 shader_addline(buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
3977 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_FOG
))
3979 shader_addline(buffer
, "gl_FogFragCoord = OUT[%u].%c;\n", i
, reg_mask
[1]);
3982 shader_addline(buffer
, "}\n");
3984 } else if(ps_major
>= 3 && vs_major
>= 3) {
3985 WORD map
= vs
->baseShader
.reg_maps
.output_registers
;
3987 output_signature
= vs
->baseShader
.output_signature
;
3989 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3990 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
3991 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3993 /* First, sort out position and point size. Those are not passed to the pixel shader */
3994 for (i
= 0; map
; map
>>= 1, ++i
)
3996 if (!(map
& 1)) continue;
3998 semantic_name
= output_signature
[i
].semantic_name
;
3999 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
4001 if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_POSITION
))
4003 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n", reg_mask
, i
, reg_mask
);
4005 else if (shader_match_semantic(semantic_name
, WINED3DDECLUSAGE_PSIZE
))
4007 shader_addline(buffer
, "gl_PointSize = OUT[%u].x;\n", i
);
4011 /* Then, fix the pixel shader input */
4012 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->baseShader
.input_signature
,
4013 &ps
->baseShader
.reg_maps
, output_signature
, &vs
->baseShader
.reg_maps
);
4015 shader_addline(buffer
, "}\n");
4016 } else if(ps_major
>= 3 && vs_major
< 3) {
4017 shader_addline(buffer
, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info
));
4018 shader_addline(buffer
, "void order_ps_input() {\n");
4019 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
4020 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
4021 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
4023 handle_ps3_input(buffer
, gl_info
, ps
->input_reg_map
, ps
->baseShader
.input_signature
,
4024 &ps
->baseShader
.reg_maps
, NULL
, NULL
);
4025 shader_addline(buffer
, "}\n");
4027 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major
, ps_major
);
4030 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4031 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4032 GL_EXTCALL(glShaderSourceARB(ret
, 1, (const char**)&buffer
->buffer
, NULL
));
4033 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
4034 GL_EXTCALL(glCompileShaderARB(ret
));
4035 checkGLcall("glCompileShaderARB(ret)");
4040 /* GL locking is done by the caller */
4041 static void hardcode_local_constants(IWineD3DBaseShaderImpl
*shader
, const struct wined3d_gl_info
*gl_info
,
4042 GLhandleARB programId
, char prefix
)
4044 const local_constant
*lconst
;
4049 LIST_FOR_EACH_ENTRY(lconst
, &shader
->baseShader
.constantsF
, local_constant
, entry
) {
4050 value
= (const float *)lconst
->value
;
4051 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
4052 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4053 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
4055 checkGLcall("Hardcoding local constants");
4058 /* GL locking is done by the caller */
4059 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4060 struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*This
,
4061 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4063 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4064 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4065 CONST DWORD
*function
= This
->baseShader
.function
;
4066 struct shader_glsl_ctx_priv priv_ctx
;
4068 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4069 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4071 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4072 priv_ctx
.cur_ps_args
= args
;
4073 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4075 shader_addline(buffer
, "#version 120\n");
4077 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && reg_maps
->usestexldd
)
4079 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4081 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4083 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4084 * drivers write a warning if we don't do so
4086 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4088 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4090 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4093 /* Base Declarations */
4094 shader_generate_glsl_declarations(context
, buffer
, (IWineD3DBaseShader
*)This
, reg_maps
, &priv_ctx
);
4096 /* Pack 3.0 inputs */
4097 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4099 shader_glsl_input_pack((IWineD3DPixelShader
*) This
, buffer
,
4100 This
->baseShader
.input_signature
, reg_maps
, args
->vp_mode
);
4103 /* Base Shader Body */
4104 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
4106 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4107 if (reg_maps
->shader_version
.major
< 2)
4109 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4110 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4113 if (args
->srgb_correction
)
4115 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4116 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4117 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4118 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4119 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4120 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4122 /* Pixel shader < 3.0 do not replace the fog stage.
4123 * This implements linear fog computation and blending.
4124 * TODO: non linear fog
4125 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4126 * -1/(e-s) and e/(e-s) respectively.
4128 if (reg_maps
->shader_version
.major
< 3)
4131 case FOG_OFF
: break;
4133 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4134 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
4135 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4136 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4139 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4140 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4141 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4142 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4145 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4146 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4147 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4148 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4153 shader_addline(buffer
, "}\n");
4155 TRACE("Compiling shader object %u\n", shader_obj
);
4156 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4157 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4158 print_glsl_info_log(gl_info
, shader_obj
);
4160 /* Store the shader object */
4164 /* GL locking is done by the caller */
4165 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4166 struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*This
,
4167 const struct vs_compile_args
*args
)
4169 const struct shader_reg_maps
*reg_maps
= &This
->baseShader
.reg_maps
;
4170 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4171 CONST DWORD
*function
= This
->baseShader
.function
;
4172 struct shader_glsl_ctx_priv priv_ctx
;
4174 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4175 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4177 shader_addline(buffer
, "#version 120\n");
4179 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4181 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4184 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4185 priv_ctx
.cur_vs_args
= args
;
4187 /* Base Declarations */
4188 shader_generate_glsl_declarations(context
, buffer
, (IWineD3DBaseShader
*)This
, reg_maps
, &priv_ctx
);
4190 /* Base Shader Body */
4191 shader_generate_main((IWineD3DBaseShader
*)This
, buffer
, reg_maps
, function
, &priv_ctx
);
4193 /* Unpack 3.0 outputs */
4194 if (reg_maps
->shader_version
.major
>= 3) shader_addline(buffer
, "order_ps_input(OUT);\n");
4195 else shader_addline(buffer
, "order_ps_input();\n");
4197 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4198 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4199 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4200 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4202 if(args
->fog_src
== VS_FOG_Z
) {
4203 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4204 } else if (!reg_maps
->fog
) {
4205 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4208 /* Write the final position.
4210 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4211 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4212 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4213 * contains 1.0 to allow a mad.
4215 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4216 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4217 if(args
->clip_enabled
) {
4218 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4221 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4223 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4224 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4225 * which is the same as z = z * 2 - w.
4227 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4229 shader_addline(buffer
, "}\n");
4231 TRACE("Compiling shader object %u\n", shader_obj
);
4232 GL_EXTCALL(glShaderSourceARB(shader_obj
, 1, (const char**)&buffer
->buffer
, NULL
));
4233 GL_EXTCALL(glCompileShaderARB(shader_obj
));
4234 print_glsl_info_log(gl_info
, shader_obj
);
4239 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4240 struct wined3d_shader_buffer
*buffer
, IWineD3DPixelShaderImpl
*shader
,
4241 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4245 struct glsl_ps_compiled_shader
*new_array
;
4246 struct glsl_pshader_private
*shader_data
;
4247 struct ps_np2fixup_info
*np2fixup
= NULL
;
4250 if (!shader
->baseShader
.backend_data
)
4252 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4253 if (!shader
->baseShader
.backend_data
)
4255 ERR("Failed to allocate backend data.\n");
4259 shader_data
= shader
->baseShader
.backend_data
;
4261 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4262 * so a linear search is more performant than a hashmap or a binary search
4263 * (cache coherency etc)
4265 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4266 if(memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)) == 0) {
4267 if(args
->np2_fixup
) *np2fixup_info
= &shader_data
->gl_shaders
[i
].np2fixup
;
4268 return shader_data
->gl_shaders
[i
].prgId
;
4272 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4273 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4274 if (shader_data
->num_gl_shaders
)
4276 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4277 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4278 new_size
* sizeof(*shader_data
->gl_shaders
));
4280 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4285 ERR("Out of memory\n");
4288 shader_data
->gl_shaders
= new_array
;
4289 shader_data
->shader_array_size
= new_size
;
4292 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4294 memset(&shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
, 0, sizeof(struct ps_np2fixup_info
));
4295 if (args
->np2_fixup
) np2fixup
= &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4297 pixelshader_update_samplers(&shader
->baseShader
.reg_maps
,
4298 ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->stateBlock
->textures
);
4300 shader_buffer_clear(buffer
);
4301 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4302 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4303 *np2fixup_info
= np2fixup
;
4308 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4309 const DWORD use_map
) {
4310 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4311 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4312 return stored
->fog_src
== new->fog_src
;
4315 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4316 struct wined3d_shader_buffer
*buffer
, IWineD3DVertexShaderImpl
*shader
,
4317 const struct vs_compile_args
*args
)
4321 struct glsl_vs_compiled_shader
*new_array
;
4322 DWORD use_map
= ((IWineD3DDeviceImpl
*)shader
->baseShader
.device
)->strided_streams
.use_map
;
4323 struct glsl_vshader_private
*shader_data
;
4326 if (!shader
->baseShader
.backend_data
)
4328 shader
->baseShader
.backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4329 if (!shader
->baseShader
.backend_data
)
4331 ERR("Failed to allocate backend data.\n");
4335 shader_data
= shader
->baseShader
.backend_data
;
4337 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4338 * so a linear search is more performant than a hashmap or a binary search
4339 * (cache coherency etc)
4341 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4342 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
)) {
4343 return shader_data
->gl_shaders
[i
].prgId
;
4347 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4349 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4350 if (shader_data
->num_gl_shaders
)
4352 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4353 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4354 new_size
* sizeof(*shader_data
->gl_shaders
));
4356 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4361 ERR("Out of memory\n");
4364 shader_data
->gl_shaders
= new_array
;
4365 shader_data
->shader_array_size
= new_size
;
4368 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4370 shader_buffer_clear(buffer
);
4371 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4372 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4377 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4378 * It sets the programId on the current StateBlock (because it should be called
4379 * inside of the DrawPrimitive() part of the render loop).
4381 * If a program for the given combination does not exist, create one, and store
4382 * the program in the hash table. If it creates a program, it will link the
4383 * given objects, too.
4386 /* GL locking is done by the caller */
4387 static void set_glsl_shader_program(const struct wined3d_context
*context
,
4388 IWineD3DDeviceImpl
*device
, BOOL use_ps
, BOOL use_vs
)
4390 IWineD3DVertexShader
*vshader
= use_vs
? device
->stateBlock
->vertexShader
: NULL
;
4391 IWineD3DPixelShader
*pshader
= use_ps
? device
->stateBlock
->pixelShader
: NULL
;
4392 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4393 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4394 struct glsl_shader_prog_link
*entry
= NULL
;
4395 GLhandleARB programId
= 0;
4396 GLhandleARB reorder_shader_id
= 0;
4399 struct ps_compile_args ps_compile_args
;
4400 struct vs_compile_args vs_compile_args
;
4402 if (vshader
) find_vs_compile_args((IWineD3DVertexShaderImpl
*)vshader
, device
->stateBlock
, &vs_compile_args
);
4403 if (pshader
) find_ps_compile_args((IWineD3DPixelShaderImpl
*)pshader
, device
->stateBlock
, &ps_compile_args
);
4405 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
4407 priv
->glsl_program
= entry
;
4411 /* If we get to this point, then no matching program exists, so we create one */
4412 programId
= GL_EXTCALL(glCreateProgramObjectARB());
4413 TRACE("Created new GLSL shader program %u\n", programId
);
4415 /* Create the entry */
4416 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
4417 entry
->programId
= programId
;
4418 entry
->vshader
= vshader
;
4419 entry
->pshader
= pshader
;
4420 entry
->vs_args
= vs_compile_args
;
4421 entry
->ps_args
= ps_compile_args
;
4422 entry
->constant_version
= 0;
4423 entry
->np2Fixup_info
= NULL
;
4424 /* Add the hash table entry */
4425 add_glsl_program_entry(priv
, entry
);
4427 /* Set the current program */
4428 priv
->glsl_program
= entry
;
4430 /* Attach GLSL vshader */
4433 GLhandleARB vshader_id
= find_glsl_vshader(context
, &priv
->shader_buffer
,
4434 (IWineD3DVertexShaderImpl
*)vshader
, &vs_compile_args
);
4435 WORD map
= ((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.reg_maps
.input_registers
;
4438 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
4439 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
4440 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
4441 checkGLcall("glAttachObjectARB");
4442 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4445 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
4447 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
4448 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
4449 checkGLcall("glAttachObjectARB");
4451 /* Bind vertex attributes to a corresponding index number to match
4452 * the same index numbers as ARB_vertex_programs (makes loading
4453 * vertex attributes simpler). With this method, we can use the
4454 * exact same code to load the attributes later for both ARB and
4457 * We have to do this here because we need to know the Program ID
4458 * in order to make the bindings work, and it has to be done prior
4459 * to linking the GLSL program. */
4460 for (i
= 0; map
; map
>>= 1, ++i
)
4462 if (!(map
& 1)) continue;
4464 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%u", i
);
4465 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
4467 checkGLcall("glBindAttribLocationARB");
4469 list_add_head(&((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.linked_programs
, &entry
->vshader_entry
);
4472 /* Attach GLSL pshader */
4475 GLhandleARB pshader_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
4476 (IWineD3DPixelShaderImpl
*)pshader
, &ps_compile_args
, &entry
->np2Fixup_info
);
4477 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
4478 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
4479 checkGLcall("glAttachObjectARB");
4481 list_add_head(&((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.linked_programs
, &entry
->pshader_entry
);
4484 /* Link the program */
4485 TRACE("Linking GLSL shader program %u\n", programId
);
4486 GL_EXTCALL(glLinkProgramARB(programId
));
4487 shader_glsl_validate_link(gl_info
, programId
);
4489 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4490 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
4491 for (i
= 0; i
< gl_info
->limits
.glsl_vs_float_constants
; ++i
)
4493 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
4494 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4496 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4498 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
4499 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4501 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4502 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
4503 for (i
= 0; i
< gl_info
->limits
.glsl_ps_float_constants
; ++i
)
4505 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
4506 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4508 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4510 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
4511 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4517 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
4518 sprintf(name
, "bumpenvmat%u", i
);
4519 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4520 sprintf(name
, "luminancescale%u", i
);
4521 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4522 sprintf(name
, "luminanceoffset%u", i
);
4523 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4526 if (ps_compile_args
.np2_fixup
) {
4527 if (entry
->np2Fixup_info
) {
4528 entry
->np2Fixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "PsamplerNP2Fixup"));
4530 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4535 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
4536 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
4537 checkGLcall("Find glsl program uniform locations");
4540 && ((IWineD3DPixelShaderImpl
*)pshader
)->baseShader
.reg_maps
.shader_version
.major
>= 3
4541 && ((IWineD3DPixelShaderImpl
*)pshader
)->declared_in_count
> vec4_varyings(3, gl_info
))
4543 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
4544 entry
->vertex_color_clamp
= GL_FALSE
;
4546 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
4549 /* Set the shader to allow uniform loading on it */
4550 GL_EXTCALL(glUseProgramObjectARB(programId
));
4551 checkGLcall("glUseProgramObjectARB(programId)");
4553 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4554 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4555 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4556 * vertex shader with fixed function pixel processing is used we make sure that the card
4557 * supports enough samplers to allow the max number of vertex samplers with all possible
4558 * fixed function fragment processing setups. So once the program is linked these samplers
4561 if (vshader
) shader_glsl_load_vsamplers(gl_info
, device
->texUnitMap
, programId
);
4562 if (pshader
) shader_glsl_load_psamplers(gl_info
, device
->texUnitMap
, programId
);
4564 /* If the local constants do not have to be loaded with the environment constants,
4565 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4568 if (pshader
&& !((IWineD3DBaseShaderImpl
*)pshader
)->baseShader
.load_local_constsF
)
4570 hardcode_local_constants((IWineD3DBaseShaderImpl
*) pshader
, gl_info
, programId
, 'P');
4572 if (vshader
&& !((IWineD3DBaseShaderImpl
*)vshader
)->baseShader
.load_local_constsF
)
4574 hardcode_local_constants((IWineD3DBaseShaderImpl
*) vshader
, gl_info
, programId
, 'V');
4578 /* GL locking is done by the caller */
4579 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
4581 GLhandleARB program_id
;
4582 GLhandleARB vshader_id
, pshader_id
;
4583 const char *blt_pshader
;
4585 static const char *blt_vshader
[] =
4590 " gl_Position = gl_Vertex;\n"
4591 " gl_FrontColor = vec4(1.0);\n"
4592 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4596 static const char *blt_pshaders_full
[tex_type_count
] =
4602 "uniform sampler2D sampler;\n"
4605 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4611 "uniform samplerCube sampler;\n"
4614 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4618 "#extension GL_ARB_texture_rectangle : enable\n"
4619 "uniform sampler2DRect sampler;\n"
4622 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4626 static const char *blt_pshaders_masked
[tex_type_count
] =
4632 "uniform sampler2D sampler;\n"
4633 "uniform vec4 mask;\n"
4636 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4637 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4643 "uniform samplerCube sampler;\n"
4644 "uniform vec4 mask;\n"
4647 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4648 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4652 "#extension GL_ARB_texture_rectangle : enable\n"
4653 "uniform sampler2DRect sampler;\n"
4654 "uniform vec4 mask;\n"
4657 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4658 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4662 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
4665 FIXME("tex_type %#x not supported\n", tex_type
);
4669 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4670 GL_EXTCALL(glShaderSourceARB(vshader_id
, 1, blt_vshader
, NULL
));
4671 GL_EXTCALL(glCompileShaderARB(vshader_id
));
4673 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4674 GL_EXTCALL(glShaderSourceARB(pshader_id
, 1, &blt_pshader
, NULL
));
4675 GL_EXTCALL(glCompileShaderARB(pshader_id
));
4677 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
4678 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
4679 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
4680 GL_EXTCALL(glLinkProgramARB(program_id
));
4682 shader_glsl_validate_link(gl_info
, program_id
);
4684 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4687 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4688 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
4692 /* GL locking is done by the caller */
4693 static void shader_glsl_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4695 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4696 IWineD3DDeviceImpl
*device
= context
->swapchain
->device
;
4697 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4698 GLhandleARB program_id
= 0;
4699 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
4701 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4703 if (useVS
|| usePS
) set_glsl_shader_program(context
, device
, usePS
, useVS
);
4704 else priv
->glsl_program
= NULL
;
4706 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4708 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
4710 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4712 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
4713 checkGLcall("glClampColorARB");
4717 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4721 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4722 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4723 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4724 checkGLcall("glUseProgramObjectARB");
4726 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4727 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4728 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4729 if (priv
->glsl_program
&& priv
->glsl_program
->np2Fixup_info
)
4731 shader_glsl_load_np2fixup_constants((IWineD3DDevice
*)device
, usePS
, useVS
);
4735 /* GL locking is done by the caller */
4736 static void shader_glsl_select_depth_blt(IWineD3DDevice
*iface
,
4737 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4739 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4740 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4741 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4742 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4743 GLhandleARB
*blt_program
;
4746 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
4749 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
4750 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
4751 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4752 GL_EXTCALL(glUniform1iARB(loc
, 0));
4756 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4761 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
4762 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
4766 /* GL locking is done by the caller */
4767 static void shader_glsl_deselect_depth_blt(IWineD3DDevice
*iface
) {
4768 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4769 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4770 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4771 GLhandleARB program_id
;
4773 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4774 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4776 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4777 checkGLcall("glUseProgramObjectARB");
4780 static void shader_glsl_destroy(IWineD3DBaseShader
*iface
) {
4781 const struct list
*linked_programs
;
4782 IWineD3DBaseShaderImpl
*This
= (IWineD3DBaseShaderImpl
*) iface
;
4783 IWineD3DDeviceImpl
*device
= (IWineD3DDeviceImpl
*)This
->baseShader
.device
;
4784 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4785 const struct wined3d_gl_info
*gl_info
;
4786 struct wined3d_context
*context
;
4788 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4789 * can be called from IWineD3DBaseShader::Release
4791 char pshader
= shader_is_pshader_version(This
->baseShader
.reg_maps
.shader_version
.type
);
4794 struct glsl_pshader_private
*shader_data
;
4795 shader_data
= This
->baseShader
.backend_data
;
4796 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4798 HeapFree(GetProcessHeap(), 0, shader_data
);
4799 This
->baseShader
.backend_data
= NULL
;
4803 context
= context_acquire(device
, NULL
);
4804 gl_info
= context
->gl_info
;
4806 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->pshader
== iface
)
4809 shader_glsl_select(context
, FALSE
, FALSE
);
4813 struct glsl_vshader_private
*shader_data
;
4814 shader_data
= This
->baseShader
.backend_data
;
4815 if(!shader_data
|| shader_data
->num_gl_shaders
== 0)
4817 HeapFree(GetProcessHeap(), 0, shader_data
);
4818 This
->baseShader
.backend_data
= NULL
;
4822 context
= context_acquire(device
, NULL
);
4823 gl_info
= context
->gl_info
;
4825 if (priv
->glsl_program
&& (IWineD3DBaseShader
*)priv
->glsl_program
->vshader
== iface
)
4828 shader_glsl_select(context
, FALSE
, FALSE
);
4833 linked_programs
= &This
->baseShader
.linked_programs
;
4835 TRACE("Deleting linked programs\n");
4836 if (linked_programs
->next
) {
4837 struct glsl_shader_prog_link
*entry
, *entry2
;
4841 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
4842 delete_glsl_program_entry(priv
, gl_info
, entry
);
4845 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
4846 delete_glsl_program_entry(priv
, gl_info
, entry
);
4854 struct glsl_pshader_private
*shader_data
= This
->baseShader
.backend_data
;
4857 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4858 TRACE("deleting pshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4859 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4860 checkGLcall("glDeleteObjectARB");
4863 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4868 struct glsl_vshader_private
*shader_data
= This
->baseShader
.backend_data
;
4871 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4872 TRACE("deleting vshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4873 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4874 checkGLcall("glDeleteObjectARB");
4877 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4880 HeapFree(GetProcessHeap(), 0, This
->baseShader
.backend_data
);
4881 This
->baseShader
.backend_data
= NULL
;
4883 context_release(context
);
4886 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
4888 const glsl_program_key_t
*k
= key
;
4889 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
4890 const struct glsl_shader_prog_link
, program_lookup_entry
);
4893 if (k
->vshader
> prog
->vshader
) return 1;
4894 else if (k
->vshader
< prog
->vshader
) return -1;
4896 if (k
->pshader
> prog
->pshader
) return 1;
4897 else if (k
->pshader
< prog
->pshader
) return -1;
4899 if (k
->vshader
&& (cmp
= memcmp(&k
->vs_args
, &prog
->vs_args
, sizeof(prog
->vs_args
)))) return cmp
;
4900 if (k
->pshader
&& (cmp
= memcmp(&k
->ps_args
, &prog
->ps_args
, sizeof(prog
->ps_args
)))) return cmp
;
4905 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
4907 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
4908 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
4912 ERR("Failed to allocate memory\n");
4916 heap
->entries
= mem
;
4917 heap
->entries
[1].version
= 0;
4918 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
4924 static void constant_heap_free(struct constant_heap
*heap
)
4926 HeapFree(GetProcessHeap(), 0, heap
->entries
);
4929 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
4934 glsl_program_key_compare
,
4937 static HRESULT
shader_glsl_alloc(IWineD3DDevice
*iface
) {
4938 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4939 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4940 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4941 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
4942 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
4944 if (!shader_buffer_init(&priv
->shader_buffer
))
4946 ERR("Failed to initialize shader buffer.\n");
4950 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4953 ERR("Failed to allocate memory.\n");
4957 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
4959 ERR("Failed to initialize vertex shader constant heap\n");
4963 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
4965 ERR("Failed to initialize pixel shader constant heap\n");
4969 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4971 ERR("Failed to initialize rbtree.\n");
4975 priv
->next_constant_version
= 1;
4977 This
->shader_priv
= priv
;
4981 constant_heap_free(&priv
->pconst_heap
);
4982 constant_heap_free(&priv
->vconst_heap
);
4983 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4984 shader_buffer_free(&priv
->shader_buffer
);
4985 HeapFree(GetProcessHeap(), 0, priv
);
4986 return E_OUTOFMEMORY
;
4989 /* Context activation is done by the caller. */
4990 static void shader_glsl_free(IWineD3DDevice
*iface
) {
4991 IWineD3DDeviceImpl
*This
= (IWineD3DDeviceImpl
*)iface
;
4992 const struct wined3d_gl_info
*gl_info
= &This
->adapter
->gl_info
;
4993 struct shader_glsl_priv
*priv
= This
->shader_priv
;
4997 for (i
= 0; i
< tex_type_count
; ++i
)
4999 if (priv
->depth_blt_program_full
[i
])
5001 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
5003 if (priv
->depth_blt_program_masked
[i
])
5005 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
5010 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
5011 constant_heap_free(&priv
->pconst_heap
);
5012 constant_heap_free(&priv
->vconst_heap
);
5013 HeapFree(GetProcessHeap(), 0, priv
->stack
);
5014 shader_buffer_free(&priv
->shader_buffer
);
5016 HeapFree(GetProcessHeap(), 0, This
->shader_priv
);
5017 This
->shader_priv
= NULL
;
5020 static BOOL
shader_glsl_dirty_const(IWineD3DDevice
*iface
) {
5021 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
5025 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*pCaps
)
5027 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
5028 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
5029 * on the version of NV_vertex_program.
5030 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
5031 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
5032 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
5033 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
5035 if ((gl_info
->supported
[NV_VERTEX_PROGRAM2
] && !gl_info
->supported
[NV_VERTEX_PROGRAM3
])
5036 || gl_info
->limits
.arb_ps_instructions
<= 512)
5037 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(2,0);
5039 pCaps
->VertexShaderVersion
= WINED3DVS_VERSION(3,0);
5040 TRACE_(d3d_caps
)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps
->VertexShaderVersion
>> 8) & 0xff, pCaps
->VertexShaderVersion
& 0xff);
5041 pCaps
->MaxVertexShaderConst
= gl_info
->limits
.glsl_vs_float_constants
;
5043 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
5044 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
5045 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
5046 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
5047 * in max native instructions. Intel and others also offer the info in this extension but they
5048 * don't support GLSL (at least on Windows).
5050 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
5051 * of instructions is 512 or less we have to do with ps2.0 hardware.
5052 * 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.
5054 if ((gl_info
->supported
[NV_FRAGMENT_PROGRAM
] && !gl_info
->supported
[NV_FRAGMENT_PROGRAM2
])
5055 || gl_info
->limits
.arb_ps_instructions
<= 512)
5056 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(2,0);
5058 pCaps
->PixelShaderVersion
= WINED3DPS_VERSION(3,0);
5060 pCaps
->MaxPixelShaderConst
= gl_info
->limits
.glsl_ps_float_constants
;
5062 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
5063 * Direct3D minimum requirement.
5065 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
5066 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
5068 * The problem is that the refrast clamps temporary results in the shader to
5069 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
5070 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
5071 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
5072 * offer a way to query this.
5074 pCaps
->PixelShader1xMaxValue
= 8.0;
5075 TRACE_(d3d_caps
)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps
->PixelShaderVersion
>> 8) & 0xff, pCaps
->PixelShaderVersion
& 0xff);
5077 pCaps
->VSClipping
= TRUE
;
5080 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
5082 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
5084 TRACE("Checking support for fixup:\n");
5085 dump_color_fixup_desc(fixup
);
5088 /* We support everything except YUV conversions. */
5089 if (!is_complex_fixup(fixup
))
5095 TRACE("[FAILED]\n");
5099 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
5101 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
5102 /* WINED3DSIH_ADD */ shader_glsl_arith
,
5103 /* WINED3DSIH_BEM */ shader_glsl_bem
,
5104 /* WINED3DSIH_BREAK */ shader_glsl_break
,
5105 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
5106 /* WINED3DSIH_BREAKP */ NULL
,
5107 /* WINED3DSIH_CALL */ shader_glsl_call
,
5108 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
5109 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
5110 /* WINED3DSIH_CND */ shader_glsl_cnd
,
5111 /* WINED3DSIH_CRS */ shader_glsl_cross
,
5112 /* WINED3DSIH_CUT */ NULL
,
5113 /* WINED3DSIH_DCL */ NULL
,
5114 /* WINED3DSIH_DEF */ NULL
,
5115 /* WINED3DSIH_DEFB */ NULL
,
5116 /* WINED3DSIH_DEFI */ NULL
,
5117 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
5118 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
5119 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
5120 /* WINED3DSIH_DST */ shader_glsl_dst
,
5121 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
5122 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
5123 /* WINED3DSIH_ELSE */ shader_glsl_else
,
5124 /* WINED3DSIH_EMIT */ NULL
,
5125 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
5126 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
5127 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
5128 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
5129 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
5130 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
5131 /* WINED3DSIH_IADD */ NULL
,
5132 /* WINED3DSIH_IF */ shader_glsl_if
,
5133 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
5134 /* WINED3DSIH_IGE */ NULL
,
5135 /* WINED3DSIH_LABEL */ shader_glsl_label
,
5136 /* WINED3DSIH_LIT */ shader_glsl_lit
,
5137 /* WINED3DSIH_LOG */ shader_glsl_log
,
5138 /* WINED3DSIH_LOGP */ shader_glsl_log
,
5139 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
5140 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
5141 /* WINED3DSIH_LT */ NULL
,
5142 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
5143 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
5144 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
5145 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
5146 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
5147 /* WINED3DSIH_MAD */ shader_glsl_mad
,
5148 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
5149 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
5150 /* WINED3DSIH_MOV */ shader_glsl_mov
,
5151 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
5152 /* WINED3DSIH_MUL */ shader_glsl_arith
,
5153 /* WINED3DSIH_NOP */ NULL
,
5154 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
5155 /* WINED3DSIH_PHASE */ NULL
,
5156 /* WINED3DSIH_POW */ shader_glsl_pow
,
5157 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
5158 /* WINED3DSIH_REP */ shader_glsl_rep
,
5159 /* WINED3DSIH_RET */ shader_glsl_ret
,
5160 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
5161 /* WINED3DSIH_SETP */ NULL
,
5162 /* WINED3DSIH_SGE */ shader_glsl_compare
,
5163 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
5164 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
5165 /* WINED3DSIH_SLT */ shader_glsl_compare
,
5166 /* WINED3DSIH_SUB */ shader_glsl_arith
,
5167 /* WINED3DSIH_TEX */ shader_glsl_tex
,
5168 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
5169 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
5170 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
5171 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
5172 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
5173 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
5174 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
5175 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
5176 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
5177 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
5178 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
5179 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
5180 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
5181 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5182 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
5183 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
5184 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
5185 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
5186 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
5187 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
5188 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
5191 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5192 SHADER_HANDLER hw_fct
;
5194 /* Select handler */
5195 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
5197 /* Unhandled opcode */
5200 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5205 shader_glsl_add_instruction_modifiers(ins
);
5208 const shader_backend_t glsl_shader_backend
= {
5209 shader_glsl_handle_instruction
,
5211 shader_glsl_select_depth_blt
,
5212 shader_glsl_deselect_depth_blt
,
5213 shader_glsl_update_float_vertex_constants
,
5214 shader_glsl_update_float_pixel_constants
,
5215 shader_glsl_load_constants
,
5216 shader_glsl_load_np2fixup_constants
,
5217 shader_glsl_destroy
,
5220 shader_glsl_dirty_const
,
5221 shader_glsl_get_caps
,
5222 shader_glsl_color_fixup_supported
,