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 2009-2011 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
);
41 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
43 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
44 #define WINED3D_GLSL_SAMPLE_RECT 0x2
45 #define WINED3D_GLSL_SAMPLE_LOD 0x4
46 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
60 struct glsl_sample_function
68 HEAP_NODE_TRAVERSE_LEFT
,
69 HEAP_NODE_TRAVERSE_RIGHT
,
81 struct constant_entry
*entries
;
82 unsigned int *positions
;
86 /* GLSL shader private data */
87 struct shader_glsl_priv
{
88 struct wined3d_shader_buffer shader_buffer
;
89 struct wine_rb_tree program_lookup
;
90 struct glsl_shader_prog_link
*glsl_program
;
91 struct constant_heap vconst_heap
;
92 struct constant_heap pconst_heap
;
94 GLhandleARB depth_blt_program_full
[tex_type_count
];
95 GLhandleARB depth_blt_program_masked
[tex_type_count
];
96 UINT next_constant_version
;
99 /* Struct to maintain data about a linked GLSL program */
100 struct glsl_shader_prog_link
{
101 struct wine_rb_entry program_lookup_entry
;
102 struct list vshader_entry
;
103 struct list pshader_entry
;
104 GLhandleARB programId
;
105 GLint
*vuniformF_locations
;
106 GLint
*puniformF_locations
;
107 GLint vuniformI_locations
[MAX_CONST_I
];
108 GLint puniformI_locations
[MAX_CONST_I
];
109 GLint posFixup_location
;
110 GLint np2Fixup_location
;
111 GLint bumpenvmat_location
[MAX_TEXTURES
];
112 GLint luminancescale_location
[MAX_TEXTURES
];
113 GLint luminanceoffset_location
[MAX_TEXTURES
];
114 GLint ycorrection_location
;
115 GLenum vertex_color_clamp
;
116 const struct wined3d_shader
*vshader
;
117 const struct wined3d_shader
*pshader
;
118 struct vs_compile_args vs_args
;
119 struct ps_compile_args ps_args
;
120 UINT constant_version
;
121 const struct ps_np2fixup_info
*np2Fixup_info
;
124 struct glsl_program_key
126 const struct wined3d_shader
*vshader
;
127 const struct wined3d_shader
*pshader
;
128 struct ps_compile_args ps_args
;
129 struct vs_compile_args vs_args
;
132 struct shader_glsl_ctx_priv
{
133 const struct vs_compile_args
*cur_vs_args
;
134 const struct ps_compile_args
*cur_ps_args
;
135 struct ps_np2fixup_info
*cur_np2fixup_info
;
138 struct glsl_ps_compiled_shader
140 struct ps_compile_args args
;
141 struct ps_np2fixup_info np2fixup
;
145 struct glsl_pshader_private
147 struct glsl_ps_compiled_shader
*gl_shaders
;
148 UINT num_gl_shaders
, shader_array_size
;
151 struct glsl_vs_compiled_shader
153 struct vs_compile_args args
;
157 struct glsl_vshader_private
159 struct glsl_vs_compiled_shader
*gl_shaders
;
160 UINT num_gl_shaders
, shader_array_size
;
163 static const char *debug_gl_shader_type(GLenum type
)
167 #define WINED3D_TO_STR(u) case u: return #u
168 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
169 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
170 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
171 #undef WINED3D_TO_STR
173 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
177 /* Extract a line from the info log.
178 * Note that this modifies the source string. */
179 static char *get_info_log_line(char **ptr
)
184 if (!(q
= strstr(p
, "\n")))
186 if (!*p
) return NULL
;
196 /** Prints the GLSL info log which will contain error messages if they exist */
197 /* GL locking is done by the caller */
198 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
200 int infologLength
= 0;
203 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
206 GL_EXTCALL(glGetObjectParameterivARB(obj
,
207 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
210 /* A size of 1 is just a null-terminated string, so the log should be bigger than
211 * that if there are errors. */
212 if (infologLength
> 1)
216 infoLog
= HeapAlloc(GetProcessHeap(), 0, infologLength
);
217 /* The info log is supposed to be zero-terminated, but at least some
218 * versions of fglrx don't terminate the string properly. The reported
219 * length does include the terminator, so explicitly set it to zero
221 infoLog
[infologLength
- 1] = 0;
222 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
225 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
227 WARN("Info log received from GLSL shader #%u:\n", obj
);
228 while ((line
= get_info_log_line(&ptr
))) WARN(" %s\n", line
);
232 FIXME("Info log received from GLSL shader #%u:\n", obj
);
233 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
235 HeapFree(GetProcessHeap(), 0, infoLog
);
239 /* GL locking is done by the caller. */
240 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLhandleARB shader
, const char *src
)
242 TRACE("Compiling shader object %u.\n", shader
);
243 GL_EXTCALL(glShaderSourceARB(shader
, 1, &src
, NULL
));
244 checkGLcall("glShaderSourceARB");
245 GL_EXTCALL(glCompileShaderARB(shader
));
246 checkGLcall("glCompileShaderARB");
247 print_glsl_info_log(gl_info
, shader
);
250 /* GL locking is done by the caller. */
251 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
253 GLint i
, object_count
, source_size
= -1;
254 GLhandleARB
*objects
;
257 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
258 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
261 ERR("Failed to allocate object array memory.\n");
265 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
266 for (i
= 0; i
< object_count
; ++i
)
271 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
273 if (source_size
< tmp
)
275 HeapFree(GetProcessHeap(), 0, source
);
277 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
280 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
281 HeapFree(GetProcessHeap(), 0, objects
);
287 FIXME("Object %u:\n", objects
[i
]);
288 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
289 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
290 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
291 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
295 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
296 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
300 HeapFree(GetProcessHeap(), 0, source
);
301 HeapFree(GetProcessHeap(), 0, objects
);
304 /* GL locking is done by the caller. */
305 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
309 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
311 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
312 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
314 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
317 FIXME("Program %u link status invalid.\n", program
);
318 shader_glsl_dump_program_source(gl_info
, program
);
322 print_glsl_info_log(gl_info
, program
);
326 * Loads (pixel shader) samplers
328 /* GL locking is done by the caller */
329 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
330 const DWORD
*tex_unit_map
, GLhandleARB programId
)
334 char sampler_name
[20];
336 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
) {
337 snprintf(sampler_name
, sizeof(sampler_name
), "Psampler%d", i
);
338 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
339 if (name_loc
!= -1) {
340 DWORD mapped_unit
= tex_unit_map
[i
];
341 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
343 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
344 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
345 checkGLcall("glUniform1iARB");
347 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
353 /* GL locking is done by the caller */
354 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
355 const DWORD
*tex_unit_map
, GLhandleARB programId
)
358 char sampler_name
[20];
361 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
362 snprintf(sampler_name
, sizeof(sampler_name
), "Vsampler%d", i
);
363 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
364 if (name_loc
!= -1) {
365 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
366 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
368 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
369 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
370 checkGLcall("glUniform1iARB");
372 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
378 /* GL locking is done by the caller */
379 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
380 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
383 unsigned int heap_idx
= 1;
386 if (heap
->entries
[heap_idx
].version
<= version
) return;
388 idx
= heap
->entries
[heap_idx
].idx
;
389 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
390 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
392 while (stack_idx
>= 0)
394 /* Note that we fall through to the next case statement. */
395 switch(stack
[stack_idx
])
397 case HEAP_NODE_TRAVERSE_LEFT
:
399 unsigned int left_idx
= heap_idx
<< 1;
400 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
403 idx
= heap
->entries
[heap_idx
].idx
;
404 if (constant_locations
[idx
] != -1)
405 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
407 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
408 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
413 case HEAP_NODE_TRAVERSE_RIGHT
:
415 unsigned int right_idx
= (heap_idx
<< 1) + 1;
416 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
418 heap_idx
= right_idx
;
419 idx
= heap
->entries
[heap_idx
].idx
;
420 if (constant_locations
[idx
] != -1)
421 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
423 stack
[stack_idx
++] = HEAP_NODE_POP
;
424 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
435 checkGLcall("walk_constant_heap()");
438 /* GL locking is done by the caller */
439 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
441 GLfloat clamped_constant
[4];
443 if (location
== -1) return;
445 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
446 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
447 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
448 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
450 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
453 /* GL locking is done by the caller */
454 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
455 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
458 unsigned int heap_idx
= 1;
461 if (heap
->entries
[heap_idx
].version
<= version
) return;
463 idx
= heap
->entries
[heap_idx
].idx
;
464 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
465 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
467 while (stack_idx
>= 0)
469 /* Note that we fall through to the next case statement. */
470 switch(stack
[stack_idx
])
472 case HEAP_NODE_TRAVERSE_LEFT
:
474 unsigned int left_idx
= heap_idx
<< 1;
475 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
478 idx
= heap
->entries
[heap_idx
].idx
;
479 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
481 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
482 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
487 case HEAP_NODE_TRAVERSE_RIGHT
:
489 unsigned int right_idx
= (heap_idx
<< 1) + 1;
490 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
492 heap_idx
= right_idx
;
493 idx
= heap
->entries
[heap_idx
].idx
;
494 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
496 stack
[stack_idx
++] = HEAP_NODE_POP
;
497 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
508 checkGLcall("walk_constant_heap_clamped()");
511 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
512 /* GL locking is done by the caller */
513 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
514 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
515 unsigned char *stack
, UINT version
)
517 const struct wined3d_shader_lconst
*lconst
;
519 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
520 if (shader
->reg_maps
.shader_version
.major
== 1
521 && shader_is_pshader_version(shader
->reg_maps
.shader_version
.type
))
522 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
524 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
526 if (!shader
->load_local_constsF
)
528 TRACE("No need to load local float constants for this shader\n");
532 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
533 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
535 GLint location
= constant_locations
[lconst
->idx
];
536 /* We found this uniform name in the program - go ahead and send the data */
537 if (location
!= -1) GL_EXTCALL(glUniform4fvARB(location
, 1, (const GLfloat
*)lconst
->value
));
539 checkGLcall("glUniform4fvARB()");
542 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
543 /* GL locking is done by the caller */
544 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
545 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
550 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
552 if (!(constants_set
& 1)) continue;
554 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
555 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
557 /* We found this uniform name in the program - go ahead and send the data */
558 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
559 checkGLcall("glUniform4ivARB");
562 /* Load immediate constants */
563 ptr
= list_head(&shader
->constantsI
);
566 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
567 unsigned int idx
= lconst
->idx
;
568 const GLint
*values
= (const GLint
*)lconst
->value
;
570 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
571 values
[0], values
[1], values
[2], values
[3]);
573 /* We found this uniform name in the program - go ahead and send the data */
574 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
575 checkGLcall("glUniform4ivARB");
576 ptr
= list_next(&shader
->constantsI
, ptr
);
580 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
581 /* GL locking is done by the caller */
582 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
583 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
591 switch (shader
->reg_maps
.shader_version
.type
)
593 case WINED3D_SHADER_TYPE_VERTEX
:
597 case WINED3D_SHADER_TYPE_GEOMETRY
:
601 case WINED3D_SHADER_TYPE_PIXEL
:
606 FIXME("Unknown shader type %#x.\n",
607 shader
->reg_maps
.shader_version
.type
);
612 /* TODO: Benchmark and see if it would be beneficial to store the
613 * locations of the constants to avoid looking up each time */
614 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
616 if (!(constants_set
& 1)) continue;
618 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
620 /* TODO: Benchmark and see if it would be beneficial to store the
621 * locations of the constants to avoid looking up each time */
622 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, i
);
623 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
626 /* We found this uniform name in the program - go ahead and send the data */
627 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
628 checkGLcall("glUniform1ivARB");
632 /* Load immediate constants */
633 ptr
= list_head(&shader
->constantsB
);
636 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
637 unsigned int idx
= lconst
->idx
;
638 const GLint
*values
= (const GLint
*)lconst
->value
;
640 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
642 snprintf(tmp_name
, sizeof(tmp_name
), "%s[%i]", prefix
, idx
);
643 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
645 /* We found this uniform name in the program - go ahead and send the data */
646 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
647 checkGLcall("glUniform1ivARB");
649 ptr
= list_next(&shader
->constantsB
, ptr
);
653 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
655 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
659 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
661 /* GL locking is done by the caller (state handler) */
662 static void shader_glsl_load_np2fixup_constants(void *shader_priv
,
663 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
665 struct shader_glsl_priv
*glsl_priv
= shader_priv
;
666 const struct glsl_shader_prog_link
*prog
= glsl_priv
->glsl_program
;
668 /* No GLSL program set - nothing to do. */
671 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
672 if (!use_ps(state
)) return;
674 if (prog
->ps_args
.np2_fixup
&& prog
->np2Fixup_location
!= -1)
677 UINT fixup
= prog
->ps_args
.np2_fixup
;
678 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
680 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
682 const struct wined3d_texture
*tex
= state
->textures
[i
];
683 const unsigned char idx
= prog
->np2Fixup_info
->idx
[i
];
684 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
688 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
694 tex_dim
[2] = tex
->pow2_matrix
[0];
695 tex_dim
[3] = tex
->pow2_matrix
[5];
699 tex_dim
[0] = tex
->pow2_matrix
[0];
700 tex_dim
[1] = tex
->pow2_matrix
[5];
704 GL_EXTCALL(glUniform4fvARB(prog
->np2Fixup_location
, prog
->np2Fixup_info
->num_consts
, np2fixup_constants
));
709 * Loads the app-supplied constants into the currently set GLSL program.
711 /* GL locking is done by the caller (state handler) */
712 static void shader_glsl_load_constants(const struct wined3d_context
*context
,
713 char usePixelShader
, char useVertexShader
)
715 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
716 struct wined3d_device
*device
= context
->swapchain
->device
;
717 struct wined3d_stateblock
*stateBlock
= device
->stateBlock
;
718 const struct wined3d_state
*state
= &stateBlock
->state
;
719 struct shader_glsl_priv
*priv
= device
->shader_priv
;
720 float position_fixup
[4];
722 GLhandleARB programId
;
723 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
724 UINT constant_version
;
728 /* No GLSL program set - nothing to do. */
731 programId
= prog
->programId
;
732 constant_version
= prog
->constant_version
;
736 const struct wined3d_shader
*vshader
= state
->vertex_shader
;
738 /* Load DirectX 9 float constants/uniforms for vertex shader */
739 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
740 prog
->vuniformF_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
742 /* Load DirectX 9 integer constants/uniforms for vertex shader */
743 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vuniformI_locations
, state
->vs_consts_i
,
744 stateBlock
->changed
.vertexShaderConstantsI
& vshader
->reg_maps
.integer_constants
);
746 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
747 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, state
->vs_consts_b
,
748 stateBlock
->changed
.vertexShaderConstantsB
& vshader
->reg_maps
.boolean_constants
);
750 /* Upload the position fixup params */
751 shader_get_position_fixup(context
, state
, position_fixup
);
752 GL_EXTCALL(glUniform4fvARB(prog
->posFixup_location
, 1, position_fixup
));
753 checkGLcall("glUniform4fvARB");
758 const struct wined3d_shader
*pshader
= state
->pixel_shader
;
760 /* Load DirectX 9 float constants/uniforms for pixel shader */
761 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
762 prog
->puniformF_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
764 /* Load DirectX 9 integer constants/uniforms for pixel shader */
765 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->puniformI_locations
, state
->ps_consts_i
,
766 stateBlock
->changed
.pixelShaderConstantsI
& pshader
->reg_maps
.integer_constants
);
768 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
769 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, state
->ps_consts_b
,
770 stateBlock
->changed
.pixelShaderConstantsB
& pshader
->reg_maps
.boolean_constants
);
772 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
773 * It can't be 0 for a valid texbem instruction.
775 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
778 if(prog
->bumpenvmat_location
[i
] == -1) continue;
780 data
= (const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
];
781 GL_EXTCALL(glUniformMatrix2fvARB(prog
->bumpenvmat_location
[i
], 1, 0, data
));
782 checkGLcall("glUniformMatrix2fvARB");
784 /* texbeml needs the luminance scale and offset too. If texbeml
785 * is used, needsbumpmat is set too, so we can check that in the
786 * needsbumpmat check. */
787 if (prog
->luminancescale_location
[i
] != -1)
789 const GLfloat
*scale
= (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
];
790 const GLfloat
*offset
= (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
];
792 GL_EXTCALL(glUniform1fvARB(prog
->luminancescale_location
[i
], 1, scale
));
793 checkGLcall("glUniform1fvARB");
794 GL_EXTCALL(glUniform1fvARB(prog
->luminanceoffset_location
[i
], 1, offset
));
795 checkGLcall("glUniform1fvARB");
799 if (prog
->ycorrection_location
!= -1)
801 float correction_params
[4];
803 if (context
->render_offscreen
)
805 correction_params
[0] = 0.0f
;
806 correction_params
[1] = 1.0f
;
808 /* position is window relative, not viewport relative */
809 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
810 correction_params
[1] = -1.0f
;
812 GL_EXTCALL(glUniform4fvARB(prog
->ycorrection_location
, 1, correction_params
));
816 if (priv
->next_constant_version
== UINT_MAX
)
818 TRACE("Max constant version reached, resetting to 0.\n");
819 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
820 priv
->next_constant_version
= 1;
824 prog
->constant_version
= priv
->next_constant_version
++;
828 static void update_heap_entry(const struct constant_heap
*heap
, unsigned int idx
,
829 unsigned int heap_idx
, DWORD new_version
)
831 struct constant_entry
*entries
= heap
->entries
;
832 unsigned int *positions
= heap
->positions
;
833 unsigned int parent_idx
;
837 parent_idx
= heap_idx
>> 1;
839 if (new_version
<= entries
[parent_idx
].version
) break;
841 entries
[heap_idx
] = entries
[parent_idx
];
842 positions
[entries
[parent_idx
].idx
] = heap_idx
;
843 heap_idx
= parent_idx
;
846 entries
[heap_idx
].version
= new_version
;
847 entries
[heap_idx
].idx
= idx
;
848 positions
[idx
] = heap_idx
;
851 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
853 struct shader_glsl_priv
*priv
= device
->shader_priv
;
854 struct constant_heap
*heap
= &priv
->vconst_heap
;
857 for (i
= start
; i
< count
+ start
; ++i
)
859 if (!device
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
860 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
862 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
866 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
868 struct shader_glsl_priv
*priv
= device
->shader_priv
;
869 struct constant_heap
*heap
= &priv
->pconst_heap
;
872 for (i
= start
; i
< count
+ start
; ++i
)
874 if (!device
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
875 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
877 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
881 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
883 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
884 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
885 if(shader_major
> 3) return ret
;
887 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
888 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
892 /** Generate the variable & register declarations for the GLSL output target */
893 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
894 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
895 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
897 const struct wined3d_state
*state
= &shader
->device
->stateBlock
->state
;
898 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
899 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
900 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
901 unsigned int i
, extra_constants_needed
= 0;
902 const struct wined3d_shader_lconst
*lconst
;
905 /* There are some minor differences between pixel and vertex shaders */
906 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
907 char prefix
= pshader
? 'P' : 'V';
909 /* Prototype the subroutines */
910 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
912 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
915 /* Declare the constants (aka uniforms) */
916 if (shader
->limits
.constant_float
> 0)
918 unsigned max_constantsF
;
919 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
920 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
921 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
922 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
923 * a dx9 card, as long as it doesn't also use all the other constants.
925 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
926 * declare only the amount that we're assured to have.
928 * Thus we run into problems in these two cases:
929 * 1) The shader really uses more uniforms than supported
930 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
934 /* No indirect addressing here. */
935 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
939 if (reg_maps
->usesrelconstF
)
941 /* Subtract the other potential uniforms from the max
942 * available (bools, ints, and 1 row of projection matrix).
943 * Subtract another uniform for immediate values, which have
944 * to be loaded via uniform by the driver as well. The shader
945 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
946 * shader code, so one vec4 should be enough. (Unfortunately
947 * the Nvidia driver doesn't store 128 and -128 in one float).
949 * Writing gl_ClipVertex requires one uniform for each
950 * 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(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(reg_maps
->boolean_constants
);
962 /* Set by driver quirks in directx.c */
963 max_constantsF
-= gl_info
->reserved_glsl_constants
;
965 if (max_constantsF
< shader
->limits
.constant_float
)
967 static unsigned int once
;
970 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
971 " it may not render correctly.\n");
973 WARN("The hardware does not support enough uniform components to run this shader.\n");
978 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
981 max_constantsF
= min(shader
->limits
.constant_float
, max_constantsF
);
982 shader_addline(buffer
, "uniform vec4 %cC[%u];\n", prefix
, max_constantsF
);
985 /* Always declare the full set of constants, the compiler can remove the
986 * unused ones because d3d doesn't (yet) support indirect int and bool
987 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
988 if (shader
->limits
.constant_int
> 0 && reg_maps
->integer_constants
)
989 shader_addline(buffer
, "uniform ivec4 %cI[%u];\n", prefix
, shader
->limits
.constant_int
);
991 if (shader
->limits
.constant_bool
> 0 && reg_maps
->boolean_constants
)
992 shader_addline(buffer
, "uniform bool %cB[%u];\n", prefix
, shader
->limits
.constant_bool
);
996 shader_addline(buffer
, "uniform vec4 posFixup;\n");
997 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT
);
1001 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1003 if (!(map
& 1)) continue;
1005 shader_addline(buffer
, "uniform mat2 bumpenvmat%d;\n", i
);
1007 if (reg_maps
->luminanceparams
& (1 << i
))
1009 shader_addline(buffer
, "uniform float luminancescale%d;\n", i
);
1010 shader_addline(buffer
, "uniform float luminanceoffset%d;\n", i
);
1011 extra_constants_needed
++;
1014 extra_constants_needed
++;
1017 if (ps_args
->srgb_correction
)
1019 shader_addline(buffer
, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
1020 srgb_pow
, srgb_mul_high
, srgb_sub_high
, srgb_mul_low
);
1021 shader_addline(buffer
, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
1024 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1026 if (shader
->limits
.constant_float
+ extra_constants_needed
1027 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1029 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1030 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
: fb
->render_targets
[0]->resource
.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
< shader
->limits
.sampler
; ++i
)
1049 if (reg_maps
->sampler_type
[i
])
1051 const struct wined3d_texture
*texture
;
1053 switch (reg_maps
->sampler_type
[i
])
1056 if (pshader
&& ps_args
->shadow
& (1 << i
))
1057 shader_addline(buffer
, "uniform sampler1DShadow %csampler%u;\n", prefix
, i
);
1059 shader_addline(buffer
, "uniform sampler1D %csampler%u;\n", prefix
, i
);
1062 texture
= state
->textures
[i
];
1063 if (pshader
&& ps_args
->shadow
& (1 << i
))
1065 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
1066 shader_addline(buffer
, "uniform sampler2DRectShadow %csampler%u;\n", prefix
, i
);
1068 shader_addline(buffer
, "uniform sampler2DShadow %csampler%u;\n", prefix
, i
);
1072 if (texture
&& texture
->target
== 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
< shader
->limits
.sampler
; ++i
)
1110 if (reg_maps
->sampler_type
[i
])
1112 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1114 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1115 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1119 fixup
->idx
[i
] = cur
++;
1123 fixup
->num_consts
= (cur
+ 1) >> 1;
1124 shader_addline(buffer
, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1127 /* Declare address variables */
1128 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1130 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1133 /* Declare texture coordinate temporaries and initialize them */
1134 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1136 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1139 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1140 * helper function shader that is linked in at link time
1142 if (pshader
&& reg_maps
->shader_version
.major
>= 3)
1144 UINT in_count
= min(vec4_varyings(reg_maps
->shader_version
.major
, gl_info
), shader
->limits
.packed_input
);
1147 shader_addline(buffer
, "varying vec4 IN[%u];\n", in_count
);
1149 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1150 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1151 * pixel shader that reads the fixed function color into the packed input registers. */
1152 shader_addline(buffer
, "vec4 IN[%u];\n", in_count
);
1155 /* Declare output register temporaries */
1156 if (shader
->limits
.packed_output
)
1157 shader_addline(buffer
, "vec4 OUT[%u];\n", shader
->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 (!shader
->load_local_constsF
)
1190 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1192 shader_addline(buffer
, "uniform vec4 %cLC%u;\n", prefix
, lconst
->idx
);
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 subtract 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
, struct glsl_src_param
*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(enum wined3d_shader_src_modifier src_modifier
,
1249 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1253 switch (src_modifier
)
1255 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1256 case WINED3DSPSM_DW
:
1257 case WINED3DSPSM_NONE
:
1258 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1260 case WINED3DSPSM_NEG
:
1261 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1263 case WINED3DSPSM_NOT
:
1264 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1266 case WINED3DSPSM_BIAS
:
1267 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1269 case WINED3DSPSM_BIASNEG
:
1270 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1272 case WINED3DSPSM_SIGN
:
1273 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1275 case WINED3DSPSM_SIGNNEG
:
1276 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1278 case WINED3DSPSM_COMP
:
1279 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1281 case WINED3DSPSM_X2
:
1282 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1284 case WINED3DSPSM_X2NEG
:
1285 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1287 case WINED3DSPSM_ABS
:
1288 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1290 case WINED3DSPSM_ABSNEG
:
1291 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1294 FIXME("Unhandled modifier %u\n", src_modifier
);
1295 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1299 /** Writes the GLSL variable name that corresponds to the register that the
1300 * DX opcode parameter is trying to access */
1301 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1302 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1304 /* oPos, oFog and oPts in D3D */
1305 static const char * const hwrastout_reg_names
[] = {"OUT[10]", "OUT[11].x", "OUT[11].y"};
1307 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1308 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1309 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1310 char pshader
= shader_is_pshader_version(reg_maps
->shader_version
.type
);
1316 case WINED3DSPR_TEMP
:
1317 sprintf(register_name
, "R%u", reg
->idx
);
1320 case WINED3DSPR_INPUT
:
1321 /* vertex shaders */
1324 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1325 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
)) *is_color
= TRUE
;
1326 sprintf(register_name
, "attrib%u", reg
->idx
);
1330 /* pixel shaders >= 3.0 */
1331 if (reg_maps
->shader_version
.major
>= 3)
1333 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
];
1334 unsigned int in_count
= vec4_varyings(reg_maps
->shader_version
.major
, gl_info
);
1338 struct glsl_src_param rel_param
;
1340 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1342 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1343 * operation there */
1346 if (shader
->u
.ps
.declared_in_count
> in_count
)
1348 sprintf(register_name
,
1349 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1350 rel_param
.param_str
, idx
, in_count
- 1, rel_param
.param_str
, idx
, in_count
,
1351 rel_param
.param_str
, idx
);
1355 sprintf(register_name
, "IN[%s + %u]", rel_param
.param_str
, idx
);
1360 if (shader
->u
.ps
.declared_in_count
> in_count
)
1362 sprintf(register_name
, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1363 rel_param
.param_str
, in_count
- 1, rel_param
.param_str
, in_count
,
1364 rel_param
.param_str
);
1368 sprintf(register_name
, "IN[%s]", rel_param
.param_str
);
1374 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1375 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1376 else sprintf(register_name
, "IN[%u]", idx
);
1381 if (!reg
->idx
) strcpy(register_name
, "gl_Color");
1382 else strcpy(register_name
, "gl_SecondaryColor");
1387 case WINED3DSPR_CONST
:
1389 const char prefix
= pshader
? 'P' : 'V';
1391 /* Relative addressing */
1394 struct glsl_src_param rel_param
;
1395 shader_glsl_add_src_param(ins
, reg
->rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param
);
1396 if (reg
->idx
) sprintf(register_name
, "%cC[%s + %u]", prefix
, rel_param
.param_str
, reg
->idx
);
1397 else sprintf(register_name
, "%cC[%s]", prefix
, rel_param
.param_str
);
1401 if (shader_constant_is_local(shader
, reg
->idx
))
1402 sprintf(register_name
, "%cLC%u", prefix
, reg
->idx
);
1404 sprintf(register_name
, "%cC[%u]", prefix
, reg
->idx
);
1409 case WINED3DSPR_CONSTINT
:
1410 if (pshader
) sprintf(register_name
, "PI[%u]", reg
->idx
);
1411 else sprintf(register_name
, "VI[%u]", reg
->idx
);
1414 case WINED3DSPR_CONSTBOOL
:
1415 if (pshader
) sprintf(register_name
, "PB[%u]", reg
->idx
);
1416 else sprintf(register_name
, "VB[%u]", reg
->idx
);
1419 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1420 if (pshader
) sprintf(register_name
, "T%u", reg
->idx
);
1421 else sprintf(register_name
, "A%u", reg
->idx
);
1424 case WINED3DSPR_LOOP
:
1425 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1428 case WINED3DSPR_SAMPLER
:
1429 if (pshader
) sprintf(register_name
, "Psampler%u", reg
->idx
);
1430 else sprintf(register_name
, "Vsampler%u", reg
->idx
);
1433 case WINED3DSPR_COLOROUT
:
1434 if (reg
->idx
>= gl_info
->limits
.buffers
)
1435 WARN("Write to render target %u, only %d supported.\n", reg
->idx
, gl_info
->limits
.buffers
);
1437 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
);
1440 case WINED3DSPR_RASTOUT
:
1441 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
]);
1444 case WINED3DSPR_DEPTHOUT
:
1445 sprintf(register_name
, "gl_FragDepth");
1448 case WINED3DSPR_ATTROUT
:
1449 if (!reg
->idx
) sprintf(register_name
, "OUT[8]");
1450 else sprintf(register_name
, "OUT[9]");
1453 case WINED3DSPR_TEXCRDOUT
:
1454 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1455 sprintf(register_name
, "OUT[%u]", reg
->idx
);
1458 case WINED3DSPR_MISCTYPE
:
1462 sprintf(register_name
, "vpos");
1464 else if (reg
->idx
== 1)
1466 /* Note that gl_FrontFacing is a bool, while vFace is
1467 * a float for which the sign determines front/back */
1468 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1472 FIXME("Unhandled misctype register %d\n", reg
->idx
);
1473 sprintf(register_name
, "unrecognized_register");
1477 case WINED3DSPR_IMMCONST
:
1478 switch (reg
->immconst_type
)
1480 case WINED3D_IMMCONST_SCALAR
:
1481 sprintf(register_name
, "%.8e", *(const float *)reg
->immconst_data
);
1484 case WINED3D_IMMCONST_VEC4
:
1485 sprintf(register_name
, "vec4(%.8e, %.8e, %.8e, %.8e)",
1486 *(const float *)®
->immconst_data
[0], *(const float *)®
->immconst_data
[1],
1487 *(const float *)®
->immconst_data
[2], *(const float *)®
->immconst_data
[3]);
1491 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1492 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1497 FIXME("Unhandled register name Type(%d)\n", reg
->type
);
1498 sprintf(register_name
, "unrecognized_register");
1503 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1506 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1507 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1508 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1509 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1513 /* Get the GLSL write mask for the destination register */
1514 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1516 DWORD mask
= param
->write_mask
;
1518 if (shader_is_scalar(¶m
->reg
))
1520 mask
= WINED3DSP_WRITEMASK_0
;
1525 shader_glsl_write_mask_to_str(mask
, write_mask
);
1531 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1532 unsigned int size
= 0;
1534 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1535 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1536 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1537 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1542 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1544 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1545 * but addressed as "rgba". To fix this we need to swap the register's x
1546 * and z components. */
1547 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1550 /* swizzle bits fields: wwzzyyxx */
1551 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1552 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1553 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1554 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1558 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1559 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1561 if (shader_is_scalar(¶m
->reg
))
1562 *swizzle_str
= '\0';
1564 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1567 /* From a given parameter token, generate the corresponding GLSL string.
1568 * Also, return the actual register name and swizzle in case the
1569 * caller needs this information as well. */
1570 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1571 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1573 BOOL is_color
= FALSE
;
1574 char swizzle_str
[6];
1576 glsl_src
->reg_name
[0] = '\0';
1577 glsl_src
->param_str
[0] = '\0';
1578 swizzle_str
[0] = '\0';
1580 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1581 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1582 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1585 /* From a given parameter token, generate the corresponding GLSL string.
1586 * Also, return the actual register name and swizzle in case the
1587 * caller needs this information as well. */
1588 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1589 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1591 BOOL is_color
= FALSE
;
1593 glsl_dst
->mask_str
[0] = '\0';
1594 glsl_dst
->reg_name
[0] = '\0';
1596 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1597 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1600 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1601 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1602 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1604 struct glsl_dst_param glsl_dst
;
1607 mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
);
1608 if (mask
) shader_addline(buffer
, "%s%s = %s(", glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1613 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1614 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1616 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1619 /** Process GLSL instruction modifiers */
1620 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1622 struct glsl_dst_param dst_param
;
1625 if (!ins
->dst_count
) return;
1627 modifiers
= ins
->dst
[0].modifiers
;
1628 if (!modifiers
) return;
1630 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1632 if (modifiers
& WINED3DSPDM_SATURATE
)
1634 /* _SAT means to clamp the value of the register to between 0 and 1 */
1635 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1636 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1639 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1641 FIXME("_centroid modifier not handled\n");
1644 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1646 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1650 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
1654 case WINED3D_SHADER_REL_OP_GT
: return ">";
1655 case WINED3D_SHADER_REL_OP_EQ
: return "==";
1656 case WINED3D_SHADER_REL_OP_GE
: return ">=";
1657 case WINED3D_SHADER_REL_OP_LT
: return "<";
1658 case WINED3D_SHADER_REL_OP_NE
: return "!=";
1659 case WINED3D_SHADER_REL_OP_LE
: return "<=";
1661 FIXME("Unrecognized operator %#x.\n", op
);
1666 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1667 DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
1669 enum wined3d_sampler_texture_type sampler_type
= ctx
->reg_maps
->sampler_type
[sampler_idx
];
1670 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1671 BOOL shadow
= shader_is_pshader_version(ctx
->reg_maps
->shader_version
.type
)
1672 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << sampler_idx
));
1673 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1674 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_RECT
;
1675 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1676 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1678 /* Note that there's no such thing as a projected cube texture. */
1679 switch(sampler_type
) {
1685 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1689 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1690 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1691 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1692 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1695 FIXME("Unsupported 1D shadow grad function.\n");
1696 sample_function
->name
= "unsupported1DGrad";
1701 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1703 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1709 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1713 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1714 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1715 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1716 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1719 FIXME("Unsupported 1D grad function.\n");
1720 sample_function
->name
= "unsupported1DGrad";
1725 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1727 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1738 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1742 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1743 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1744 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1745 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1748 FIXME("Unsupported RECT shadow grad function.\n");
1749 sample_function
->name
= "unsupported2DRectGrad";
1754 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
1761 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
1765 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1766 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
1767 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1768 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
1771 FIXME("Unsupported 2D shadow grad function.\n");
1772 sample_function
->name
= "unsupported2DGrad";
1777 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
1780 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1788 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
1792 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1793 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
1794 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1795 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
1798 FIXME("Unsupported RECT grad function.\n");
1799 sample_function
->name
= "unsupported2DRectGrad";
1804 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
1811 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
1815 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1816 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
1817 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1818 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
1821 FIXME("Unsupported 2D grad function.\n");
1822 sample_function
->name
= "unsupported2DGrad";
1827 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
1830 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1834 case WINED3DSTT_CUBE
:
1837 FIXME("Unsupported Cube shadow function.\n");
1838 sample_function
->name
= "unsupportedCubeShadow";
1839 sample_function
->coord_mask
= 0;
1845 sample_function
->name
= "textureCubeLod";
1849 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1850 sample_function
->name
= "textureCubeGrad";
1851 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1852 sample_function
->name
= "textureCubeGradARB";
1855 FIXME("Unsupported Cube grad function.\n");
1856 sample_function
->name
= "unsupportedCubeGrad";
1861 sample_function
->name
= "textureCube";
1863 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1867 case WINED3DSTT_VOLUME
:
1870 FIXME("Unsupported 3D shadow function.\n");
1871 sample_function
->name
= "unsupported3DShadow";
1872 sample_function
->coord_mask
= 0;
1878 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
1882 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1883 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
1884 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1885 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
1888 FIXME("Unsupported 3D grad function.\n");
1889 sample_function
->name
= "unsupported3DGrad";
1894 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
1896 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
1901 sample_function
->name
= "";
1902 sample_function
->coord_mask
= 0;
1903 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
1908 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
1909 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
1911 switch(channel_source
)
1913 case CHANNEL_SOURCE_ZERO
:
1914 strcat(arguments
, "0.0");
1917 case CHANNEL_SOURCE_ONE
:
1918 strcat(arguments
, "1.0");
1921 case CHANNEL_SOURCE_X
:
1922 strcat(arguments
, reg_name
);
1923 strcat(arguments
, ".x");
1926 case CHANNEL_SOURCE_Y
:
1927 strcat(arguments
, reg_name
);
1928 strcat(arguments
, ".y");
1931 case CHANNEL_SOURCE_Z
:
1932 strcat(arguments
, reg_name
);
1933 strcat(arguments
, ".z");
1936 case CHANNEL_SOURCE_W
:
1937 strcat(arguments
, reg_name
);
1938 strcat(arguments
, ".w");
1942 FIXME("Unhandled channel source %#x\n", channel_source
);
1943 strcat(arguments
, "undefined");
1947 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
1950 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
1952 struct wined3d_shader_dst_param dst
;
1953 unsigned int mask_size
, remaining
;
1954 struct glsl_dst_param dst_param
;
1955 char arguments
[256];
1959 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) mask
|= WINED3DSP_WRITEMASK_0
;
1960 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) mask
|= WINED3DSP_WRITEMASK_1
;
1961 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) mask
|= WINED3DSP_WRITEMASK_2
;
1962 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) mask
|= WINED3DSP_WRITEMASK_3
;
1963 mask
&= ins
->dst
[0].write_mask
;
1965 if (!mask
) return; /* Nothing to do */
1967 if (is_complex_fixup(fixup
))
1969 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
1970 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
1974 mask_size
= shader_glsl_get_write_mask_size(mask
);
1977 dst
.write_mask
= mask
;
1978 shader_glsl_add_dst_param(ins
, &dst
, &dst_param
);
1980 arguments
[0] = '\0';
1981 remaining
= mask_size
;
1982 if (mask
& WINED3DSP_WRITEMASK_0
)
1984 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
1985 if (--remaining
) strcat(arguments
, ", ");
1987 if (mask
& WINED3DSP_WRITEMASK_1
)
1989 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
1990 if (--remaining
) strcat(arguments
, ", ");
1992 if (mask
& WINED3DSP_WRITEMASK_2
)
1994 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
1995 if (--remaining
) strcat(arguments
, ", ");
1997 if (mask
& WINED3DSP_WRITEMASK_3
)
1999 shader_glsl_append_fixup_arg(arguments
, dst_param
.reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2000 if (--remaining
) strcat(arguments
, ", ");
2005 shader_addline(ins
->ctx
->buffer
, "%s%s = vec%u(%s);\n",
2006 dst_param
.reg_name
, dst_param
.mask_str
, mask_size
, arguments
);
2010 shader_addline(ins
->ctx
->buffer
, "%s%s = %s;\n", dst_param
.reg_name
, dst_param
.mask_str
, arguments
);
2014 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2015 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2016 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2018 const char *sampler_base
;
2019 char dst_swizzle
[6];
2020 struct color_fixup_desc fixup
;
2021 BOOL np2_fixup
= FALSE
;
2024 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2026 if (shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
2028 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2029 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2030 sampler_base
= "Psampler";
2032 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2034 FIXME("Biased sampling from NP2 textures is unsupported\n");
2040 sampler_base
= "Vsampler";
2041 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2044 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2046 shader_addline(ins
->ctx
->buffer
, "%s(%s%u, ", sample_function
->name
, sampler_base
, sampler
);
2048 va_start(args
, coord_reg_fmt
);
2049 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2053 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2056 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2057 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2059 shader_addline(ins
->ctx
->buffer
, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2060 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2061 } else if(dx
&& dy
) {
2062 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2064 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2068 if(!is_identity_fixup(fixup
)) {
2069 shader_glsl_color_correction(ins
, fixup
);
2073 /*****************************************************************************
2074 * Begin processing individual instruction opcodes
2075 ****************************************************************************/
2077 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
2078 static void shader_glsl_arith(const struct wined3d_shader_instruction
*ins
)
2080 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2081 struct glsl_src_param src0_param
;
2082 struct glsl_src_param src1_param
;
2086 /* Determine the GLSL operator to use based on the opcode */
2087 switch (ins
->handler_idx
)
2089 case WINED3DSIH_MUL
: op
= '*'; break;
2090 case WINED3DSIH_ADD
: op
= '+'; break;
2091 case WINED3DSIH_SUB
: op
= '-'; break;
2094 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2098 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2099 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2100 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2101 shader_addline(buffer
, "%s %c %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2104 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2105 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2107 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2108 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2109 struct glsl_src_param src0_param
;
2112 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2113 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2115 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2116 * shader versions WINED3DSIO_MOVA is used for this. */
2117 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2118 && !shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
)
2119 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2121 /* This is a simple floor() */
2122 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2123 if (mask_size
> 1) {
2124 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2126 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2129 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2131 /* We need to *round* to the nearest int here. */
2132 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2134 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2137 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2139 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2144 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2145 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2147 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2148 src0_param
.param_str
, src0_param
.param_str
);
2153 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2157 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2158 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2160 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2161 struct glsl_src_param src0_param
;
2162 struct glsl_src_param src1_param
;
2163 DWORD dst_write_mask
, src_write_mask
;
2164 unsigned int dst_size
= 0;
2166 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2167 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2169 /* dp3 works on vec3, dp4 on vec4 */
2170 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2172 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2174 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2177 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2178 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2181 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2183 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2187 /* Note that this instruction has some restrictions. The destination write mask
2188 * can't contain the w component, and the source swizzles have to be .xyzw */
2189 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2191 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2192 struct glsl_src_param src0_param
;
2193 struct glsl_src_param src1_param
;
2196 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2197 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2198 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2199 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2200 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2203 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2204 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2205 * GLSL uses the value as-is. */
2206 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2208 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2209 struct glsl_src_param src0_param
;
2210 struct glsl_src_param src1_param
;
2211 DWORD dst_write_mask
;
2212 unsigned int dst_size
;
2214 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2215 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2217 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2218 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2222 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2223 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2227 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2228 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2232 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2233 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2234 * GLSL uses the value as-is. */
2235 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
2237 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2238 struct glsl_src_param src0_param
;
2239 DWORD dst_write_mask
;
2240 unsigned int dst_size
;
2242 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2243 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2245 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2249 shader_addline(buffer
, "vec%u(log2(abs(%s))));\n",
2250 dst_size
, src0_param
.param_str
);
2254 shader_addline(buffer
, "log2(abs(%s)));\n",
2255 src0_param
.param_str
);
2259 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2260 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2262 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2263 struct glsl_src_param src_param
;
2264 const char *instruction
;
2268 /* Determine the GLSL function to use based on the opcode */
2269 /* TODO: Possibly make this a table for faster lookups */
2270 switch (ins
->handler_idx
)
2272 case WINED3DSIH_MIN
: instruction
= "min"; break;
2273 case WINED3DSIH_MAX
: instruction
= "max"; break;
2274 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2275 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2276 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
2277 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2278 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2279 default: instruction
= "";
2280 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2284 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2286 shader_addline(buffer
, "%s(", instruction
);
2290 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2291 shader_addline(buffer
, "%s", src_param
.param_str
);
2292 for (i
= 1; i
< ins
->src_count
; ++i
)
2294 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2295 shader_addline(buffer
, ", %s", src_param
.param_str
);
2299 shader_addline(buffer
, "));\n");
2302 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2304 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2305 struct glsl_src_param src_param
;
2306 unsigned int mask_size
;
2310 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2311 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2312 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2314 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2315 src_param
.param_str
, src_param
.param_str
);
2316 shader_glsl_append_dst(buffer
, ins
);
2320 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2321 mask_size
, src_param
.param_str
);
2325 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2326 src_param
.param_str
);
2330 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2331 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2332 * dst.x = 2^(floor(src))
2333 * dst.y = src - floor(src)
2334 * dst.z = 2^src (partial precision is allowed, but optional)
2336 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2337 * dst = 2^src; (partial precision is allowed, but optional)
2339 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2341 struct glsl_src_param src_param
;
2343 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2345 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2349 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2350 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2351 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2352 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2354 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2355 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2356 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2359 unsigned int mask_size
;
2361 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2362 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2364 if (mask_size
> 1) {
2365 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2367 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2372 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2373 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2375 struct glsl_src_param src_param
;
2377 unsigned int mask_size
;
2379 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2380 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2381 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2385 shader_addline(ins
->ctx
->buffer
, "vec%u(1.0 / %s));\n",
2386 mask_size
, src_param
.param_str
);
2390 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n",
2391 src_param
.param_str
);
2395 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2397 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2398 struct glsl_src_param src_param
;
2400 unsigned int mask_size
;
2402 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2403 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2405 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2409 shader_addline(buffer
, "vec%u(inversesqrt(abs(%s))));\n",
2410 mask_size
, src_param
.param_str
);
2414 shader_addline(buffer
, "inversesqrt(abs(%s)));\n",
2415 src_param
.param_str
);
2419 /** Process signed comparison opcodes in GLSL. */
2420 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2422 struct glsl_src_param src0_param
;
2423 struct glsl_src_param src1_param
;
2425 unsigned int mask_size
;
2427 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2428 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2429 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2430 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2432 if (mask_size
> 1) {
2433 const char *compare
;
2435 switch(ins
->handler_idx
)
2437 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2438 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2439 default: compare
= "";
2440 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2443 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2444 src0_param
.param_str
, src1_param
.param_str
);
2446 switch(ins
->handler_idx
)
2448 case WINED3DSIH_SLT
:
2449 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2450 * to return 0.0 but step returns 1.0 because step is not < x
2451 * An alternative is a bvec compare padded with an unused second component.
2452 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2453 * issue. Playing with not() is not possible either because not() does not accept
2456 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2457 src0_param
.param_str
, src1_param
.param_str
);
2459 case WINED3DSIH_SGE
:
2460 /* Here we can use the step() function and safe a conditional */
2461 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2464 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2470 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2471 static void shader_glsl_cmp(const struct wined3d_shader_instruction
*ins
)
2473 struct glsl_src_param src0_param
;
2474 struct glsl_src_param src1_param
;
2475 struct glsl_src_param src2_param
;
2476 DWORD write_mask
, cmp_channel
= 0;
2479 BOOL temp_destination
= FALSE
;
2481 if (shader_is_scalar(&ins
->src
[0].reg
))
2483 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2485 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
2486 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2487 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2489 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2490 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2492 DWORD dst_mask
= ins
->dst
[0].write_mask
;
2493 struct wined3d_shader_dst_param dst
= ins
->dst
[0];
2495 /* Cycle through all source0 channels */
2496 for (i
=0; i
<4; i
++) {
2498 /* Find the destination channels which use the current source0 channel */
2499 for (j
=0; j
<4; j
++) {
2500 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2502 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2503 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2506 dst
.write_mask
= dst_mask
& write_mask
;
2508 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2509 * The first lines may overwrite source parameters of the following lines.
2510 * Deal with that by using a temporary destination register if needed
2512 if ((ins
->src
[0].reg
.idx
== ins
->dst
[0].reg
.idx
2513 && ins
->src
[0].reg
.type
== ins
->dst
[0].reg
.type
)
2514 || (ins
->src
[1].reg
.idx
== ins
->dst
[0].reg
.idx
2515 && ins
->src
[1].reg
.type
== ins
->dst
[0].reg
.type
)
2516 || (ins
->src
[2].reg
.idx
== ins
->dst
[0].reg
.idx
2517 && ins
->src
[2].reg
.type
== ins
->dst
[0].reg
.type
))
2519 write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
);
2520 if (!write_mask
) continue;
2521 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2522 temp_destination
= TRUE
;
2524 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2525 if (!write_mask
) continue;
2528 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2529 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2530 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2532 shader_addline(ins
->ctx
->buffer
, "%s >= 0.0 ? %s : %s);\n",
2533 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2536 if(temp_destination
) {
2537 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2538 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2539 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2545 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2546 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2547 * the compare is done per component of src0. */
2548 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2550 struct wined3d_shader_dst_param dst
;
2551 struct glsl_src_param src0_param
;
2552 struct glsl_src_param src1_param
;
2553 struct glsl_src_param src2_param
;
2554 DWORD write_mask
, cmp_channel
= 0;
2557 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2558 ins
->ctx
->reg_maps
->shader_version
.minor
);
2560 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2562 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2563 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2564 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2565 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2567 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2570 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2572 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2573 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2577 /* Cycle through all source0 channels */
2578 dst_mask
= ins
->dst
[0].write_mask
;
2580 for (i
=0; i
<4; i
++) {
2582 /* Find the destination channels which use the current source0 channel */
2583 for (j
=0; j
<4; j
++) {
2584 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2586 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2587 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2591 dst
.write_mask
= dst_mask
& write_mask
;
2592 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
);
2593 if (!write_mask
) continue;
2595 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2596 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2597 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2599 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2600 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2604 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2605 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2607 struct glsl_src_param src0_param
;
2608 struct glsl_src_param src1_param
;
2609 struct glsl_src_param src2_param
;
2612 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2613 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2614 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2615 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2616 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2617 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2620 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2621 Vertex shaders to GLSL codes */
2622 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2625 int nComponents
= 0;
2626 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2627 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2628 struct wined3d_shader_instruction tmp_ins
;
2630 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2632 /* Set constants for the temporary argument */
2633 tmp_ins
.ctx
= ins
->ctx
;
2634 tmp_ins
.dst_count
= 1;
2635 tmp_ins
.dst
= &tmp_dst
;
2636 tmp_ins
.src_count
= 2;
2637 tmp_ins
.src
= tmp_src
;
2639 switch(ins
->handler_idx
)
2641 case WINED3DSIH_M4x4
:
2643 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2645 case WINED3DSIH_M4x3
:
2647 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
2649 case WINED3DSIH_M3x4
:
2651 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2653 case WINED3DSIH_M3x3
:
2655 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2657 case WINED3DSIH_M3x2
:
2659 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
2665 tmp_dst
= ins
->dst
[0];
2666 tmp_src
[0] = ins
->src
[0];
2667 tmp_src
[1] = ins
->src
[1];
2668 for (i
= 0; i
< nComponents
; ++i
)
2670 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
2671 shader_glsl_dot(&tmp_ins
);
2672 ++tmp_src
[1].reg
.idx
;
2677 The LRP instruction performs a component-wise linear interpolation
2678 between the second and third operands using the first operand as the
2679 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2680 This is equivalent to mix(src2, src1, src0);
2682 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
2684 struct glsl_src_param src0_param
;
2685 struct glsl_src_param src1_param
;
2686 struct glsl_src_param src2_param
;
2689 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2691 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2692 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2693 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2695 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
2696 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
2699 /** Process the WINED3DSIO_LIT instruction in GLSL:
2700 * dst.x = dst.w = 1.0
2701 * dst.y = (src0.x > 0) ? src0.x
2702 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2703 * where src.w is clamped at +- 128
2705 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
2707 struct glsl_src_param src0_param
;
2708 struct glsl_src_param src1_param
;
2709 struct glsl_src_param src3_param
;
2712 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2713 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2715 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2716 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
2717 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
2719 /* The sdk specifies the instruction like this
2721 * if(src.x > 0.0) dst.y = src.x
2723 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2726 * (where power = src.w clamped between -128 and 128)
2728 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2729 * dst.x = 1.0 ... No further explanation needed
2730 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2731 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2732 * dst.w = 1.0. ... Nothing fancy.
2734 * So we still have one conditional in there. So do this:
2735 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2737 * 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),
2738 * 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.
2739 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
2741 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
2742 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
2743 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
2745 shader_addline(ins
->ctx
->buffer
,
2746 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
2747 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2748 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
2749 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
2752 /** Process the WINED3DSIO_DST instruction in GLSL:
2754 * dst.y = src0.x * src0.y
2758 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
2760 struct glsl_src_param src0y_param
;
2761 struct glsl_src_param src0z_param
;
2762 struct glsl_src_param src1y_param
;
2763 struct glsl_src_param src1w_param
;
2766 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2767 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2769 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
2770 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
2771 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
2772 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
2774 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2775 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
2778 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2779 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2780 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2782 * dst.x = cos(src0.?)
2783 * dst.y = sin(src0.?)
2787 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
2789 struct glsl_src_param src0_param
;
2792 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2793 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2795 switch (write_mask
) {
2796 case WINED3DSP_WRITEMASK_0
:
2797 shader_addline(ins
->ctx
->buffer
, "cos(%s));\n", src0_param
.param_str
);
2800 case WINED3DSP_WRITEMASK_1
:
2801 shader_addline(ins
->ctx
->buffer
, "sin(%s));\n", src0_param
.param_str
);
2804 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
2805 shader_addline(ins
->ctx
->buffer
, "vec2(cos(%s), sin(%s)));\n", src0_param
.param_str
, src0_param
.param_str
);
2809 ERR("Write mask should be .x, .y or .xy\n");
2814 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
2815 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
2816 * generate invalid code
2818 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
2820 struct glsl_src_param src0_param
;
2823 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2824 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2826 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
2829 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2830 * Start a for() loop where src1.y is the initial value of aL,
2831 * increment aL by src1.z for a total of src1.x iterations.
2832 * Need to use a temporary variable for this operation.
2834 /* FIXME: I don't think nested loops will work correctly this way. */
2835 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
2837 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
2838 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2839 const struct wined3d_shader_lconst
*constant
;
2840 struct glsl_src_param src1_param
;
2841 const DWORD
*control_values
= NULL
;
2843 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
2845 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2846 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2847 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2850 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
2852 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
2854 if (constant
->idx
== ins
->src
[1].reg
.idx
)
2856 control_values
= constant
->value
;
2864 struct wined3d_shader_loop_control loop_control
;
2865 loop_control
.count
= control_values
[0];
2866 loop_control
.start
= control_values
[1];
2867 loop_control
.step
= (int)control_values
[2];
2869 if (loop_control
.step
> 0)
2871 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2872 loop_state
->current_depth
, loop_control
.start
,
2873 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2874 loop_state
->current_depth
, loop_control
.step
);
2876 else if (loop_control
.step
< 0)
2878 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2879 loop_state
->current_depth
, loop_control
.start
,
2880 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
2881 loop_state
->current_depth
, loop_control
.step
);
2885 shader_addline(ins
->ctx
->buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2886 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
2887 loop_state
->current_depth
, loop_control
.count
,
2888 loop_state
->current_depth
);
2891 shader_addline(ins
->ctx
->buffer
,
2892 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2893 loop_state
->current_depth
, loop_state
->current_reg
,
2894 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
2895 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
2898 ++loop_state
->current_depth
;
2899 ++loop_state
->current_reg
;
2902 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
2904 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
2906 shader_addline(ins
->ctx
->buffer
, "}\n");
2908 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
2910 --loop_state
->current_depth
;
2911 --loop_state
->current_reg
;
2914 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
2916 --loop_state
->current_depth
;
2920 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
2922 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2923 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
2924 const struct wined3d_shader_lconst
*constant
;
2925 struct glsl_src_param src0_param
;
2926 const DWORD
*control_values
= NULL
;
2928 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2929 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
2931 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
2933 if (constant
->idx
== ins
->src
[0].reg
.idx
)
2935 control_values
= constant
->value
;
2943 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2944 loop_state
->current_depth
, loop_state
->current_depth
,
2945 control_values
[0], loop_state
->current_depth
);
2949 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2950 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2951 loop_state
->current_depth
, loop_state
->current_depth
,
2952 src0_param
.param_str
, loop_state
->current_depth
);
2955 ++loop_state
->current_depth
;
2958 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
2960 struct glsl_src_param src0_param
;
2962 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2963 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
2966 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
2968 struct glsl_src_param src0_param
;
2969 struct glsl_src_param src1_param
;
2971 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2972 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2974 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
2975 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
2978 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
2980 shader_addline(ins
->ctx
->buffer
, "} else {\n");
2983 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
2985 shader_addline(ins
->ctx
->buffer
, "break;\n");
2988 /* FIXME: According to MSDN the compare is done per component. */
2989 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
2991 struct glsl_src_param src0_param
;
2992 struct glsl_src_param src1_param
;
2994 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2995 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2997 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
2998 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3001 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3003 shader_addline(ins
->ctx
->buffer
, "}\n");
3004 shader_addline(ins
->ctx
->buffer
, "void subroutine%u () {\n", ins
->src
[0].reg
.idx
);
3007 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3009 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
);
3012 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3014 struct glsl_src_param src1_param
;
3016 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3017 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n", src1_param
.param_str
, ins
->src
[0].reg
.idx
);
3020 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3022 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3023 * function only suppresses the unhandled instruction warning
3027 /*********************************************
3028 * Pixel Shader Specific Code begins here
3029 ********************************************/
3030 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3032 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3033 struct wined3d_device
*device
= shader
->device
;
3034 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3035 ins
->ctx
->reg_maps
->shader_version
.minor
);
3036 struct glsl_sample_function sample_function
;
3037 const struct wined3d_texture
*texture
;
3038 DWORD sample_flags
= 0;
3040 DWORD mask
= 0, swizzle
;
3042 /* 1.0-1.4: Use destination register as sampler source.
3043 * 2.0+: Use provided sampler source. */
3044 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) sampler_idx
= ins
->dst
[0].reg
.idx
;
3045 else sampler_idx
= ins
->src
[1].reg
.idx
;
3046 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3048 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3050 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3051 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3052 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3053 enum wined3d_sampler_texture_type sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3055 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3056 if (flags
& WINED3D_PSARGS_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
)
3058 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3059 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3061 case WINED3D_TTFF_COUNT1
:
3062 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3064 case WINED3D_TTFF_COUNT2
:
3065 mask
= WINED3DSP_WRITEMASK_1
;
3067 case WINED3D_TTFF_COUNT3
:
3068 mask
= WINED3DSP_WRITEMASK_2
;
3070 case WINED3D_TTFF_COUNT4
:
3071 case WINED3D_TTFF_DISABLE
:
3072 mask
= WINED3DSP_WRITEMASK_3
;
3077 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3079 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3081 if (src_mod
== WINED3DSPSM_DZ
) {
3082 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3083 mask
= WINED3DSP_WRITEMASK_2
;
3084 } else if (src_mod
== WINED3DSPSM_DW
) {
3085 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3086 mask
= WINED3DSP_WRITEMASK_3
;
3089 if (ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3091 /* ps 2.0 texldp instruction always divides by the fourth component. */
3092 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3093 mask
= WINED3DSP_WRITEMASK_3
;
3097 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
3098 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3100 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3101 mask
|= sample_function
.coord_mask
;
3103 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3104 else swizzle
= ins
->src
[1].swizzle
;
3106 /* 1.0-1.3: Use destination register as coordinate source.
3107 1.4+: Use provided coordinate source register. */
3108 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3111 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3112 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3113 "T%u%s", sampler_idx
, coord_mask
);
3117 struct glsl_src_param coord_param
;
3118 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3119 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3121 struct glsl_src_param bias
;
3122 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3123 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3124 "%s", coord_param
.param_str
);
3126 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3127 "%s", coord_param
.param_str
);
3132 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3134 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3135 struct wined3d_device
*device
= shader
->device
;
3136 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3137 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3138 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3139 struct glsl_sample_function sample_function
;
3141 DWORD swizzle
= ins
->src
[1].swizzle
;
3142 const struct wined3d_texture
*texture
;
3144 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3146 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3147 shader_glsl_tex(ins
);
3151 sampler_idx
= ins
->src
[1].reg
.idx
;
3152 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3153 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
3154 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3156 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3157 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3158 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3159 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3161 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3162 "%s", coord_param
.param_str
);
3165 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3167 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3168 struct wined3d_device
*device
= shader
->device
;
3169 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3170 struct glsl_src_param coord_param
, lod_param
;
3171 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3172 struct glsl_sample_function sample_function
;
3174 DWORD swizzle
= ins
->src
[1].swizzle
;
3175 const struct wined3d_texture
*texture
;
3177 sampler_idx
= ins
->src
[1].reg
.idx
;
3178 texture
= device
->stateBlock
->state
.textures
[sampler_idx
];
3179 if (texture
&& texture
->target
== GL_TEXTURE_RECTANGLE_ARB
)
3180 sample_flags
|= WINED3D_GLSL_SAMPLE_RECT
;
3182 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3183 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3185 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3187 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3188 && shader_is_pshader_version(ins
->ctx
->reg_maps
->shader_version
.type
))
3190 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3191 * However, the NVIDIA drivers allow them in fragment shaders as well,
3192 * even without the appropriate extension. */
3193 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3195 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3196 "%s", coord_param
.param_str
);
3199 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3201 /* FIXME: Make this work for more than just 2D textures */
3202 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3203 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3205 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3209 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3210 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3211 ins
->dst
[0].reg
.idx
, dst_mask
);
3215 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3216 DWORD reg
= ins
->src
[0].reg
.idx
;
3217 char dst_swizzle
[6];
3219 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3221 if (src_mod
== WINED3DSPSM_DZ
)
3223 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3224 struct glsl_src_param div_param
;
3226 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3228 if (mask_size
> 1) {
3229 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3231 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3234 else if (src_mod
== WINED3DSPSM_DW
)
3236 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3237 struct glsl_src_param div_param
;
3239 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3241 if (mask_size
> 1) {
3242 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3244 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3247 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3252 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3253 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3254 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3255 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3257 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3258 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3259 struct glsl_sample_function sample_function
;
3260 struct glsl_src_param src0_param
;
3263 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3265 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3266 * scalar, and projected sampling would require 4.
3268 * It is a dependent read - not valid with conditional NP2 textures
3270 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3271 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3276 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3277 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3281 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3282 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3286 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3287 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3291 FIXME("Unexpected mask size %u\n", mask_size
);
3296 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3297 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3298 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3300 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3301 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3302 struct glsl_src_param src0_param
;
3304 unsigned int mask_size
;
3306 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3307 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3308 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3310 if (mask_size
> 1) {
3311 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3313 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3317 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3318 * Calculate the depth as dst.x / dst.y */
3319 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3321 struct glsl_dst_param dst_param
;
3323 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3325 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3326 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3327 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3328 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3331 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3332 dst_param
.reg_name
, dst_param
.reg_name
);
3335 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3336 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3337 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3338 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3340 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3342 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3343 DWORD dstreg
= ins
->dst
[0].reg
.idx
;
3344 struct glsl_src_param src0_param
;
3346 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3348 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3349 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3352 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3353 * Calculate the 1st of a 2-row matrix multiplication. */
3354 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3356 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3357 DWORD reg
= ins
->dst
[0].reg
.idx
;
3358 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3359 struct glsl_src_param src0_param
;
3361 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3362 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3365 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3366 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3367 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3369 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3370 DWORD reg
= ins
->dst
[0].reg
.idx
;
3371 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3372 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3373 struct glsl_src_param src0_param
;
3375 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3376 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3377 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3380 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3382 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3383 DWORD reg
= ins
->dst
[0].reg
.idx
;
3384 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3385 struct glsl_sample_function sample_function
;
3386 struct glsl_src_param src0_param
;
3388 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3389 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3391 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3393 /* Sample the texture using the calculated coordinates */
3394 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3397 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3398 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3399 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3401 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3402 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3403 struct glsl_sample_function sample_function
;
3404 struct glsl_src_param src0_param
;
3405 DWORD reg
= ins
->dst
[0].reg
.idx
;
3407 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3408 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3410 /* Dependent read, not valid with conditional NP2 */
3411 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3413 /* Sample the texture using the calculated coordinates */
3414 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3416 tex_mx
->current_row
= 0;
3419 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3420 * Perform the 3rd row of a 3x3 matrix multiply */
3421 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3423 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3424 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3425 struct glsl_src_param src0_param
;
3427 DWORD reg
= ins
->dst
[0].reg
.idx
;
3429 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3431 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3432 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3433 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3435 tex_mx
->current_row
= 0;
3438 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3439 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3440 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3442 struct glsl_src_param src0_param
;
3443 struct glsl_src_param src1_param
;
3444 DWORD reg
= ins
->dst
[0].reg
.idx
;
3445 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3446 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3447 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3448 struct glsl_sample_function sample_function
;
3451 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3452 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3454 /* Perform the last matrix multiply operation */
3455 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3456 /* Reflection calculation */
3457 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3459 /* Dependent read, not valid with conditional NP2 */
3460 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3461 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3463 /* Sample the texture */
3464 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3465 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3467 tex_mx
->current_row
= 0;
3470 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3471 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3472 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3474 DWORD reg
= ins
->dst
[0].reg
.idx
;
3475 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3476 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3477 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3478 struct glsl_sample_function sample_function
;
3479 struct glsl_src_param src0_param
;
3482 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3484 /* Perform the last matrix multiply operation */
3485 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3487 /* Construct the eye-ray vector from w coordinates */
3488 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3489 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3490 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3492 /* Dependent read, not valid with conditional NP2 */
3493 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3494 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3496 /* Sample the texture using the calculated coordinates */
3497 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3498 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3500 tex_mx
->current_row
= 0;
3503 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3504 * Apply a fake bump map transform.
3505 * texbem is pshader <= 1.3 only, this saves a few version checks
3507 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3509 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3510 struct glsl_sample_function sample_function
;
3511 struct glsl_src_param coord_param
;
3517 sampler_idx
= ins
->dst
[0].reg
.idx
;
3518 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3519 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3521 /* Dependent read, not valid with conditional NP2 */
3522 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3523 mask
= sample_function
.coord_mask
;
3525 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3527 /* With projected textures, texbem only divides the static texture coord,
3528 * not the displacement, so we can't let GL handle this. */
3529 if (flags
& WINED3D_PSARGS_PROJECTED
)
3532 char coord_div_mask
[3];
3533 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3535 case WINED3D_TTFF_COUNT1
:
3536 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3538 case WINED3D_TTFF_COUNT2
:
3539 div_mask
= WINED3DSP_WRITEMASK_1
;
3541 case WINED3D_TTFF_COUNT3
:
3542 div_mask
= WINED3DSP_WRITEMASK_2
;
3544 case WINED3D_TTFF_COUNT4
:
3545 case WINED3D_TTFF_DISABLE
:
3546 div_mask
= WINED3DSP_WRITEMASK_3
;
3549 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3550 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3553 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3555 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3556 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3557 coord_param
.param_str
, coord_mask
);
3559 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3561 struct glsl_src_param luminance_param
;
3562 struct glsl_dst_param dst_param
;
3564 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3565 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3567 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3568 dst_param
.reg_name
, dst_param
.mask_str
,
3569 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3573 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3575 struct glsl_src_param src0_param
, src1_param
;
3576 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3578 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3579 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3581 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3582 shader_addline(ins
->ctx
->buffer
, "%s + bumpenvmat%d * %s);\n",
3583 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
3586 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3587 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3588 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
3590 struct glsl_sample_function sample_function
;
3591 struct glsl_src_param src0_param
;
3592 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3594 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3596 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3597 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3598 "%s.wx", src0_param
.reg_name
);
3601 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3602 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3603 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
3605 struct glsl_sample_function sample_function
;
3606 struct glsl_src_param src0_param
;
3607 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3609 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
3611 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3612 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3613 "%s.yz", src0_param
.reg_name
);
3616 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3617 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3618 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
3620 struct glsl_sample_function sample_function
;
3621 struct glsl_src_param src0_param
;
3622 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
;
3624 /* Dependent read, not valid with conditional NP2 */
3625 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3626 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
3628 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3629 "%s", src0_param
.param_str
);
3632 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3633 * If any of the first 3 components are < 0, discard this pixel */
3634 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
3636 struct glsl_dst_param dst_param
;
3638 /* The argument is a destination parameter, and no writemasks are allowed */
3639 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3640 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
3642 /* 2.0 shaders compare all 4 components in texkill */
3643 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
3645 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3646 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3647 * 4 components are defined, only the first 3 are used
3649 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
3653 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3654 * dst = dot2(src0, src1) + src2 */
3655 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
3657 struct glsl_src_param src0_param
;
3658 struct glsl_src_param src1_param
;
3659 struct glsl_src_param src2_param
;
3661 unsigned int mask_size
;
3663 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3664 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3666 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3667 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
3668 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
3670 if (mask_size
> 1) {
3671 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
3672 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3674 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
3675 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3679 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
3680 const struct wined3d_shader_signature_element
*input_signature
,
3681 const struct wined3d_shader_reg_maps
*reg_maps
,
3682 enum vertexprocessing_mode vertexprocessing
)
3684 WORD map
= reg_maps
->input_registers
;
3687 for (i
= 0; map
; map
>>= 1, ++i
)
3689 const char *semantic_name
;
3694 if (!(map
& 1)) continue;
3696 semantic_name
= input_signature
[i
].semantic_name
;
3697 semantic_idx
= input_signature
[i
].semantic_idx
;
3698 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
3700 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
3702 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
3703 shader_addline(buffer
, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3704 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
3706 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3707 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3709 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
3712 shader_addline(buffer
, "IN[%u]%s = vec4(gl_Color)%s;\n",
3713 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3714 else if (semantic_idx
== 1)
3715 shader_addline(buffer
, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3716 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3718 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3719 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3723 shader_addline(buffer
, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3724 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
3729 /*********************************************
3730 * Vertex Shader Specific Code begins here
3731 ********************************************/
3733 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
3735 struct glsl_program_key key
;
3737 key
.vshader
= entry
->vshader
;
3738 key
.pshader
= entry
->pshader
;
3739 key
.vs_args
= entry
->vs_args
;
3740 key
.ps_args
= entry
->ps_args
;
3742 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
3744 ERR("Failed to insert program entry.\n");
3748 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
3749 const struct wined3d_shader
*vshader
, const struct wined3d_shader
*pshader
,
3750 const struct vs_compile_args
*vs_args
, const struct ps_compile_args
*ps_args
)
3752 struct wine_rb_entry
*entry
;
3753 struct glsl_program_key key
;
3755 key
.vshader
= vshader
;
3756 key
.pshader
= pshader
;
3757 key
.vs_args
= *vs_args
;
3758 key
.ps_args
= *ps_args
;
3760 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
3761 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
3764 /* GL locking is done by the caller */
3765 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
3766 struct glsl_shader_prog_link
*entry
)
3768 struct glsl_program_key key
;
3770 key
.vshader
= entry
->vshader
;
3771 key
.pshader
= entry
->pshader
;
3772 key
.vs_args
= entry
->vs_args
;
3773 key
.ps_args
= entry
->ps_args
;
3774 wine_rb_remove(&priv
->program_lookup
, &key
);
3776 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
3777 if (entry
->vshader
) list_remove(&entry
->vshader_entry
);
3778 if (entry
->pshader
) list_remove(&entry
->pshader_entry
);
3779 HeapFree(GetProcessHeap(), 0, entry
->vuniformF_locations
);
3780 HeapFree(GetProcessHeap(), 0, entry
->puniformF_locations
);
3781 HeapFree(GetProcessHeap(), 0, entry
);
3784 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
3785 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
3786 const struct wined3d_shader_signature_element
*input_signature
,
3787 const struct wined3d_shader_reg_maps
*reg_maps_in
,
3788 const struct wined3d_shader_signature_element
*output_signature
,
3789 const struct wined3d_shader_reg_maps
*reg_maps_out
)
3792 const char *semantic_name_in
;
3793 UINT semantic_idx_in
;
3796 unsigned int in_count
= vec4_varyings(3, gl_info
);
3798 char destination
[50];
3799 WORD input_map
, output_map
;
3801 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
3803 input_map
= reg_maps_in
->input_registers
;
3804 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
3806 if (!(input_map
& 1)) continue;
3809 /* Declared, but not read register */
3810 if (in_idx
== ~0U) continue;
3811 if (in_idx
>= (in_count
+ 2))
3813 FIXME("More input varyings declared than supported, expect issues.\n");
3817 if (in_idx
== in_count
) {
3818 sprintf(destination
, "gl_FrontColor");
3819 } else if (in_idx
== in_count
+ 1) {
3820 sprintf(destination
, "gl_FrontSecondaryColor");
3822 sprintf(destination
, "IN[%u]", in_idx
);
3825 semantic_name_in
= input_signature
[i
].semantic_name
;
3826 semantic_idx_in
= input_signature
[i
].semantic_idx
;
3829 output_map
= reg_maps_out
->output_registers
;
3830 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
3834 if (!(output_map
& 1)
3835 || semantic_idx_in
!= output_signature
[j
].semantic_idx
3836 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
3837 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
3841 shader_glsl_write_mask_to_str(mask
, reg_mask
);
3843 shader_addline(buffer
, "%s%s = OUT[%u]%s;\n",
3844 destination
, reg_mask
, j
, reg_mask
);
3848 for (i
= 0; i
< in_count
+ 2; ++i
)
3852 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
3855 if (set
[i
] == ~0U) set
[i
] = 0;
3858 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
3859 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
3860 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
3861 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
3862 reg_mask
[size
] = '\0';
3864 if (i
== in_count
) sprintf(destination
, "gl_FrontColor");
3865 else if (i
== in_count
+ 1) sprintf(destination
, "gl_FrontSecondaryColor");
3866 else sprintf(destination
, "IN[%u]", i
);
3868 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
3869 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
3872 HeapFree(GetProcessHeap(), 0, set
);
3875 /* GL locking is done by the caller */
3876 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
3877 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
3878 const struct wined3d_gl_info
*gl_info
)
3880 GLhandleARB ret
= 0;
3881 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
3883 const char *semantic_name
;
3886 const struct wined3d_shader_signature_element
*output_signature
= vs
->output_signature
;
3887 WORD map
= vs
->reg_maps
.output_registers
;
3889 shader_buffer_clear(buffer
);
3891 shader_addline(buffer
, "#version 120\n");
3895 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3897 for (i
= 0; map
; map
>>= 1, ++i
)
3901 if (!(map
& 1)) continue;
3903 semantic_name
= output_signature
[i
].semantic_name
;
3904 semantic_idx
= output_signature
[i
].semantic_idx
;
3905 write_mask
= output_signature
[i
].mask
;
3906 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
3908 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
3911 shader_addline(buffer
, "gl_FrontColor%s = OUT[%u]%s;\n",
3912 reg_mask
, i
, reg_mask
);
3913 else if (semantic_idx
== 1)
3914 shader_addline(buffer
, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n",
3915 reg_mask
, i
, reg_mask
);
3917 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
3919 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n",
3920 reg_mask
, i
, reg_mask
);
3922 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
3924 if (semantic_idx
< 8)
3926 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
3927 write_mask
|= WINED3DSP_WRITEMASK_3
;
3929 shader_addline(buffer
, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3930 semantic_idx
, reg_mask
, i
, reg_mask
);
3931 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
3932 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
3935 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
3937 shader_addline(buffer
, "gl_PointSize = OUT[%u].%c;\n", i
, reg_mask
[1]);
3939 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
3941 shader_addline(buffer
, "gl_FogFragCoord = clamp(OUT[%u].%c, 0.0, 1.0);\n", i
, reg_mask
[1]);
3944 shader_addline(buffer
, "}\n");
3948 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
.packed_input
);
3949 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3950 shader_addline(buffer
, "varying vec4 IN[%u];\n", in_count
);
3951 shader_addline(buffer
, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT
);
3953 /* First, sort out position and point size. Those are not passed to the pixel shader */
3954 for (i
= 0; map
; map
>>= 1, ++i
)
3956 if (!(map
& 1)) continue;
3958 semantic_name
= output_signature
[i
].semantic_name
;
3959 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
3961 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
3963 shader_addline(buffer
, "gl_Position%s = OUT[%u]%s;\n",
3964 reg_mask
, i
, reg_mask
);
3966 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
3968 shader_addline(buffer
, "gl_PointSize = OUT[%u].%c;\n", i
, reg_mask
[1]);
3972 /* Then, fix the pixel shader input */
3973 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, ps
->input_signature
,
3974 &ps
->reg_maps
, output_signature
, &vs
->reg_maps
);
3976 shader_addline(buffer
, "}\n");
3979 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
3980 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3981 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
3986 /* GL locking is done by the caller */
3987 static void hardcode_local_constants(const struct wined3d_shader
*shader
,
3988 const struct wined3d_gl_info
*gl_info
, GLhandleARB programId
, char prefix
)
3990 const struct wined3d_shader_lconst
*lconst
;
3995 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
3997 value
= (const float *)lconst
->value
;
3998 snprintf(glsl_name
, sizeof(glsl_name
), "%cLC%u", prefix
, lconst
->idx
);
3999 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4000 GL_EXTCALL(glUniform4fvARB(tmp_loc
, 1, value
));
4002 checkGLcall("Hardcoding local constants");
4005 /* GL locking is done by the caller */
4006 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4007 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4008 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4010 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4011 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4012 const DWORD
*function
= shader
->function
;
4013 struct shader_glsl_ctx_priv priv_ctx
;
4015 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4016 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4018 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4019 priv_ctx
.cur_ps_args
= args
;
4020 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4022 shader_addline(buffer
, "#version 120\n");
4024 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4026 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4028 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4030 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
4031 * drivers write a warning if we don't do so
4033 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4035 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4037 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4040 /* Base Declarations */
4041 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4043 /* Pack 3.0 inputs */
4044 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4045 shader_glsl_input_pack(shader
, buffer
, shader
->input_signature
, reg_maps
, args
->vp_mode
);
4047 /* Base Shader Body */
4048 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4050 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4051 if (reg_maps
->shader_version
.major
< 2)
4053 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4054 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4057 if (args
->srgb_correction
)
4059 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4060 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4061 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4062 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4063 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4064 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4066 /* Pixel shader < 3.0 do not replace the fog stage.
4067 * This implements linear fog computation and blending.
4068 * TODO: non linear fog
4069 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
4070 * -1/(e-s) and e/(e-s) respectively.
4072 if (reg_maps
->shader_version
.major
< 3)
4075 case FOG_OFF
: break;
4077 shader_addline(buffer
, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
4078 shader_addline(buffer
, "float fogend = gl_Fog.end * -fogstart;\n");
4079 shader_addline(buffer
, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
4080 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4083 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
4084 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4085 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4086 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4089 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
4090 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4091 shader_addline(buffer
, "Fog = clamp(Fog, 0.0, 1.0);\n");
4092 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
4097 shader_addline(buffer
, "}\n");
4099 TRACE("Compiling shader object %u\n", shader_obj
);
4100 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4102 /* Store the shader object */
4106 /* GL locking is done by the caller */
4107 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4108 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4109 const struct vs_compile_args
*args
)
4111 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4112 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4113 const DWORD
*function
= shader
->function
;
4114 struct shader_glsl_ctx_priv priv_ctx
;
4116 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4117 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4119 shader_addline(buffer
, "#version 120\n");
4121 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4122 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4124 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4125 priv_ctx
.cur_vs_args
= args
;
4127 /* Base Declarations */
4128 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4130 /* Base Shader Body */
4131 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4133 /* Unpack outputs */
4134 shader_addline(buffer
, "order_ps_input(OUT);\n");
4136 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4137 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4138 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4139 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4141 if (args
->fog_src
== VS_FOG_Z
)
4142 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4143 else if (!reg_maps
->fog
)
4144 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4146 /* We always store the clipplanes without y inversion */
4147 if (args
->clip_enabled
)
4148 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4150 /* Write the final position.
4152 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4153 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4154 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4155 * contains 1.0 to allow a mad.
4157 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4158 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4160 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4162 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4163 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4164 * which is the same as z = z * 2 - w.
4166 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4168 shader_addline(buffer
, "}\n");
4170 TRACE("Compiling shader object %u\n", shader_obj
);
4171 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4176 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4177 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4178 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4180 struct wined3d_state
*state
= &shader
->device
->stateBlock
->state
;
4183 struct glsl_ps_compiled_shader
*new_array
;
4184 struct glsl_pshader_private
*shader_data
;
4185 struct ps_np2fixup_info
*np2fixup
= NULL
;
4188 if (!shader
->backend_data
)
4190 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4191 if (!shader
->backend_data
)
4193 ERR("Failed to allocate backend data.\n");
4197 shader_data
= shader
->backend_data
;
4199 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4200 * so a linear search is more performant than a hashmap or a binary search
4201 * (cache coherency etc)
4203 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4205 if (!memcmp(&shader_data
->gl_shaders
[i
].args
, args
, sizeof(*args
)))
4207 if (args
->np2_fixup
) *np2fixup_info
= &shader_data
->gl_shaders
[i
].np2fixup
;
4208 return shader_data
->gl_shaders
[i
].prgId
;
4212 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4213 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4214 if (shader_data
->num_gl_shaders
)
4216 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4217 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4218 new_size
* sizeof(*shader_data
->gl_shaders
));
4220 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4225 ERR("Out of memory\n");
4228 shader_data
->gl_shaders
= new_array
;
4229 shader_data
->shader_array_size
= new_size
;
4232 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4234 memset(&shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
, 0, sizeof(struct ps_np2fixup_info
));
4235 if (args
->np2_fixup
) np2fixup
= &shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4237 pixelshader_update_samplers(&shader
->reg_maps
, state
->textures
);
4239 shader_buffer_clear(buffer
);
4240 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4241 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4242 *np2fixup_info
= np2fixup
;
4247 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4248 const DWORD use_map
) {
4249 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4250 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4251 return stored
->fog_src
== new->fog_src
;
4254 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4255 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4256 const struct vs_compile_args
*args
)
4260 struct glsl_vs_compiled_shader
*new_array
;
4261 DWORD use_map
= shader
->device
->strided_streams
.use_map
;
4262 struct glsl_vshader_private
*shader_data
;
4265 if (!shader
->backend_data
)
4267 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4268 if (!shader
->backend_data
)
4270 ERR("Failed to allocate backend data.\n");
4274 shader_data
= shader
->backend_data
;
4276 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4277 * so a linear search is more performant than a hashmap or a binary search
4278 * (cache coherency etc)
4280 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4281 if(vs_args_equal(&shader_data
->gl_shaders
[i
].args
, args
, use_map
)) {
4282 return shader_data
->gl_shaders
[i
].prgId
;
4286 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4288 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4289 if (shader_data
->num_gl_shaders
)
4291 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4292 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
,
4293 new_size
* sizeof(*shader_data
->gl_shaders
));
4295 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data
->gl_shaders
));
4300 ERR("Out of memory\n");
4303 shader_data
->gl_shaders
= new_array
;
4304 shader_data
->shader_array_size
= new_size
;
4307 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4309 shader_buffer_clear(buffer
);
4310 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4311 shader_data
->gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4316 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4317 * It sets the programId on the current StateBlock (because it should be called
4318 * inside of the DrawPrimitive() part of the render loop).
4320 * If a program for the given combination does not exist, create one, and store
4321 * the program in the hash table. If it creates a program, it will link the
4322 * given objects, too.
4325 /* GL locking is done by the caller */
4326 static void set_glsl_shader_program(const struct wined3d_context
*context
,
4327 struct wined3d_device
*device
, BOOL use_ps
, BOOL use_vs
)
4329 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4330 struct wined3d_shader
*vshader
= use_vs
? state
->vertex_shader
: NULL
;
4331 struct wined3d_shader
*pshader
= use_ps
? state
->pixel_shader
: NULL
;
4332 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4333 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4334 struct glsl_shader_prog_link
*entry
= NULL
;
4335 GLhandleARB programId
= 0;
4336 GLhandleARB reorder_shader_id
= 0;
4339 struct ps_compile_args ps_compile_args
;
4340 struct vs_compile_args vs_compile_args
;
4342 if (vshader
) find_vs_compile_args(state
, vshader
, &vs_compile_args
);
4343 if (pshader
) find_ps_compile_args(state
, pshader
, &ps_compile_args
);
4345 entry
= get_glsl_program_entry(priv
, vshader
, pshader
, &vs_compile_args
, &ps_compile_args
);
4348 priv
->glsl_program
= entry
;
4352 /* If we get to this point, then no matching program exists, so we create one */
4353 programId
= GL_EXTCALL(glCreateProgramObjectARB());
4354 TRACE("Created new GLSL shader program %u\n", programId
);
4356 /* Create the entry */
4357 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
4358 entry
->programId
= programId
;
4359 entry
->vshader
= vshader
;
4360 entry
->pshader
= pshader
;
4361 entry
->vs_args
= vs_compile_args
;
4362 entry
->ps_args
= ps_compile_args
;
4363 entry
->constant_version
= 0;
4364 entry
->np2Fixup_info
= NULL
;
4365 /* Add the hash table entry */
4366 add_glsl_program_entry(priv
, entry
);
4368 /* Set the current program */
4369 priv
->glsl_program
= entry
;
4371 /* Attach GLSL vshader */
4374 GLhandleARB vshader_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
4375 WORD map
= vshader
->reg_maps
.input_registers
;
4378 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
4379 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
4380 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
4381 checkGLcall("glAttachObjectARB");
4382 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4385 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
4387 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id
, programId
);
4388 GL_EXTCALL(glAttachObjectARB(programId
, vshader_id
));
4389 checkGLcall("glAttachObjectARB");
4391 /* Bind vertex attributes to a corresponding index number to match
4392 * the same index numbers as ARB_vertex_programs (makes loading
4393 * vertex attributes simpler). With this method, we can use the
4394 * exact same code to load the attributes later for both ARB and
4397 * We have to do this here because we need to know the Program ID
4398 * in order to make the bindings work, and it has to be done prior
4399 * to linking the GLSL program. */
4400 for (i
= 0; map
; map
>>= 1, ++i
)
4402 if (!(map
& 1)) continue;
4404 snprintf(tmp_name
, sizeof(tmp_name
), "attrib%u", i
);
4405 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
4407 checkGLcall("glBindAttribLocationARB");
4409 list_add_head(&vshader
->linked_programs
, &entry
->vshader_entry
);
4412 /* Attach GLSL pshader */
4415 GLhandleARB pshader_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
4416 pshader
, &ps_compile_args
, &entry
->np2Fixup_info
);
4417 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id
, programId
);
4418 GL_EXTCALL(glAttachObjectARB(programId
, pshader_id
));
4419 checkGLcall("glAttachObjectARB");
4421 list_add_head(&pshader
->linked_programs
, &entry
->pshader_entry
);
4424 /* Link the program */
4425 TRACE("Linking GLSL shader program %u\n", programId
);
4426 GL_EXTCALL(glLinkProgramARB(programId
));
4427 shader_glsl_validate_link(gl_info
, programId
);
4429 entry
->vuniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4430 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
4431 for (i
= 0; i
< gl_info
->limits
.glsl_vs_float_constants
; ++i
)
4433 snprintf(glsl_name
, sizeof(glsl_name
), "VC[%i]", i
);
4434 entry
->vuniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4436 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4438 snprintf(glsl_name
, sizeof(glsl_name
), "VI[%i]", i
);
4439 entry
->vuniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4441 entry
->puniformF_locations
= HeapAlloc(GetProcessHeap(), 0,
4442 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
4443 for (i
= 0; i
< gl_info
->limits
.glsl_ps_float_constants
; ++i
)
4445 snprintf(glsl_name
, sizeof(glsl_name
), "PC[%i]", i
);
4446 entry
->puniformF_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4448 for (i
= 0; i
< MAX_CONST_I
; ++i
)
4450 snprintf(glsl_name
, sizeof(glsl_name
), "PI[%i]", i
);
4451 entry
->puniformI_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, glsl_name
));
4457 for(i
= 0; i
< MAX_TEXTURES
; i
++) {
4458 sprintf(name
, "bumpenvmat%u", i
);
4459 entry
->bumpenvmat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4460 sprintf(name
, "luminancescale%u", i
);
4461 entry
->luminancescale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4462 sprintf(name
, "luminanceoffset%u", i
);
4463 entry
->luminanceoffset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(programId
, name
));
4466 if (ps_compile_args
.np2_fixup
) {
4467 if (entry
->np2Fixup_info
) {
4468 entry
->np2Fixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "PsamplerNP2Fixup"));
4470 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4475 entry
->posFixup_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "posFixup"));
4476 entry
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(programId
, "ycorrection"));
4477 checkGLcall("Find glsl program uniform locations");
4479 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
4480 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
4482 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
4483 entry
->vertex_color_clamp
= GL_FALSE
;
4485 entry
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
4488 /* Set the shader to allow uniform loading on it */
4489 GL_EXTCALL(glUseProgramObjectARB(programId
));
4490 checkGLcall("glUseProgramObjectARB(programId)");
4492 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4493 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4494 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4495 * vertex shader with fixed function pixel processing is used we make sure that the card
4496 * supports enough samplers to allow the max number of vertex samplers with all possible
4497 * fixed function fragment processing setups. So once the program is linked these samplers
4500 if (vshader
) shader_glsl_load_vsamplers(gl_info
, device
->texUnitMap
, programId
);
4501 if (pshader
) shader_glsl_load_psamplers(gl_info
, device
->texUnitMap
, programId
);
4503 /* If the local constants do not have to be loaded with the environment constants,
4504 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4507 if (pshader
&& !pshader
->load_local_constsF
)
4508 hardcode_local_constants(pshader
, gl_info
, programId
, 'P');
4509 if (vshader
&& !vshader
->load_local_constsF
)
4510 hardcode_local_constants(vshader
, gl_info
, programId
, 'V');
4513 /* GL locking is done by the caller */
4514 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
4516 GLhandleARB program_id
;
4517 GLhandleARB vshader_id
, pshader_id
;
4518 const char *blt_pshader
;
4520 static const char *blt_vshader
=
4524 " gl_Position = gl_Vertex;\n"
4525 " gl_FrontColor = vec4(1.0);\n"
4526 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4529 static const char * const blt_pshaders_full
[tex_type_count
] =
4535 "uniform sampler2D sampler;\n"
4538 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4544 "uniform samplerCube sampler;\n"
4547 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4551 "#extension GL_ARB_texture_rectangle : enable\n"
4552 "uniform sampler2DRect sampler;\n"
4555 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4559 static const char * const blt_pshaders_masked
[tex_type_count
] =
4565 "uniform sampler2D sampler;\n"
4566 "uniform vec4 mask;\n"
4569 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4570 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4576 "uniform samplerCube sampler;\n"
4577 "uniform vec4 mask;\n"
4580 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4581 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4585 "#extension GL_ARB_texture_rectangle : enable\n"
4586 "uniform sampler2DRect sampler;\n"
4587 "uniform vec4 mask;\n"
4590 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
4591 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4595 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
4598 FIXME("tex_type %#x not supported\n", tex_type
);
4602 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4603 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
4605 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4606 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
4608 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
4609 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
4610 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
4611 GL_EXTCALL(glLinkProgramARB(program_id
));
4613 shader_glsl_validate_link(gl_info
, program_id
);
4615 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4618 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
4619 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
4623 /* GL locking is done by the caller */
4624 static void shader_glsl_select(const struct wined3d_context
*context
, BOOL usePS
, BOOL useVS
)
4626 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4627 struct wined3d_device
*device
= context
->swapchain
->device
;
4628 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4629 GLhandleARB program_id
= 0;
4630 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
4632 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4634 if (useVS
|| usePS
) set_glsl_shader_program(context
, device
, usePS
, useVS
);
4635 else priv
->glsl_program
= NULL
;
4637 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
4639 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
4641 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
4643 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
4644 checkGLcall("glClampColorARB");
4648 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4652 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4653 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4654 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4655 checkGLcall("glUseProgramObjectARB");
4657 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4658 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4659 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4660 if (priv
->glsl_program
&& priv
->glsl_program
->np2Fixup_info
)
4662 shader_glsl_load_np2fixup_constants(priv
, gl_info
, &device
->stateBlock
->state
);
4666 /* GL locking is done by the caller */
4667 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
4668 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
4670 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
4671 struct shader_glsl_priv
*priv
= shader_priv
;
4672 GLhandleARB
*blt_program
;
4675 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
4678 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
4679 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
4680 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4681 GL_EXTCALL(glUniform1iARB(loc
, 0));
4685 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
4690 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
4691 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
4695 /* GL locking is done by the caller */
4696 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
4698 struct shader_glsl_priv
*priv
= shader_priv
;
4699 GLhandleARB program_id
;
4701 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
4702 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
4704 GL_EXTCALL(glUseProgramObjectARB(program_id
));
4705 checkGLcall("glUseProgramObjectARB");
4708 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
4710 struct wined3d_device
*device
= shader
->device
;
4711 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4712 const struct wined3d_gl_info
*gl_info
;
4713 const struct list
*linked_programs
;
4714 struct wined3d_context
*context
;
4716 char pshader
= shader_is_pshader_version(shader
->reg_maps
.shader_version
.type
);
4720 struct glsl_pshader_private
*shader_data
= shader
->backend_data
;
4722 if (!shader_data
|| !shader_data
->num_gl_shaders
)
4724 HeapFree(GetProcessHeap(), 0, shader_data
);
4725 shader
->backend_data
= NULL
;
4729 context
= context_acquire(device
, NULL
);
4730 gl_info
= context
->gl_info
;
4732 if (priv
->glsl_program
&& priv
->glsl_program
->pshader
== shader
)
4735 shader_glsl_select(context
, FALSE
, FALSE
);
4741 struct glsl_vshader_private
*shader_data
= shader
->backend_data
;
4743 if (!shader_data
|| !shader_data
->num_gl_shaders
)
4745 HeapFree(GetProcessHeap(), 0, shader_data
);
4746 shader
->backend_data
= NULL
;
4750 context
= context_acquire(device
, NULL
);
4751 gl_info
= context
->gl_info
;
4753 if (priv
->glsl_program
&& priv
->glsl_program
->vshader
== shader
)
4756 shader_glsl_select(context
, FALSE
, FALSE
);
4761 linked_programs
= &shader
->linked_programs
;
4763 TRACE("Deleting linked programs\n");
4764 if (linked_programs
->next
) {
4765 struct glsl_shader_prog_link
*entry
, *entry2
;
4769 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, pshader_entry
) {
4770 delete_glsl_program_entry(priv
, gl_info
, entry
);
4773 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
, struct glsl_shader_prog_link
, vshader_entry
) {
4774 delete_glsl_program_entry(priv
, gl_info
, entry
);
4782 struct glsl_pshader_private
*shader_data
= shader
->backend_data
;
4786 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4787 TRACE("deleting pshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4788 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4789 checkGLcall("glDeleteObjectARB");
4792 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4796 struct glsl_vshader_private
*shader_data
= shader
->backend_data
;
4800 for(i
= 0; i
< shader_data
->num_gl_shaders
; i
++) {
4801 TRACE("deleting vshader %u\n", shader_data
->gl_shaders
[i
].prgId
);
4802 GL_EXTCALL(glDeleteObjectARB(shader_data
->gl_shaders
[i
].prgId
));
4803 checkGLcall("glDeleteObjectARB");
4806 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
);
4809 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
4810 shader
->backend_data
= NULL
;
4812 context_release(context
);
4815 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
4817 const struct glsl_program_key
*k
= key
;
4818 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
4819 const struct glsl_shader_prog_link
, program_lookup_entry
);
4822 if (k
->vshader
> prog
->vshader
) return 1;
4823 else if (k
->vshader
< prog
->vshader
) return -1;
4825 if (k
->pshader
> prog
->pshader
) return 1;
4826 else if (k
->pshader
< prog
->pshader
) return -1;
4828 if (k
->vshader
&& (cmp
= memcmp(&k
->vs_args
, &prog
->vs_args
, sizeof(prog
->vs_args
)))) return cmp
;
4829 if (k
->pshader
&& (cmp
= memcmp(&k
->ps_args
, &prog
->ps_args
, sizeof(prog
->ps_args
)))) return cmp
;
4834 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
4836 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
4837 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
4841 ERR("Failed to allocate memory\n");
4845 heap
->entries
= mem
;
4846 heap
->entries
[1].version
= 0;
4847 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
4853 static void constant_heap_free(struct constant_heap
*heap
)
4855 HeapFree(GetProcessHeap(), 0, heap
->entries
);
4858 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
4863 glsl_program_key_compare
,
4866 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
)
4868 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4869 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
4870 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
4871 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
4873 if (!shader_buffer_init(&priv
->shader_buffer
))
4875 ERR("Failed to initialize shader buffer.\n");
4879 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
4882 ERR("Failed to allocate memory.\n");
4886 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
4888 ERR("Failed to initialize vertex shader constant heap\n");
4892 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
4894 ERR("Failed to initialize pixel shader constant heap\n");
4898 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
4900 ERR("Failed to initialize rbtree.\n");
4904 priv
->next_constant_version
= 1;
4906 device
->shader_priv
= priv
;
4910 constant_heap_free(&priv
->pconst_heap
);
4911 constant_heap_free(&priv
->vconst_heap
);
4912 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4913 shader_buffer_free(&priv
->shader_buffer
);
4914 HeapFree(GetProcessHeap(), 0, priv
);
4915 return E_OUTOFMEMORY
;
4918 /* Context activation is done by the caller. */
4919 static void shader_glsl_free(struct wined3d_device
*device
)
4921 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4922 struct shader_glsl_priv
*priv
= device
->shader_priv
;
4926 for (i
= 0; i
< tex_type_count
; ++i
)
4928 if (priv
->depth_blt_program_full
[i
])
4930 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
4932 if (priv
->depth_blt_program_masked
[i
])
4934 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
4939 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
4940 constant_heap_free(&priv
->pconst_heap
);
4941 constant_heap_free(&priv
->vconst_heap
);
4942 HeapFree(GetProcessHeap(), 0, priv
->stack
);
4943 shader_buffer_free(&priv
->shader_buffer
);
4945 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
4946 device
->shader_priv
= NULL
;
4949 static void shader_glsl_context_destroyed(void *shader_priv
, const struct wined3d_context
*context
) {}
4951 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
4953 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_GEOMETRY_SHADER4
]
4954 && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
4956 caps
->VertexShaderVersion
= 4;
4957 caps
->PixelShaderVersion
= 4;
4959 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
4960 * texldd and texldl instructions. */
4961 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
4963 caps
->VertexShaderVersion
= 3;
4964 caps
->PixelShaderVersion
= 3;
4968 caps
->VertexShaderVersion
= 2;
4969 caps
->PixelShaderVersion
= 2;
4972 caps
->MaxVertexShaderConst
= gl_info
->limits
.glsl_vs_float_constants
;
4973 caps
->MaxPixelShaderConst
= gl_info
->limits
.glsl_ps_float_constants
;
4975 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4976 * Direct3D minimum requirement.
4978 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4979 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4981 * The problem is that the refrast clamps temporary results in the shader to
4982 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4983 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4984 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4985 * offer a way to query this.
4987 caps
->PixelShader1xMaxValue
= 8.0;
4989 caps
->VSClipping
= TRUE
;
4991 TRACE_(d3d_caps
)("Hardware vertex shader version %u enabled (GLSL).\n",
4992 caps
->VertexShaderVersion
);
4993 TRACE_(d3d_caps
)("Hardware pixel shader version %u enabled (GLSL).\n",
4994 caps
->PixelShaderVersion
);
4997 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
4999 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
5001 TRACE("Checking support for fixup:\n");
5002 dump_color_fixup_desc(fixup
);
5005 /* We support everything except YUV conversions. */
5006 if (!is_complex_fixup(fixup
))
5012 TRACE("[FAILED]\n");
5016 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
5018 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
5019 /* WINED3DSIH_ADD */ shader_glsl_arith
,
5020 /* WINED3DSIH_AND */ NULL
,
5021 /* WINED3DSIH_BEM */ shader_glsl_bem
,
5022 /* WINED3DSIH_BREAK */ shader_glsl_break
,
5023 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
5024 /* WINED3DSIH_BREAKP */ NULL
,
5025 /* WINED3DSIH_CALL */ shader_glsl_call
,
5026 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
5027 /* WINED3DSIH_CMP */ shader_glsl_cmp
,
5028 /* WINED3DSIH_CND */ shader_glsl_cnd
,
5029 /* WINED3DSIH_CRS */ shader_glsl_cross
,
5030 /* WINED3DSIH_CUT */ NULL
,
5031 /* WINED3DSIH_DCL */ NULL
,
5032 /* WINED3DSIH_DEF */ NULL
,
5033 /* WINED3DSIH_DEFB */ NULL
,
5034 /* WINED3DSIH_DEFI */ NULL
,
5035 /* WINED3DSIH_DIV */ NULL
,
5036 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
5037 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
5038 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
5039 /* WINED3DSIH_DST */ shader_glsl_dst
,
5040 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
5041 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
5042 /* WINED3DSIH_ELSE */ shader_glsl_else
,
5043 /* WINED3DSIH_EMIT */ NULL
,
5044 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
5045 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
5046 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
5047 /* WINED3DSIH_EQ */ NULL
,
5048 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
5049 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
5050 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
5051 /* WINED3DSIH_FTOI */ NULL
,
5052 /* WINED3DSIH_GE */ NULL
,
5053 /* WINED3DSIH_IADD */ NULL
,
5054 /* WINED3DSIH_IEQ */ NULL
,
5055 /* WINED3DSIH_IF */ shader_glsl_if
,
5056 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
5057 /* WINED3DSIH_IGE */ NULL
,
5058 /* WINED3DSIH_IMUL */ NULL
,
5059 /* WINED3DSIH_ITOF */ NULL
,
5060 /* WINED3DSIH_LABEL */ shader_glsl_label
,
5061 /* WINED3DSIH_LD */ NULL
,
5062 /* WINED3DSIH_LIT */ shader_glsl_lit
,
5063 /* WINED3DSIH_LOG */ shader_glsl_log
,
5064 /* WINED3DSIH_LOGP */ shader_glsl_log
,
5065 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
5066 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
5067 /* WINED3DSIH_LT */ NULL
,
5068 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
5069 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
5070 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
5071 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
5072 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
5073 /* WINED3DSIH_MAD */ shader_glsl_mad
,
5074 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
5075 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
5076 /* WINED3DSIH_MOV */ shader_glsl_mov
,
5077 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
5078 /* WINED3DSIH_MOVC */ NULL
,
5079 /* WINED3DSIH_MUL */ shader_glsl_arith
,
5080 /* WINED3DSIH_NOP */ NULL
,
5081 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
5082 /* WINED3DSIH_PHASE */ NULL
,
5083 /* WINED3DSIH_POW */ shader_glsl_pow
,
5084 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
5085 /* WINED3DSIH_REP */ shader_glsl_rep
,
5086 /* WINED3DSIH_RET */ shader_glsl_ret
,
5087 /* WINED3DSIH_ROUND_NI */ NULL
,
5088 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
5089 /* WINED3DSIH_SAMPLE */ NULL
,
5090 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
5091 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
5092 /* WINED3DSIH_SETP */ NULL
,
5093 /* WINED3DSIH_SGE */ shader_glsl_compare
,
5094 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
5095 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
5096 /* WINED3DSIH_SLT */ shader_glsl_compare
,
5097 /* WINED3DSIH_SQRT */ NULL
,
5098 /* WINED3DSIH_SUB */ shader_glsl_arith
,
5099 /* WINED3DSIH_TEX */ shader_glsl_tex
,
5100 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
5101 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
5102 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
5103 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
5104 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
5105 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
5106 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
5107 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
5108 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
5109 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
5110 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
5111 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
5112 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
5113 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
5114 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
5115 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
5116 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
5117 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
5118 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
5119 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
5120 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
5121 /* WINED3DSIH_UDIV */ NULL
,
5122 /* WINED3DSIH_USHR */ NULL
,
5123 /* WINED3DSIH_UTOF */ NULL
,
5124 /* WINED3DSIH_XOR */ NULL
,
5127 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
5128 SHADER_HANDLER hw_fct
;
5130 /* Select handler */
5131 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
5133 /* Unhandled opcode */
5136 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
5141 shader_glsl_add_instruction_modifiers(ins
);
5144 const struct wined3d_shader_backend_ops glsl_shader_backend
=
5146 shader_glsl_handle_instruction
,
5148 shader_glsl_select_depth_blt
,
5149 shader_glsl_deselect_depth_blt
,
5150 shader_glsl_update_float_vertex_constants
,
5151 shader_glsl_update_float_pixel_constants
,
5152 shader_glsl_load_constants
,
5153 shader_glsl_load_np2fixup_constants
,
5154 shader_glsl_destroy
,
5157 shader_glsl_context_destroyed
,
5158 shader_glsl_get_caps
,
5159 shader_glsl_color_fixup_supported
,