shell32: Move the IQueryAssociations implementation from shlwapi to shell32.
[wine/multimedia.git] / dlls / wined3d / glsl_shader.c
blobbc9b4f5f6ca7b4d0be4f531b51fb0853226515e6
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
32 #include "config.h"
33 #include <limits.h>
34 #include <stdio.h>
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d);
42 #define GLINFO_LOCATION (*gl_info)
44 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
45 #define WINED3D_GLSL_SAMPLE_RECT 0x2
46 #define WINED3D_GLSL_SAMPLE_LOD 0x4
47 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
49 typedef struct {
50 char reg_name[150];
51 char mask_str[6];
52 } glsl_dst_param_t;
54 typedef struct {
55 char reg_name[150];
56 char param_str[200];
57 } glsl_src_param_t;
59 typedef struct {
60 const char *name;
61 DWORD coord_mask;
62 } glsl_sample_function_t;
64 enum heap_node_op
66 HEAP_NODE_TRAVERSE_LEFT,
67 HEAP_NODE_TRAVERSE_RIGHT,
68 HEAP_NODE_POP,
71 struct constant_entry
73 unsigned int idx;
74 unsigned int version;
77 struct constant_heap
79 struct constant_entry *entries;
80 unsigned int *positions;
81 unsigned int size;
84 /* GLSL shader private data */
85 struct shader_glsl_priv {
86 struct wined3d_shader_buffer shader_buffer;
87 struct wine_rb_tree program_lookup;
88 struct glsl_shader_prog_link *glsl_program;
89 struct constant_heap vconst_heap;
90 struct constant_heap pconst_heap;
91 unsigned char *stack;
92 GLhandleARB depth_blt_program[tex_type_count];
93 UINT next_constant_version;
96 /* Struct to maintain data about a linked GLSL program */
97 struct glsl_shader_prog_link {
98 struct wine_rb_entry program_lookup_entry;
99 struct list vshader_entry;
100 struct list pshader_entry;
101 GLhandleARB programId;
102 GLint *vuniformF_locations;
103 GLint *puniformF_locations;
104 GLint vuniformI_locations[MAX_CONST_I];
105 GLint puniformI_locations[MAX_CONST_I];
106 GLint posFixup_location;
107 GLint np2Fixup_location;
108 GLint bumpenvmat_location[MAX_TEXTURES];
109 GLint luminancescale_location[MAX_TEXTURES];
110 GLint luminanceoffset_location[MAX_TEXTURES];
111 GLint ycorrection_location;
112 GLenum vertex_color_clamp;
113 IWineD3DVertexShader *vshader;
114 IWineD3DPixelShader *pshader;
115 struct vs_compile_args vs_args;
116 struct ps_compile_args ps_args;
117 UINT constant_version;
118 const struct ps_np2fixup_info *np2Fixup_info;
121 typedef struct {
122 IWineD3DVertexShader *vshader;
123 IWineD3DPixelShader *pshader;
124 struct ps_compile_args ps_args;
125 struct vs_compile_args vs_args;
126 } glsl_program_key_t;
128 struct shader_glsl_ctx_priv {
129 const struct vs_compile_args *cur_vs_args;
130 const struct ps_compile_args *cur_ps_args;
131 struct ps_np2fixup_info *cur_np2fixup_info;
134 struct glsl_ps_compiled_shader
136 struct ps_compile_args args;
137 struct ps_np2fixup_info np2fixup;
138 GLhandleARB prgId;
141 struct glsl_pshader_private
143 struct glsl_ps_compiled_shader *gl_shaders;
144 UINT num_gl_shaders, shader_array_size;
147 struct glsl_vs_compiled_shader
149 struct vs_compile_args args;
150 GLhandleARB prgId;
153 struct glsl_vshader_private
155 struct glsl_vs_compiled_shader *gl_shaders;
156 UINT num_gl_shaders, shader_array_size;
159 /* Extract a line from the info log.
160 * Note that this modifies the source string. */
161 static char *get_info_log_line(char **ptr)
163 char *p, *q;
165 p = *ptr;
166 if (!(q = strstr(p, "\n")))
168 if (!*p) return NULL;
169 *ptr += strlen(p);
170 return p;
172 *q = '\0';
173 *ptr = q + 1;
175 return p;
178 /** Prints the GLSL info log which will contain error messages if they exist */
179 /* GL locking is done by the caller */
180 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleARB obj)
182 int infologLength = 0;
183 char *infoLog;
184 unsigned int i;
185 BOOL is_spam;
187 static const char * const spam[] =
189 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
190 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
191 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
192 "Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
193 "Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
194 "Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
195 "Fragment shader was successfully compiled to run on hardware.\n"
196 "Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
197 "Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
200 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
202 GL_EXTCALL(glGetObjectParameterivARB(obj,
203 GL_OBJECT_INFO_LOG_LENGTH_ARB,
204 &infologLength));
206 /* A size of 1 is just a null-terminated string, so the log should be bigger than
207 * that if there are errors. */
208 if (infologLength > 1)
210 char *ptr, *line;
212 /* Fglrx doesn't terminate the string properly, but it tells us the proper length.
213 * So use HEAP_ZERO_MEMORY to avoid uninitialized bytes
215 infoLog = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, infologLength);
216 GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
217 is_spam = FALSE;
219 for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
220 if(strcmp(infoLog, spam[i]) == 0) {
221 is_spam = TRUE;
222 break;
226 ptr = infoLog;
227 if (is_spam)
229 TRACE("Spam received from GLSL shader #%u:\n", obj);
230 while ((line = get_info_log_line(&ptr))) TRACE(" %s\n", line);
232 else
234 FIXME("Error received from GLSL shader #%u:\n", obj);
235 while ((line = get_info_log_line(&ptr))) FIXME(" %s\n", line);
237 HeapFree(GetProcessHeap(), 0, infoLog);
242 * Loads (pixel shader) samplers
244 /* GL locking is done by the caller */
245 static void shader_glsl_load_psamplers(const struct wined3d_gl_info *gl_info,
246 DWORD *tex_unit_map, GLhandleARB programId)
248 GLint name_loc;
249 int i;
250 char sampler_name[20];
252 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
253 snprintf(sampler_name, sizeof(sampler_name), "Psampler%d", i);
254 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
255 if (name_loc != -1) {
256 DWORD mapped_unit = tex_unit_map[i];
257 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(fragment_samplers))
259 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
260 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
261 checkGLcall("glUniform1iARB");
262 } else {
263 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
269 /* GL locking is done by the caller */
270 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info *gl_info,
271 DWORD *tex_unit_map, GLhandleARB programId)
273 GLint name_loc;
274 char sampler_name[20];
275 int i;
277 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
278 snprintf(sampler_name, sizeof(sampler_name), "Vsampler%d", i);
279 name_loc = GL_EXTCALL(glGetUniformLocationARB(programId, sampler_name));
280 if (name_loc != -1) {
281 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
282 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < GL_LIMITS(combined_samplers))
284 TRACE("Loading %s for texture %d\n", sampler_name, mapped_unit);
285 GL_EXTCALL(glUniform1iARB(name_loc, mapped_unit));
286 checkGLcall("glUniform1iARB");
287 } else {
288 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
294 /* GL locking is done by the caller */
295 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
296 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
298 int stack_idx = 0;
299 unsigned int heap_idx = 1;
300 unsigned int idx;
302 if (heap->entries[heap_idx].version <= version) return;
304 idx = heap->entries[heap_idx].idx;
305 if (constant_locations[idx] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
306 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
308 while (stack_idx >= 0)
310 /* Note that we fall through to the next case statement. */
311 switch(stack[stack_idx])
313 case HEAP_NODE_TRAVERSE_LEFT:
315 unsigned int left_idx = heap_idx << 1;
316 if (left_idx < heap->size && heap->entries[left_idx].version > version)
318 heap_idx = left_idx;
319 idx = heap->entries[heap_idx].idx;
320 if (constant_locations[idx] != -1)
321 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
323 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
324 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
325 break;
329 case HEAP_NODE_TRAVERSE_RIGHT:
331 unsigned int right_idx = (heap_idx << 1) + 1;
332 if (right_idx < heap->size && heap->entries[right_idx].version > version)
334 heap_idx = right_idx;
335 idx = heap->entries[heap_idx].idx;
336 if (constant_locations[idx] != -1)
337 GL_EXTCALL(glUniform4fvARB(constant_locations[idx], 1, &constants[idx * 4]));
339 stack[stack_idx++] = HEAP_NODE_POP;
340 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
341 break;
345 case HEAP_NODE_POP:
347 heap_idx >>= 1;
348 --stack_idx;
349 break;
353 checkGLcall("walk_constant_heap()");
356 /* GL locking is done by the caller */
357 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
359 GLfloat clamped_constant[4];
361 if (location == -1) return;
363 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
364 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
365 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
366 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
368 GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
371 /* GL locking is done by the caller */
372 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
373 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
375 int stack_idx = 0;
376 unsigned int heap_idx = 1;
377 unsigned int idx;
379 if (heap->entries[heap_idx].version <= version) return;
381 idx = heap->entries[heap_idx].idx;
382 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
383 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
385 while (stack_idx >= 0)
387 /* Note that we fall through to the next case statement. */
388 switch(stack[stack_idx])
390 case HEAP_NODE_TRAVERSE_LEFT:
392 unsigned int left_idx = heap_idx << 1;
393 if (left_idx < heap->size && heap->entries[left_idx].version > version)
395 heap_idx = left_idx;
396 idx = heap->entries[heap_idx].idx;
397 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
399 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
400 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
401 break;
405 case HEAP_NODE_TRAVERSE_RIGHT:
407 unsigned int right_idx = (heap_idx << 1) + 1;
408 if (right_idx < heap->size && heap->entries[right_idx].version > version)
410 heap_idx = right_idx;
411 idx = heap->entries[heap_idx].idx;
412 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
414 stack[stack_idx++] = HEAP_NODE_POP;
415 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
416 break;
420 case HEAP_NODE_POP:
422 heap_idx >>= 1;
423 --stack_idx;
424 break;
428 checkGLcall("walk_constant_heap_clamped()");
431 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
432 /* GL locking is done by the caller */
433 static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
434 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
435 unsigned char *stack, UINT version)
437 const local_constant *lconst;
439 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
440 if (This->baseShader.reg_maps.shader_version.major == 1
441 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
442 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
443 else
444 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
446 if (!This->baseShader.load_local_constsF)
448 TRACE("No need to load local float constants for this shader\n");
449 return;
452 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
453 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
455 GLint location = constant_locations[lconst->idx];
456 /* We found this uniform name in the program - go ahead and send the data */
457 if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
459 checkGLcall("glUniform4fvARB()");
462 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
463 /* GL locking is done by the caller */
464 static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
465 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
467 unsigned int i;
468 struct list* ptr;
470 for (i = 0; constants_set; constants_set >>= 1, ++i)
472 if (!(constants_set & 1)) continue;
474 TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
475 i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
477 /* We found this uniform name in the program - go ahead and send the data */
478 GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
479 checkGLcall("glUniform4ivARB");
482 /* Load immediate constants */
483 ptr = list_head(&This->baseShader.constantsI);
484 while (ptr) {
485 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
486 unsigned int idx = lconst->idx;
487 const GLint *values = (const GLint *)lconst->value;
489 TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
490 values[0], values[1], values[2], values[3]);
492 /* We found this uniform name in the program - go ahead and send the data */
493 GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
494 checkGLcall("glUniform4ivARB");
495 ptr = list_next(&This->baseShader.constantsI, ptr);
499 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
500 /* GL locking is done by the caller */
501 static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const struct wined3d_gl_info *gl_info,
502 GLhandleARB programId, const BOOL *constants, WORD constants_set)
504 GLint tmp_loc;
505 unsigned int i;
506 char tmp_name[8];
507 const char *prefix;
508 struct list* ptr;
510 switch (This->baseShader.reg_maps.shader_version.type)
512 case WINED3D_SHADER_TYPE_VERTEX:
513 prefix = "VB";
514 break;
516 case WINED3D_SHADER_TYPE_GEOMETRY:
517 prefix = "GB";
518 break;
520 case WINED3D_SHADER_TYPE_PIXEL:
521 prefix = "PB";
522 break;
524 default:
525 FIXME("Unknown shader type %#x.\n",
526 This->baseShader.reg_maps.shader_version.type);
527 prefix = "UB";
528 break;
531 /* TODO: Benchmark and see if it would be beneficial to store the
532 * locations of the constants to avoid looking up each time */
533 for (i = 0; constants_set; constants_set >>= 1, ++i)
535 if (!(constants_set & 1)) continue;
537 TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
539 /* TODO: Benchmark and see if it would be beneficial to store the
540 * locations of the constants to avoid looking up each time */
541 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
542 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
543 if (tmp_loc != -1)
545 /* We found this uniform name in the program - go ahead and send the data */
546 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
547 checkGLcall("glUniform1ivARB");
551 /* Load immediate constants */
552 ptr = list_head(&This->baseShader.constantsB);
553 while (ptr) {
554 const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
555 unsigned int idx = lconst->idx;
556 const GLint *values = (const GLint *)lconst->value;
558 TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
560 snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
561 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
562 if (tmp_loc != -1) {
563 /* We found this uniform name in the program - go ahead and send the data */
564 GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, values));
565 checkGLcall("glUniform1ivARB");
567 ptr = list_next(&This->baseShader.constantsB, ptr);
571 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
573 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
577 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
579 /* GL locking is done by the caller (state handler) */
580 static void shader_glsl_load_np2fixup_constants(
581 IWineD3DDevice* device,
582 char usePixelShader,
583 char useVertexShader) {
585 const IWineD3DDeviceImpl* deviceImpl = (const IWineD3DDeviceImpl*) device;
586 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program;
588 if (!prog) {
589 /* No GLSL program set - nothing to do. */
590 return;
593 if (!usePixelShader) {
594 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
595 return;
598 if (prog->ps_args.np2_fixup && -1 != prog->np2Fixup_location) {
599 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
600 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock;
601 UINT i;
602 UINT fixup = prog->ps_args.np2_fixup;
603 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
605 for (i = 0; fixup; fixup >>= 1, ++i) {
606 const unsigned char idx = prog->np2Fixup_info->idx[i];
607 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
608 GLfloat* tex_dim = &np2fixup_constants[(idx >> 1) * 4];
610 if (!tex) {
611 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
612 continue;
615 if (idx % 2) {
616 tex_dim[2] = tex->baseTexture.pow2Matrix[0]; tex_dim[3] = tex->baseTexture.pow2Matrix[5];
617 } else {
618 tex_dim[0] = tex->baseTexture.pow2Matrix[0]; tex_dim[1] = tex->baseTexture.pow2Matrix[5];
622 GL_EXTCALL(glUniform4fvARB(prog->np2Fixup_location, prog->np2Fixup_info->num_consts, np2fixup_constants));
627 * Loads the app-supplied constants into the currently set GLSL program.
629 /* GL locking is done by the caller (state handler) */
630 static void shader_glsl_load_constants(const struct wined3d_context *context,
631 char usePixelShader, char useVertexShader)
633 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
634 const struct wined3d_gl_info *gl_info = context->gl_info;
635 IWineD3DStateBlockImpl* stateBlock = device->stateBlock;
636 struct shader_glsl_priv *priv = device->shader_priv;
638 GLhandleARB programId;
639 struct glsl_shader_prog_link *prog = priv->glsl_program;
640 UINT constant_version;
641 int i;
643 if (!prog) {
644 /* No GLSL program set - nothing to do. */
645 return;
647 programId = prog->programId;
648 constant_version = prog->constant_version;
650 if (useVertexShader) {
651 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
653 /* Load DirectX 9 float constants/uniforms for vertex shader */
654 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
655 prog->vuniformF_locations, &priv->vconst_heap, priv->stack, constant_version);
657 /* Load DirectX 9 integer constants/uniforms for vertex shader */
658 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
659 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
661 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
662 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock->vertexShaderConstantB,
663 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
665 /* Upload the position fixup params */
666 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
667 checkGLcall("glUniform4fvARB");
670 if (usePixelShader) {
672 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
674 /* Load DirectX 9 float constants/uniforms for pixel shader */
675 shader_glsl_load_constantsF(pshader, gl_info, stateBlock->pixelShaderConstantF,
676 prog->puniformF_locations, &priv->pconst_heap, priv->stack, constant_version);
678 /* Load DirectX 9 integer constants/uniforms for pixel shader */
679 shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, stateBlock->pixelShaderConstantI,
680 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
682 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
683 shader_glsl_load_constantsB(pshader, gl_info, programId, stateBlock->pixelShaderConstantB,
684 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
686 /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
687 * It can't be 0 for a valid texbem instruction.
689 for(i = 0; i < MAX_TEXTURES; i++) {
690 const float *data;
692 if(prog->bumpenvmat_location[i] == -1) continue;
694 data = (const float *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVMAT00];
695 GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
696 checkGLcall("glUniformMatrix2fvARB");
698 /* texbeml needs the luminance scale and offset too. If texbeml is used, needsbumpmat
699 * is set too, so we can check that in the needsbumpmat check
701 if(prog->luminancescale_location[i] != -1) {
702 const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLSCALE];
703 const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[i][WINED3DTSS_BUMPENVLOFFSET];
705 GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
706 checkGLcall("glUniform1fvARB");
707 GL_EXTCALL(glUniform1fvARB(prog->luminanceoffset_location[i], 1, offset));
708 checkGLcall("glUniform1fvARB");
712 if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
713 float correction_params[4];
715 if (context->render_offscreen)
717 correction_params[0] = 0.0f;
718 correction_params[1] = 1.0f;
719 } else {
720 /* position is window relative, not viewport relative */
721 correction_params[0] = ((IWineD3DSurfaceImpl *)context->current_rt)->currentDesc.Height;
722 correction_params[1] = -1.0f;
724 GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
728 if (priv->next_constant_version == UINT_MAX)
730 TRACE("Max constant version reached, resetting to 0.\n");
731 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
732 priv->next_constant_version = 1;
734 else
736 prog->constant_version = priv->next_constant_version++;
740 static inline void update_heap_entry(struct constant_heap *heap, unsigned int idx,
741 unsigned int heap_idx, DWORD new_version)
743 struct constant_entry *entries = heap->entries;
744 unsigned int *positions = heap->positions;
745 unsigned int parent_idx;
747 while (heap_idx > 1)
749 parent_idx = heap_idx >> 1;
751 if (new_version <= entries[parent_idx].version) break;
753 entries[heap_idx] = entries[parent_idx];
754 positions[entries[parent_idx].idx] = heap_idx;
755 heap_idx = parent_idx;
758 entries[heap_idx].version = new_version;
759 entries[heap_idx].idx = idx;
760 positions[idx] = heap_idx;
763 static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
765 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
766 struct shader_glsl_priv *priv = This->shader_priv;
767 struct constant_heap *heap = &priv->vconst_heap;
768 UINT i;
770 for (i = start; i < count + start; ++i)
772 if (!This->stateBlock->changed.vertexShaderConstantsF[i])
773 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
774 else
775 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
779 static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
781 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
782 struct shader_glsl_priv *priv = This->shader_priv;
783 struct constant_heap *heap = &priv->pconst_heap;
784 UINT i;
786 for (i = start; i < count + start; ++i)
788 if (!This->stateBlock->changed.pixelShaderConstantsF[i])
789 update_heap_entry(heap, i, heap->size++, priv->next_constant_version);
790 else
791 update_heap_entry(heap, i, heap->positions[i], priv->next_constant_version);
795 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
797 unsigned int ret = GL_LIMITS(glsl_varyings) / 4;
798 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
799 if(shader_major > 3) return ret;
801 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
802 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
803 return ret;
806 /** Generate the variable & register declarations for the GLSL output target */
807 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
808 struct wined3d_shader_buffer *buffer, IWineD3DBaseShader *iface,
809 const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
811 IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
812 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
813 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
814 const struct wined3d_gl_info *gl_info = context->gl_info;
815 unsigned int i, extra_constants_needed = 0;
816 const local_constant *lconst;
817 DWORD map;
819 /* There are some minor differences between pixel and vertex shaders */
820 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
821 char prefix = pshader ? 'P' : 'V';
823 /* Prototype the subroutines */
824 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
826 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
829 /* Declare the constants (aka uniforms) */
830 if (This->baseShader.limits.constant_float > 0) {
831 unsigned max_constantsF;
832 /* Unless the shader uses indirect addressing, always declare the maximum array size and ignore that we need some
833 * uniforms privately. E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup and immediate values, still
834 * declare VC[256]. If the shader needs more uniforms than we have it won't work in any case. If it uses less, the
835 * compiler will figure out which uniforms are really used and strip them out. This allows a shader to use c255 on
836 * a dx9 card, as long as it doesn't also use all the other constants.
838 * If the shader uses indirect addressing the compiler must assume that all declared uniforms are used. In this case,
839 * declare only the amount that we're assured to have.
841 * Thus we run into problems in these two cases:
842 * 1) The shader really uses more uniforms than supported
843 * 2) The shader uses indirect addressing, less constants than supported, but uses a constant index > #supported consts
845 if(pshader) {
846 /* No indirect addressing here */
847 max_constantsF = GL_LIMITS(pshader_constantsF);
848 } else {
849 if(This->baseShader.reg_maps.usesrelconstF) {
850 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix).
851 * Subtract another uniform for immediate values, which have to be loaded via uniform by the driver as well.
852 * The shader code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex shader code, so one vec4 should be enough
853 * (Unfortunately the Nvidia driver doesn't store 128 and -128 in one float).
855 * Writing gl_ClipPos requires one uniform for each clipplane as well.
857 max_constantsF = GL_LIMITS(vshader_constantsF) - 3 - GL_LIMITS(clipplanes);
858 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
859 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
860 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
861 * for now take this into account when calculating the number of available constants
863 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
864 /* Set by driver quirks in directx.c */
865 max_constantsF -= GLINFO_LOCATION.reserved_glsl_constants;
866 } else {
867 max_constantsF = GL_LIMITS(vshader_constantsF);
870 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
871 shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
874 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet)
875 * support indirect int and bool constant addressing. This avoids problems if the app uses e.g. i0 and i9.
877 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
878 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
880 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
881 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
883 if(!pshader) {
884 shader_addline(buffer, "uniform vec4 posFixup;\n");
885 /* Predeclaration; This function is added at link time based on the pixel shader.
886 * VS 3.0 shaders have an array OUT[] the shader writes to, earlier versions don't have
887 * that. We know the input to the reorder function at vertex shader compile time, so
888 * we can deal with that. The reorder function for a 1.x and 2.x vertex shader can just
889 * read gl_FrontColor. The output depends on the pixel shader. The reorder function for a
890 * 1.x and 2.x pshader or for fixed function will write gl_FrontColor, and for a 3.0 shader
891 * it will write to the varying array. Here we depend on the shader optimizer on sorting that
892 * out. The nvidia driver only does that if the parameter is inout instead of out, hence the
893 * inout.
895 if (reg_maps->shader_version.major >= 3)
897 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", MAX_REG_OUTPUT);
898 } else {
899 shader_addline(buffer, "void order_ps_input();\n");
901 } else {
902 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
904 if (!(map & 1)) continue;
906 shader_addline(buffer, "uniform mat2 bumpenvmat%d;\n", i);
908 if (reg_maps->luminanceparams & (1 << i))
910 shader_addline(buffer, "uniform float luminancescale%d;\n", i);
911 shader_addline(buffer, "uniform float luminanceoffset%d;\n", i);
912 extra_constants_needed++;
915 extra_constants_needed++;
918 if (ps_args->srgb_correction)
920 shader_addline(buffer, "const vec4 srgb_const0 = vec4(%.8e, %.8e, %.8e, %.8e);\n",
921 srgb_pow, srgb_mul_high, srgb_sub_high, srgb_mul_low);
922 shader_addline(buffer, "const vec4 srgb_const1 = vec4(%.8e, 0.0, 0.0, 0.0);\n",
923 srgb_cmp);
925 if(reg_maps->vpos || reg_maps->usesdsy) {
926 if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
927 shader_addline(buffer, "uniform vec4 ycorrection;\n");
928 ((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
929 extra_constants_needed++;
930 } else {
931 /* This happens because we do not have proper tracking of the constant registers that are
932 * actually used, only the max limit of the shader version
934 FIXME("Cannot find a free uniform for vpos correction params\n");
935 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
936 context->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
937 context->render_offscreen ? 1.0f : -1.0f);
939 shader_addline(buffer, "vec4 vpos;\n");
943 /* Declare texture samplers */
944 for (i = 0; i < This->baseShader.limits.sampler; i++) {
945 if (reg_maps->sampler_type[i])
947 switch (reg_maps->sampler_type[i])
949 case WINED3DSTT_1D:
950 shader_addline(buffer, "uniform sampler1D %csampler%u;\n", prefix, i);
951 break;
952 case WINED3DSTT_2D:
953 if(device->stateBlock->textures[i] &&
954 IWineD3DBaseTexture_GetTextureDimensions(device->stateBlock->textures[i]) == GL_TEXTURE_RECTANGLE_ARB) {
955 shader_addline(buffer, "uniform sampler2DRect %csampler%u;\n", prefix, i);
956 } else {
957 shader_addline(buffer, "uniform sampler2D %csampler%u;\n", prefix, i);
959 break;
960 case WINED3DSTT_CUBE:
961 shader_addline(buffer, "uniform samplerCube %csampler%u;\n", prefix, i);
962 break;
963 case WINED3DSTT_VOLUME:
964 shader_addline(buffer, "uniform sampler3D %csampler%u;\n", prefix, i);
965 break;
966 default:
967 shader_addline(buffer, "uniform unsupported_sampler %csampler%u;\n", prefix, i);
968 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
969 break;
974 /* Declare uniforms for NP2 texcoord fixup:
975 * This is NOT done inside the loop that declares the texture samplers since the NP2 fixup code
976 * is currently only used for the GeforceFX series and when forcing the ARB_npot extension off.
977 * Modern cards just skip the code anyway, so put it inside a separate loop. */
978 if (pshader && ps_args->np2_fixup) {
980 struct ps_np2fixup_info* const fixup = ctx_priv->cur_np2fixup_info;
981 UINT cur = 0;
983 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
984 * while D3D has them in the (normalized) [0,1]x[0,1] range.
985 * samplerNP2Fixup stores texture dimensions and is updated through
986 * shader_glsl_load_np2fixup_constants when the sampler changes. */
988 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
989 if (reg_maps->sampler_type[i]) {
990 if (!(ps_args->np2_fixup & (1 << i))) continue;
992 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
993 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
994 continue;
997 fixup->idx[i] = cur++;
1001 fixup->num_consts = (cur + 1) >> 1;
1002 shader_addline(buffer, "uniform vec4 %csamplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1005 /* Declare address variables */
1006 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1008 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1011 /* Declare texture coordinate temporaries and initialize them */
1012 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1014 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1017 /* Declare input register varyings. Only pixel shader, vertex shaders have that declared in the
1018 * helper function shader that is linked in at link time
1020 if (pshader && reg_maps->shader_version.major >= 3)
1022 if (use_vs(device->stateBlock))
1024 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1025 } else {
1026 /* TODO: Write a replacement shader for the fixed function vertex pipeline, so this isn't needed.
1027 * For fixed function vertex processing + 3.0 pixel shader we need a separate function in the
1028 * pixel shader that reads the fixed function color into the packed input registers.
1030 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1034 /* Declare output register temporaries */
1035 if(This->baseShader.limits.packed_output) {
1036 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1039 /* Declare temporary variables */
1040 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1042 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1045 /* Declare attributes */
1046 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1048 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1050 if (map & 1) shader_addline(buffer, "attribute vec4 attrib%i;\n", i);
1054 /* Declare loop registers aLx */
1055 for (i = 0; i < reg_maps->loop_depth; i++) {
1056 shader_addline(buffer, "int aL%u;\n", i);
1057 shader_addline(buffer, "int tmpInt%u;\n", i);
1060 /* Temporary variables for matrix operations */
1061 shader_addline(buffer, "vec4 tmp0;\n");
1062 shader_addline(buffer, "vec4 tmp1;\n");
1064 /* Local constants use a different name so they can be loaded once at shader link time
1065 * They can't be hardcoded into the shader text via LC = {x, y, z, w}; because the
1066 * float -> string conversion can cause precision loss.
1068 if(!This->baseShader.load_local_constsF) {
1069 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1070 shader_addline(buffer, "uniform vec4 %cLC%u;\n", prefix, lconst->idx);
1074 /* Start the main program */
1075 shader_addline(buffer, "void main() {\n");
1076 if(pshader && reg_maps->vpos) {
1077 /* DirectX apps expect integer values, while OpenGL drivers add approximately 0.5. This causes
1078 * off-by-one problems as spotted by the vPos d3d9 visual test. Unfortunately the ATI cards do
1079 * not add exactly 0.5, but rather something like 0.49999999 or 0.50000001, which still causes
1080 * precision troubles when we just substract 0.5.
1082 * To deal with that just floor() the position. This will eliminate the fraction on all cards.
1084 * TODO: Test how that behaves with multisampling once we can enable multisampling in winex11.
1086 * An advantage of floor is that it works even if the driver doesn't add 1/2. It is somewhat
1087 * questionable if 1.5, 2.5, ... are the proper values to return in gl_FragCoord, even though
1088 * coordinates specify the pixel centers instead of the pixel corners. This code will behave
1089 * correctly on drivers that returns integer values.
1091 shader_addline(buffer, "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1095 /*****************************************************************************
1096 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1098 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1099 ****************************************************************************/
1101 /* Prototypes */
1102 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1103 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src);
1105 /** Used for opcode modifiers - They multiply the result by the specified amount */
1106 static const char * const shift_glsl_tab[] = {
1107 "", /* 0 (none) */
1108 "2.0 * ", /* 1 (x2) */
1109 "4.0 * ", /* 2 (x4) */
1110 "8.0 * ", /* 3 (x8) */
1111 "16.0 * ", /* 4 (x16) */
1112 "32.0 * ", /* 5 (x32) */
1113 "", /* 6 (x64) */
1114 "", /* 7 (x128) */
1115 "", /* 8 (d256) */
1116 "", /* 9 (d128) */
1117 "", /* 10 (d64) */
1118 "", /* 11 (d32) */
1119 "0.0625 * ", /* 12 (d16) */
1120 "0.125 * ", /* 13 (d8) */
1121 "0.25 * ", /* 14 (d4) */
1122 "0.5 * " /* 15 (d2) */
1125 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1126 static void shader_glsl_gen_modifier(DWORD src_modifier, const char *in_reg, const char *in_regswizzle, char *out_str)
1128 out_str[0] = 0;
1130 switch (src_modifier)
1132 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1133 case WINED3DSPSM_DW:
1134 case WINED3DSPSM_NONE:
1135 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1136 break;
1137 case WINED3DSPSM_NEG:
1138 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1139 break;
1140 case WINED3DSPSM_NOT:
1141 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1142 break;
1143 case WINED3DSPSM_BIAS:
1144 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1145 break;
1146 case WINED3DSPSM_BIASNEG:
1147 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1148 break;
1149 case WINED3DSPSM_SIGN:
1150 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1151 break;
1152 case WINED3DSPSM_SIGNNEG:
1153 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1154 break;
1155 case WINED3DSPSM_COMP:
1156 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1157 break;
1158 case WINED3DSPSM_X2:
1159 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1160 break;
1161 case WINED3DSPSM_X2NEG:
1162 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1163 break;
1164 case WINED3DSPSM_ABS:
1165 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1166 break;
1167 case WINED3DSPSM_ABSNEG:
1168 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1169 break;
1170 default:
1171 FIXME("Unhandled modifier %u\n", src_modifier);
1172 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1176 /** Writes the GLSL variable name that corresponds to the register that the
1177 * DX opcode parameter is trying to access */
1178 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1179 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1181 /* oPos, oFog and oPts in D3D */
1182 static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
1184 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
1185 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
1186 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
1187 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1189 *is_color = FALSE;
1191 switch (reg->type)
1193 case WINED3DSPR_TEMP:
1194 sprintf(register_name, "R%u", reg->idx);
1195 break;
1197 case WINED3DSPR_INPUT:
1198 /* vertex shaders */
1199 if (!pshader)
1201 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1202 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx)) *is_color = TRUE;
1203 sprintf(register_name, "attrib%u", reg->idx);
1204 break;
1207 /* pixel shaders >= 3.0 */
1208 if (This->baseShader.reg_maps.shader_version.major >= 3)
1210 DWORD idx = ((IWineD3DPixelShaderImpl *)This)->input_reg_map[reg->idx];
1211 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1213 if (reg->rel_addr)
1215 glsl_src_param_t rel_param;
1217 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1219 /* Removing a + 0 would be an obvious optimization, but macos doesn't see the NOP
1220 * operation there */
1221 if (idx)
1223 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1225 sprintf(register_name,
1226 "((%s + %u) > %d ? (%s + %u) > %d ? gl_SecondaryColor : gl_Color : IN[%s + %u])",
1227 rel_param.param_str, idx, in_count - 1, rel_param.param_str, idx, in_count,
1228 rel_param.param_str, idx);
1230 else
1232 sprintf(register_name, "IN[%s + %u]", rel_param.param_str, idx);
1235 else
1237 if (((IWineD3DPixelShaderImpl *)This)->declared_in_count > in_count)
1239 sprintf(register_name, "((%s) > %d ? (%s) > %d ? gl_SecondaryColor : gl_Color : IN[%s])",
1240 rel_param.param_str, in_count - 1, rel_param.param_str, in_count,
1241 rel_param.param_str);
1243 else
1245 sprintf(register_name, "IN[%s]", rel_param.param_str);
1249 else
1251 if (idx == in_count) sprintf(register_name, "gl_Color");
1252 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1253 else sprintf(register_name, "IN[%u]", idx);
1256 else
1258 if (reg->idx == 0) strcpy(register_name, "gl_Color");
1259 else strcpy(register_name, "gl_SecondaryColor");
1260 break;
1262 break;
1264 case WINED3DSPR_CONST:
1266 const char prefix = pshader ? 'P' : 'V';
1268 /* Relative addressing */
1269 if (reg->rel_addr)
1271 glsl_src_param_t rel_param;
1272 shader_glsl_add_src_param(ins, reg->rel_addr, WINED3DSP_WRITEMASK_0, &rel_param);
1273 if (reg->idx) sprintf(register_name, "%cC[%s + %u]", prefix, rel_param.param_str, reg->idx);
1274 else sprintf(register_name, "%cC[%s]", prefix, rel_param.param_str);
1276 else
1278 if (shader_constant_is_local(This, reg->idx))
1279 sprintf(register_name, "%cLC%u", prefix, reg->idx);
1280 else
1281 sprintf(register_name, "%cC[%u]", prefix, reg->idx);
1284 break;
1286 case WINED3DSPR_CONSTINT:
1287 if (pshader) sprintf(register_name, "PI[%u]", reg->idx);
1288 else sprintf(register_name, "VI[%u]", reg->idx);
1289 break;
1291 case WINED3DSPR_CONSTBOOL:
1292 if (pshader) sprintf(register_name, "PB[%u]", reg->idx);
1293 else sprintf(register_name, "VB[%u]", reg->idx);
1294 break;
1296 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1297 if (pshader) sprintf(register_name, "T%u", reg->idx);
1298 else sprintf(register_name, "A%u", reg->idx);
1299 break;
1301 case WINED3DSPR_LOOP:
1302 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1303 break;
1305 case WINED3DSPR_SAMPLER:
1306 if (pshader) sprintf(register_name, "Psampler%u", reg->idx);
1307 else sprintf(register_name, "Vsampler%u", reg->idx);
1308 break;
1310 case WINED3DSPR_COLOROUT:
1311 if (reg->idx >= GL_LIMITS(buffers))
1312 WARN("Write to render target %u, only %d supported\n", reg->idx, GL_LIMITS(buffers));
1314 sprintf(register_name, "gl_FragData[%u]", reg->idx);
1315 break;
1317 case WINED3DSPR_RASTOUT:
1318 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx]);
1319 break;
1321 case WINED3DSPR_DEPTHOUT:
1322 sprintf(register_name, "gl_FragDepth");
1323 break;
1325 case WINED3DSPR_ATTROUT:
1326 if (reg->idx == 0) sprintf(register_name, "gl_FrontColor");
1327 else sprintf(register_name, "gl_FrontSecondaryColor");
1328 break;
1330 case WINED3DSPR_TEXCRDOUT:
1331 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1332 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
1333 else sprintf(register_name, "gl_TexCoord[%u]", reg->idx);
1334 break;
1336 case WINED3DSPR_MISCTYPE:
1337 if (reg->idx == 0)
1339 /* vPos */
1340 sprintf(register_name, "vpos");
1342 else if (reg->idx == 1)
1344 /* Note that gl_FrontFacing is a bool, while vFace is
1345 * a float for which the sign determines front/back */
1346 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1348 else
1350 FIXME("Unhandled misctype register %d\n", reg->idx);
1351 sprintf(register_name, "unrecognized_register");
1353 break;
1355 case WINED3DSPR_IMMCONST:
1356 switch (reg->immconst_type)
1358 case WINED3D_IMMCONST_FLOAT:
1359 sprintf(register_name, "%.8e", *(const float *)reg->immconst_data);
1360 break;
1362 case WINED3D_IMMCONST_FLOAT4:
1363 sprintf(register_name, "vec4(%.8e, %.8e, %.8e, %.8e)",
1364 *(const float *)&reg->immconst_data[0], *(const float *)&reg->immconst_data[1],
1365 *(const float *)&reg->immconst_data[2], *(const float *)&reg->immconst_data[3]);
1366 break;
1368 default:
1369 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
1370 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
1372 break;
1374 default:
1375 FIXME("Unhandled register name Type(%d)\n", reg->type);
1376 sprintf(register_name, "unrecognized_register");
1377 break;
1381 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
1383 *str++ = '.';
1384 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
1385 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
1386 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
1387 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
1388 *str = '\0';
1391 /* Get the GLSL write mask for the destination register */
1392 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
1394 DWORD mask = param->write_mask;
1396 if (shader_is_scalar(&param->reg))
1398 mask = WINED3DSP_WRITEMASK_0;
1399 *write_mask = '\0';
1401 else
1403 shader_glsl_write_mask_to_str(mask, write_mask);
1406 return mask;
1409 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
1410 unsigned int size = 0;
1412 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
1413 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
1414 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
1415 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
1417 return size;
1420 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1422 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1423 * but addressed as "rgba". To fix this we need to swap the register's x
1424 * and z components. */
1425 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
1427 *str++ = '.';
1428 /* swizzle bits fields: wwzzyyxx */
1429 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1430 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1431 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1432 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1433 *str = '\0';
1436 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
1437 BOOL fixup, DWORD mask, char *swizzle_str)
1439 if (shader_is_scalar(&param->reg))
1440 *swizzle_str = '\0';
1441 else
1442 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1445 /* From a given parameter token, generate the corresponding GLSL string.
1446 * Also, return the actual register name and swizzle in case the
1447 * caller needs this information as well. */
1448 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1449 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, glsl_src_param_t *glsl_src)
1451 BOOL is_color = FALSE;
1452 char swizzle_str[6];
1454 glsl_src->reg_name[0] = '\0';
1455 glsl_src->param_str[0] = '\0';
1456 swizzle_str[0] = '\0';
1458 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
1459 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
1460 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
1463 /* From a given parameter token, generate the corresponding GLSL string.
1464 * Also, return the actual register name and swizzle in case the
1465 * caller needs this information as well. */
1466 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
1467 const struct wined3d_shader_dst_param *wined3d_dst, glsl_dst_param_t *glsl_dst)
1469 BOOL is_color = FALSE;
1471 glsl_dst->mask_str[0] = '\0';
1472 glsl_dst->reg_name[0] = '\0';
1474 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
1475 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
1478 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1479 static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
1480 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
1482 glsl_dst_param_t glsl_dst;
1483 DWORD mask;
1485 mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst);
1486 if (mask) shader_addline(buffer, "%s%s = %s(", glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
1488 return mask;
1491 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1492 static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
1494 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
1497 /** Process GLSL instruction modifiers */
1498 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
1500 glsl_dst_param_t dst_param;
1501 DWORD modifiers;
1503 if (!ins->dst_count) return;
1505 modifiers = ins->dst[0].modifiers;
1506 if (!modifiers) return;
1508 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
1510 if (modifiers & WINED3DSPDM_SATURATE)
1512 /* _SAT means to clamp the value of the register to between 0 and 1 */
1513 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
1514 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
1517 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
1519 FIXME("_centroid modifier not handled\n");
1522 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
1524 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1528 static inline const char *shader_get_comp_op(DWORD op)
1530 switch (op) {
1531 case COMPARISON_GT: return ">";
1532 case COMPARISON_EQ: return "==";
1533 case COMPARISON_GE: return ">=";
1534 case COMPARISON_LT: return "<";
1535 case COMPARISON_NE: return "!=";
1536 case COMPARISON_LE: return "<=";
1537 default:
1538 FIXME("Unrecognized comparison value: %u\n", op);
1539 return "(\?\?)";
1543 static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, glsl_sample_function_t *sample_function)
1545 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
1546 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_RECT;
1547 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
1548 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
1550 /* Note that there's no such thing as a projected cube texture. */
1551 switch(sampler_type) {
1552 case WINED3DSTT_1D:
1553 if(lod) {
1554 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
1555 } else if(grad) {
1556 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
1557 } else {
1558 sample_function->name = projected ? "texture1DProj" : "texture1D";
1560 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
1561 break;
1562 case WINED3DSTT_2D:
1563 if(texrect) {
1564 if(lod) {
1565 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
1566 } else if(grad) {
1567 /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them.
1568 * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there
1570 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1571 } else {
1572 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
1574 } else {
1575 if(lod) {
1576 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
1577 } else if(grad) {
1578 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
1579 } else {
1580 sample_function->name = projected ? "texture2DProj" : "texture2D";
1583 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
1584 break;
1585 case WINED3DSTT_CUBE:
1586 if(lod) {
1587 sample_function->name = "textureCubeLod";
1588 } else if(grad) {
1589 sample_function->name = "textureCubeGradARB";
1590 } else {
1591 sample_function->name = "textureCube";
1593 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1594 break;
1595 case WINED3DSTT_VOLUME:
1596 if(lod) {
1597 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
1598 } else if(grad) {
1599 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
1600 } else {
1601 sample_function->name = projected ? "texture3DProj" : "texture3D";
1603 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1604 break;
1605 default:
1606 sample_function->name = "";
1607 sample_function->coord_mask = 0;
1608 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
1609 break;
1613 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
1614 BOOL sign_fixup, enum fixup_channel_source channel_source)
1616 switch(channel_source)
1618 case CHANNEL_SOURCE_ZERO:
1619 strcat(arguments, "0.0");
1620 break;
1622 case CHANNEL_SOURCE_ONE:
1623 strcat(arguments, "1.0");
1624 break;
1626 case CHANNEL_SOURCE_X:
1627 strcat(arguments, reg_name);
1628 strcat(arguments, ".x");
1629 break;
1631 case CHANNEL_SOURCE_Y:
1632 strcat(arguments, reg_name);
1633 strcat(arguments, ".y");
1634 break;
1636 case CHANNEL_SOURCE_Z:
1637 strcat(arguments, reg_name);
1638 strcat(arguments, ".z");
1639 break;
1641 case CHANNEL_SOURCE_W:
1642 strcat(arguments, reg_name);
1643 strcat(arguments, ".w");
1644 break;
1646 default:
1647 FIXME("Unhandled channel source %#x\n", channel_source);
1648 strcat(arguments, "undefined");
1649 break;
1652 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
1655 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
1657 struct wined3d_shader_dst_param dst;
1658 unsigned int mask_size, remaining;
1659 glsl_dst_param_t dst_param;
1660 char arguments[256];
1661 DWORD mask;
1663 mask = 0;
1664 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
1665 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
1666 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
1667 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
1668 mask &= ins->dst[0].write_mask;
1670 if (!mask) return; /* Nothing to do */
1672 if (is_yuv_fixup(fixup))
1674 enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
1675 FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
1676 return;
1679 mask_size = shader_glsl_get_write_mask_size(mask);
1681 dst = ins->dst[0];
1682 dst.write_mask = mask;
1683 shader_glsl_add_dst_param(ins, &dst, &dst_param);
1685 arguments[0] = '\0';
1686 remaining = mask_size;
1687 if (mask & WINED3DSP_WRITEMASK_0)
1689 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
1690 if (--remaining) strcat(arguments, ", ");
1692 if (mask & WINED3DSP_WRITEMASK_1)
1694 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
1695 if (--remaining) strcat(arguments, ", ");
1697 if (mask & WINED3DSP_WRITEMASK_2)
1699 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
1700 if (--remaining) strcat(arguments, ", ");
1702 if (mask & WINED3DSP_WRITEMASK_3)
1704 shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
1705 if (--remaining) strcat(arguments, ", ");
1708 if (mask_size > 1)
1710 shader_addline(ins->ctx->buffer, "%s%s = vec%u(%s);\n",
1711 dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
1713 else
1715 shader_addline(ins->ctx->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
1719 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
1720 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
1721 const char *dx, const char *dy,
1722 const char *bias, const char *coord_reg_fmt, ...)
1724 const char *sampler_base;
1725 char dst_swizzle[6];
1726 struct color_fixup_desc fixup;
1727 BOOL np2_fixup = FALSE;
1728 va_list args;
1730 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
1732 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
1734 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1735 fixup = priv->cur_ps_args->color_fixup[sampler];
1736 sampler_base = "Psampler";
1738 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
1739 if(bias) {
1740 FIXME("Biased sampling from NP2 textures is unsupported\n");
1741 } else {
1742 np2_fixup = TRUE;
1745 } else {
1746 sampler_base = "Vsampler";
1747 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
1750 shader_glsl_append_dst(ins->ctx->buffer, ins);
1752 shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
1754 va_start(args, coord_reg_fmt);
1755 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
1756 va_end(args);
1758 if(bias) {
1759 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
1760 } else {
1761 if (np2_fixup) {
1762 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1763 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
1765 shader_addline(ins->ctx->buffer, " * PsamplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
1766 (idx % 2) ? "zw" : "xy", dst_swizzle);
1767 } else if(dx && dy) {
1768 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
1769 } else {
1770 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
1774 if(!is_identity_fixup(fixup)) {
1775 shader_glsl_color_correction(ins, fixup);
1779 /*****************************************************************************
1781 * Begin processing individual instruction opcodes
1783 ****************************************************************************/
1785 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
1786 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
1788 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1789 glsl_src_param_t src0_param;
1790 glsl_src_param_t src1_param;
1791 DWORD write_mask;
1792 char op;
1794 /* Determine the GLSL operator to use based on the opcode */
1795 switch (ins->handler_idx)
1797 case WINED3DSIH_MUL: op = '*'; break;
1798 case WINED3DSIH_ADD: op = '+'; break;
1799 case WINED3DSIH_SUB: op = '-'; break;
1800 default:
1801 op = ' ';
1802 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1803 break;
1806 write_mask = shader_glsl_append_dst(buffer, ins);
1807 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1808 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
1809 shader_addline(buffer, "%s %c %s);\n", src0_param.param_str, op, src1_param.param_str);
1812 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
1813 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
1815 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1816 glsl_src_param_t src0_param;
1817 DWORD write_mask;
1819 write_mask = shader_glsl_append_dst(buffer, ins);
1820 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
1822 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
1823 * shader versions WINED3DSIO_MOVA is used for this. */
1824 if (ins->ctx->reg_maps->shader_version.major == 1
1825 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
1826 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
1828 /* This is a simple floor() */
1829 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1830 if (mask_size > 1) {
1831 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
1832 } else {
1833 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
1836 else if(ins->handler_idx == WINED3DSIH_MOVA)
1838 /* We need to *round* to the nearest int here. */
1839 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
1840 if (mask_size > 1) {
1841 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n", mask_size, src0_param.param_str, mask_size, src0_param.param_str);
1842 } else {
1843 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n", src0_param.param_str, src0_param.param_str);
1845 } else {
1846 shader_addline(buffer, "%s);\n", src0_param.param_str);
1850 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
1851 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
1853 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1854 glsl_src_param_t src0_param;
1855 glsl_src_param_t src1_param;
1856 DWORD dst_write_mask, src_write_mask;
1857 unsigned int dst_size = 0;
1859 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1860 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1862 /* dp3 works on vec3, dp4 on vec4 */
1863 if (ins->handler_idx == WINED3DSIH_DP4)
1865 src_write_mask = WINED3DSP_WRITEMASK_ALL;
1866 } else {
1867 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1870 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
1871 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
1873 if (dst_size > 1) {
1874 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1875 } else {
1876 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
1880 /* Note that this instruction has some restrictions. The destination write mask
1881 * can't contain the w component, and the source swizzles have to be .xyzw */
1882 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
1884 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
1885 glsl_src_param_t src0_param;
1886 glsl_src_param_t src1_param;
1887 char dst_mask[6];
1889 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
1890 shader_glsl_append_dst(ins->ctx->buffer, ins);
1891 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
1892 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
1893 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
1896 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
1897 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
1898 * GLSL uses the value as-is. */
1899 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
1901 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1902 glsl_src_param_t src0_param;
1903 glsl_src_param_t src1_param;
1904 DWORD dst_write_mask;
1905 unsigned int dst_size;
1907 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1908 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1910 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1911 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
1913 if (dst_size > 1) {
1914 shader_addline(buffer, "vec%d(pow(abs(%s), %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
1915 } else {
1916 shader_addline(buffer, "pow(abs(%s), %s));\n", src0_param.param_str, src1_param.param_str);
1920 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
1921 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
1922 * GLSL uses the value as-is. */
1923 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
1925 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1926 glsl_src_param_t src0_param;
1927 DWORD dst_write_mask;
1928 unsigned int dst_size;
1930 dst_write_mask = shader_glsl_append_dst(buffer, ins);
1931 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
1933 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
1935 if (dst_size > 1) {
1936 shader_addline(buffer, "vec%d(log2(abs(%s))));\n", dst_size, src0_param.param_str);
1937 } else {
1938 shader_addline(buffer, "log2(abs(%s)));\n", src0_param.param_str);
1942 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
1943 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
1945 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
1946 glsl_src_param_t src_param;
1947 const char *instruction;
1948 DWORD write_mask;
1949 unsigned i;
1951 /* Determine the GLSL function to use based on the opcode */
1952 /* TODO: Possibly make this a table for faster lookups */
1953 switch (ins->handler_idx)
1955 case WINED3DSIH_MIN: instruction = "min"; break;
1956 case WINED3DSIH_MAX: instruction = "max"; break;
1957 case WINED3DSIH_ABS: instruction = "abs"; break;
1958 case WINED3DSIH_FRC: instruction = "fract"; break;
1959 case WINED3DSIH_NRM: instruction = "normalize"; break;
1960 case WINED3DSIH_EXP: instruction = "exp2"; break;
1961 case WINED3DSIH_SGN: instruction = "sign"; break;
1962 case WINED3DSIH_DSX: instruction = "dFdx"; break;
1963 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
1964 default: instruction = "";
1965 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
1966 break;
1969 write_mask = shader_glsl_append_dst(buffer, ins);
1971 shader_addline(buffer, "%s(", instruction);
1973 if (ins->src_count)
1975 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
1976 shader_addline(buffer, "%s", src_param.param_str);
1977 for (i = 1; i < ins->src_count; ++i)
1979 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
1980 shader_addline(buffer, ", %s", src_param.param_str);
1984 shader_addline(buffer, "));\n");
1987 /** Process the WINED3DSIO_EXPP instruction in GLSL:
1988 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
1989 * dst.x = 2^(floor(src))
1990 * dst.y = src - floor(src)
1991 * dst.z = 2^src (partial precision is allowed, but optional)
1992 * dst.w = 1.0;
1993 * For 2.0 shaders, just do this (honoring writemask and swizzle):
1994 * dst = 2^src; (partial precision is allowed, but optional)
1996 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
1998 glsl_src_param_t src_param;
2000 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
2002 if (ins->ctx->reg_maps->shader_version.major < 2)
2004 char dst_mask[6];
2006 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
2007 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
2008 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
2009 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
2011 shader_glsl_append_dst(ins->ctx->buffer, ins);
2012 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2013 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
2014 } else {
2015 DWORD write_mask;
2016 unsigned int mask_size;
2018 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2019 mask_size = shader_glsl_get_write_mask_size(write_mask);
2021 if (mask_size > 1) {
2022 shader_addline(ins->ctx->buffer, "vec%d(exp2(%s)));\n", mask_size, src_param.param_str);
2023 } else {
2024 shader_addline(ins->ctx->buffer, "exp2(%s));\n", src_param.param_str);
2029 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2030 static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
2032 glsl_src_param_t src_param;
2033 DWORD write_mask;
2034 unsigned int mask_size;
2036 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2037 mask_size = shader_glsl_get_write_mask_size(write_mask);
2038 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2040 if (mask_size > 1) {
2041 shader_addline(ins->ctx->buffer, "vec%d(1.0 / %s));\n", mask_size, src_param.param_str);
2042 } else {
2043 shader_addline(ins->ctx->buffer, "1.0 / %s);\n", src_param.param_str);
2047 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
2049 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2050 glsl_src_param_t src_param;
2051 DWORD write_mask;
2052 unsigned int mask_size;
2054 write_mask = shader_glsl_append_dst(buffer, ins);
2055 mask_size = shader_glsl_get_write_mask_size(write_mask);
2057 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
2059 if (mask_size > 1) {
2060 shader_addline(buffer, "vec%d(inversesqrt(%s)));\n", mask_size, src_param.param_str);
2061 } else {
2062 shader_addline(buffer, "inversesqrt(%s));\n", src_param.param_str);
2066 /** Process signed comparison opcodes in GLSL. */
2067 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
2069 glsl_src_param_t src0_param;
2070 glsl_src_param_t src1_param;
2071 DWORD write_mask;
2072 unsigned int mask_size;
2074 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2075 mask_size = shader_glsl_get_write_mask_size(write_mask);
2076 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2077 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2079 if (mask_size > 1) {
2080 const char *compare;
2082 switch(ins->handler_idx)
2084 case WINED3DSIH_SLT: compare = "lessThan"; break;
2085 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
2086 default: compare = "";
2087 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2090 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
2091 src0_param.param_str, src1_param.param_str);
2092 } else {
2093 switch(ins->handler_idx)
2095 case WINED3DSIH_SLT:
2096 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2097 * to return 0.0 but step returns 1.0 because step is not < x
2098 * An alternative is a bvec compare padded with an unused second component.
2099 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2100 * issue. Playing with not() is not possible either because not() does not accept
2101 * a scalar.
2103 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
2104 src0_param.param_str, src1_param.param_str);
2105 break;
2106 case WINED3DSIH_SGE:
2107 /* Here we can use the step() function and safe a conditional */
2108 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
2109 break;
2110 default:
2111 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
2117 /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
2118 static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
2120 glsl_src_param_t src0_param;
2121 glsl_src_param_t src1_param;
2122 glsl_src_param_t src2_param;
2123 DWORD write_mask, cmp_channel = 0;
2124 unsigned int i, j;
2125 char mask_char[6];
2126 BOOL temp_destination = FALSE;
2128 if (shader_is_scalar(&ins->src[0].reg))
2130 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2132 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
2133 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2134 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2136 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2137 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2138 } else {
2139 DWORD dst_mask = ins->dst[0].write_mask;
2140 struct wined3d_shader_dst_param dst = ins->dst[0];
2142 /* Cycle through all source0 channels */
2143 for (i=0; i<4; i++) {
2144 write_mask = 0;
2145 /* Find the destination channels which use the current source0 channel */
2146 for (j=0; j<4; j++) {
2147 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2149 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2150 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2153 dst.write_mask = dst_mask & write_mask;
2155 /* Splitting the cmp instruction up in multiple lines imposes a problem:
2156 * The first lines may overwrite source parameters of the following lines.
2157 * Deal with that by using a temporary destination register if needed
2159 if ((ins->src[0].reg.idx == ins->dst[0].reg.idx
2160 && ins->src[0].reg.type == ins->dst[0].reg.type)
2161 || (ins->src[1].reg.idx == ins->dst[0].reg.idx
2162 && ins->src[1].reg.type == ins->dst[0].reg.type)
2163 || (ins->src[2].reg.idx == ins->dst[0].reg.idx
2164 && ins->src[2].reg.type == ins->dst[0].reg.type))
2166 write_mask = shader_glsl_get_write_mask(&dst, mask_char);
2167 if (!write_mask) continue;
2168 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
2169 temp_destination = TRUE;
2170 } else {
2171 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2172 if (!write_mask) continue;
2175 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2176 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2177 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2179 shader_addline(ins->ctx->buffer, "%s >= 0.0 ? %s : %s);\n",
2180 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2183 if(temp_destination) {
2184 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
2185 shader_glsl_append_dst(ins->ctx->buffer, ins);
2186 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
2192 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2193 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2194 * the compare is done per component of src0. */
2195 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
2197 struct wined3d_shader_dst_param dst;
2198 glsl_src_param_t src0_param;
2199 glsl_src_param_t src1_param;
2200 glsl_src_param_t src2_param;
2201 DWORD write_mask, cmp_channel = 0;
2202 unsigned int i, j;
2203 DWORD dst_mask;
2204 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2205 ins->ctx->reg_maps->shader_version.minor);
2207 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
2209 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2210 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2211 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2212 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2214 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
2215 if (ins->coissue)
2217 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
2218 } else {
2219 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2220 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2222 return;
2224 /* Cycle through all source0 channels */
2225 dst_mask = ins->dst[0].write_mask;
2226 dst = ins->dst[0];
2227 for (i=0; i<4; i++) {
2228 write_mask = 0;
2229 /* Find the destination channels which use the current source0 channel */
2230 for (j=0; j<4; j++) {
2231 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2233 write_mask |= WINED3DSP_WRITEMASK_0 << j;
2234 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
2238 dst.write_mask = dst_mask & write_mask;
2239 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst);
2240 if (!write_mask) continue;
2242 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
2243 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2244 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2246 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
2247 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2251 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2252 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
2254 glsl_src_param_t src0_param;
2255 glsl_src_param_t src1_param;
2256 glsl_src_param_t src2_param;
2257 DWORD write_mask;
2259 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2260 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2261 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2262 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2263 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
2264 src0_param.param_str, src1_param.param_str, src2_param.param_str);
2267 /** Handles transforming all WINED3DSIO_M?x? opcodes for
2268 Vertex shaders to GLSL codes */
2269 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
2271 int i;
2272 int nComponents = 0;
2273 struct wined3d_shader_dst_param tmp_dst = {{0}};
2274 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
2275 struct wined3d_shader_instruction tmp_ins;
2277 memset(&tmp_ins, 0, sizeof(tmp_ins));
2279 /* Set constants for the temporary argument */
2280 tmp_ins.ctx = ins->ctx;
2281 tmp_ins.dst_count = 1;
2282 tmp_ins.dst = &tmp_dst;
2283 tmp_ins.src_count = 2;
2284 tmp_ins.src = tmp_src;
2286 switch(ins->handler_idx)
2288 case WINED3DSIH_M4x4:
2289 nComponents = 4;
2290 tmp_ins.handler_idx = WINED3DSIH_DP4;
2291 break;
2292 case WINED3DSIH_M4x3:
2293 nComponents = 3;
2294 tmp_ins.handler_idx = WINED3DSIH_DP4;
2295 break;
2296 case WINED3DSIH_M3x4:
2297 nComponents = 4;
2298 tmp_ins.handler_idx = WINED3DSIH_DP3;
2299 break;
2300 case WINED3DSIH_M3x3:
2301 nComponents = 3;
2302 tmp_ins.handler_idx = WINED3DSIH_DP3;
2303 break;
2304 case WINED3DSIH_M3x2:
2305 nComponents = 2;
2306 tmp_ins.handler_idx = WINED3DSIH_DP3;
2307 break;
2308 default:
2309 break;
2312 tmp_dst = ins->dst[0];
2313 tmp_src[0] = ins->src[0];
2314 tmp_src[1] = ins->src[1];
2315 for (i = 0; i < nComponents; ++i)
2317 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
2318 shader_glsl_dot(&tmp_ins);
2319 ++tmp_src[1].reg.idx;
2324 The LRP instruction performs a component-wise linear interpolation
2325 between the second and third operands using the first operand as the
2326 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
2327 This is equivalent to mix(src2, src1, src0);
2329 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
2331 glsl_src_param_t src0_param;
2332 glsl_src_param_t src1_param;
2333 glsl_src_param_t src2_param;
2334 DWORD write_mask;
2336 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2338 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2339 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2340 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
2342 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
2343 src2_param.param_str, src1_param.param_str, src0_param.param_str);
2346 /** Process the WINED3DSIO_LIT instruction in GLSL:
2347 * dst.x = dst.w = 1.0
2348 * dst.y = (src0.x > 0) ? src0.x
2349 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
2350 * where src.w is clamped at +- 128
2352 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
2354 glsl_src_param_t src0_param;
2355 glsl_src_param_t src1_param;
2356 glsl_src_param_t src3_param;
2357 char dst_mask[6];
2359 shader_glsl_append_dst(ins->ctx->buffer, ins);
2360 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2362 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2363 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
2364 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
2366 /* The sdk specifies the instruction like this
2367 * dst.x = 1.0;
2368 * if(src.x > 0.0) dst.y = src.x
2369 * else dst.y = 0.0.
2370 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
2371 * else dst.z = 0.0;
2372 * dst.w = 1.0;
2374 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
2375 * dst.x = 1.0 ... No further explanation needed
2376 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
2377 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
2378 * dst.w = 1.0. ... Nothing fancy.
2380 * So we still have one conditional in there. So do this:
2381 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
2383 * 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),
2384 * 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.
2385 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to
2387 shader_addline(ins->ctx->buffer,
2388 "vec4(1.0, max(%s, 0.0), pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
2389 src0_param.param_str, src1_param.param_str, src0_param.param_str, src3_param.param_str, dst_mask);
2392 /** Process the WINED3DSIO_DST instruction in GLSL:
2393 * dst.x = 1.0
2394 * dst.y = src0.x * src0.y
2395 * dst.z = src0.z
2396 * dst.w = src1.w
2398 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
2400 glsl_src_param_t src0y_param;
2401 glsl_src_param_t src0z_param;
2402 glsl_src_param_t src1y_param;
2403 glsl_src_param_t src1w_param;
2404 char dst_mask[6];
2406 shader_glsl_append_dst(ins->ctx->buffer, ins);
2407 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2409 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
2410 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
2411 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
2412 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
2414 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
2415 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
2418 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
2419 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
2420 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
2422 * dst.x = cos(src0.?)
2423 * dst.y = sin(src0.?)
2424 * dst.z = dst.z
2425 * dst.w = dst.w
2427 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
2429 glsl_src_param_t src0_param;
2430 DWORD write_mask;
2432 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2433 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2435 switch (write_mask) {
2436 case WINED3DSP_WRITEMASK_0:
2437 shader_addline(ins->ctx->buffer, "cos(%s));\n", src0_param.param_str);
2438 break;
2440 case WINED3DSP_WRITEMASK_1:
2441 shader_addline(ins->ctx->buffer, "sin(%s));\n", src0_param.param_str);
2442 break;
2444 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
2445 shader_addline(ins->ctx->buffer, "vec2(cos(%s), sin(%s)));\n", src0_param.param_str, src0_param.param_str);
2446 break;
2448 default:
2449 ERR("Write mask should be .x, .y or .xy\n");
2450 break;
2454 /** Process the WINED3DSIO_LOOP instruction in GLSL:
2455 * Start a for() loop where src1.y is the initial value of aL,
2456 * increment aL by src1.z for a total of src1.x iterations.
2457 * Need to use a temporary variable for this operation.
2459 /* FIXME: I don't think nested loops will work correctly this way. */
2460 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
2462 glsl_src_param_t src1_param;
2463 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2464 const DWORD *control_values = NULL;
2465 const local_constant *constant;
2467 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
2469 /* Try to hardcode the loop control parameters if possible. Direct3D 9 class hardware doesn't support real
2470 * varying indexing, but Microsoft designed this feature for Shader model 2.x+. If the loop control is
2471 * known at compile time, the GLSL compiler can unroll the loop, and replace indirect addressing with direct
2472 * addressing.
2474 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
2476 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2477 if (constant->idx == ins->src[1].reg.idx)
2479 control_values = constant->value;
2480 break;
2485 if (control_values)
2487 struct wined3d_shader_loop_control loop_control;
2488 loop_control.count = control_values[0];
2489 loop_control.start = control_values[1];
2490 loop_control.step = (int)control_values[2];
2492 if (loop_control.step > 0)
2494 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d) {\n",
2495 shader->baseShader.cur_loop_depth, loop_control.start,
2496 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2497 shader->baseShader.cur_loop_depth, loop_control.step);
2499 else if (loop_control.step < 0)
2501 shader_addline(ins->ctx->buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d) {\n",
2502 shader->baseShader.cur_loop_depth, loop_control.start,
2503 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2504 shader->baseShader.cur_loop_depth, loop_control.step);
2506 else
2508 shader_addline(ins->ctx->buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++) {\n",
2509 shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2510 shader->baseShader.cur_loop_depth, loop_control.count,
2511 shader->baseShader.cur_loop_depth);
2513 } else {
2514 shader_addline(ins->ctx->buffer,
2515 "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z) {\n",
2516 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2517 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2518 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2521 shader->baseShader.cur_loop_depth++;
2522 shader->baseShader.cur_loop_regno++;
2525 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
2527 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2529 shader_addline(ins->ctx->buffer, "}\n");
2531 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
2533 shader->baseShader.cur_loop_depth--;
2534 shader->baseShader.cur_loop_regno--;
2537 if (ins->handler_idx == WINED3DSIH_ENDREP)
2539 shader->baseShader.cur_loop_depth--;
2543 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
2545 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2546 glsl_src_param_t src0_param;
2547 const DWORD *control_values = NULL;
2548 const local_constant *constant;
2550 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
2551 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
2553 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2555 if (constant->idx == ins->src[0].reg.idx)
2557 control_values = constant->value;
2558 break;
2563 if(control_values) {
2564 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
2565 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2566 control_values[0], shader->baseShader.cur_loop_depth);
2567 } else {
2568 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2569 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
2570 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2571 src0_param.param_str, shader->baseShader.cur_loop_depth);
2573 shader->baseShader.cur_loop_depth++;
2576 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
2578 glsl_src_param_t src0_param;
2580 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2581 shader_addline(ins->ctx->buffer, "if (%s) {\n", src0_param.param_str);
2584 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
2586 glsl_src_param_t src0_param;
2587 glsl_src_param_t src1_param;
2589 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2590 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2592 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
2593 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2596 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
2598 shader_addline(ins->ctx->buffer, "} else {\n");
2601 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
2603 shader_addline(ins->ctx->buffer, "break;\n");
2606 /* FIXME: According to MSDN the compare is done per component. */
2607 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
2609 glsl_src_param_t src0_param;
2610 glsl_src_param_t src1_param;
2612 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2613 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2615 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
2616 src0_param.param_str, shader_get_comp_op(ins->flags), src1_param.param_str);
2619 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
2621 shader_addline(ins->ctx->buffer, "}\n");
2622 shader_addline(ins->ctx->buffer, "void subroutine%u () {\n", ins->src[0].reg.idx);
2625 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
2627 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx);
2630 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
2632 glsl_src_param_t src1_param;
2634 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2635 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n", src1_param.param_str, ins->src[0].reg.idx);
2638 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
2640 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
2641 * function only suppresses the unhandled instruction warning
2645 /*********************************************
2646 * Pixel Shader Specific Code begins here
2647 ********************************************/
2648 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
2650 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2651 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2652 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2653 ins->ctx->reg_maps->shader_version.minor);
2654 glsl_sample_function_t sample_function;
2655 DWORD sample_flags = 0;
2656 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
2657 DWORD sampler_idx;
2658 DWORD mask = 0, swizzle;
2660 /* 1.0-1.4: Use destination register as sampler source.
2661 * 2.0+: Use provided sampler source. */
2662 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
2663 else sampler_idx = ins->src[1].reg.idx;
2664 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2666 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2668 DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
2670 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
2671 if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
2672 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2673 switch (flags & ~WINED3DTTFF_PROJECTED) {
2674 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
2675 case WINED3DTTFF_COUNT2: mask = WINED3DSP_WRITEMASK_1; break;
2676 case WINED3DTTFF_COUNT3: mask = WINED3DSP_WRITEMASK_2; break;
2677 case WINED3DTTFF_COUNT4:
2678 case WINED3DTTFF_DISABLE: mask = WINED3DSP_WRITEMASK_3; break;
2682 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
2684 DWORD src_mod = ins->src[0].modifiers;
2686 if (src_mod == WINED3DSPSM_DZ) {
2687 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2688 mask = WINED3DSP_WRITEMASK_2;
2689 } else if (src_mod == WINED3DSPSM_DW) {
2690 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2691 mask = WINED3DSP_WRITEMASK_3;
2693 } else {
2694 if (ins->flags & WINED3DSI_TEXLD_PROJECT)
2696 /* ps 2.0 texldp instruction always divides by the fourth component. */
2697 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
2698 mask = WINED3DSP_WRITEMASK_3;
2702 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2703 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2704 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2707 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2708 mask |= sample_function.coord_mask;
2710 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
2711 else swizzle = ins->src[1].swizzle;
2713 /* 1.0-1.3: Use destination register as coordinate source.
2714 1.4+: Use provided coordinate source register. */
2715 if (shader_version < WINED3D_SHADER_VERSION(1,4))
2717 char coord_mask[6];
2718 shader_glsl_write_mask_to_str(mask, coord_mask);
2719 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2720 "T%u%s", sampler_idx, coord_mask);
2721 } else {
2722 glsl_src_param_t coord_param;
2723 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
2724 if (ins->flags & WINED3DSI_TEXLD_BIAS)
2726 glsl_src_param_t bias;
2727 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
2728 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
2729 "%s", coord_param.param_str);
2730 } else {
2731 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
2732 "%s", coord_param.param_str);
2737 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
2739 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2740 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2741 const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
2742 glsl_sample_function_t sample_function;
2743 glsl_src_param_t coord_param, dx_param, dy_param;
2744 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
2745 DWORD sampler_type;
2746 DWORD sampler_idx;
2747 DWORD swizzle = ins->src[1].swizzle;
2749 if(!GL_SUPPORT(ARB_SHADER_TEXTURE_LOD)) {
2750 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
2751 return shader_glsl_tex(ins);
2754 sampler_idx = ins->src[1].reg.idx;
2755 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2756 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2757 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2758 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2761 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2762 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2763 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
2764 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
2766 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
2767 "%s", coord_param.param_str);
2770 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
2772 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
2773 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
2774 glsl_sample_function_t sample_function;
2775 glsl_src_param_t coord_param, lod_param;
2776 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
2777 DWORD sampler_type;
2778 DWORD sampler_idx;
2779 DWORD swizzle = ins->src[1].swizzle;
2781 sampler_idx = ins->src[1].reg.idx;
2782 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2783 if(deviceImpl->stateBlock->textures[sampler_idx] &&
2784 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
2785 sample_flags |= WINED3D_GLSL_SAMPLE_RECT;
2787 shader_glsl_get_sample_function(sampler_type, sample_flags, &sample_function);
2788 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
2790 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
2792 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2794 /* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
2795 * However, they seem to work just fine in fragment shaders as well. */
2796 WARN("Using %s in fragment shader.\n", sample_function.name);
2798 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
2799 "%s", coord_param.param_str);
2802 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
2804 /* FIXME: Make this work for more than just 2D textures */
2805 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2806 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2808 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
2810 char dst_mask[6];
2812 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2813 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
2814 ins->dst[0].reg.idx, dst_mask);
2815 } else {
2816 DWORD reg = ins->src[0].reg.idx;
2817 DWORD src_mod = ins->src[0].modifiers;
2818 char dst_swizzle[6];
2820 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
2822 if (src_mod == WINED3DSPSM_DZ) {
2823 glsl_src_param_t div_param;
2824 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2825 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
2827 if (mask_size > 1) {
2828 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2829 } else {
2830 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2832 } else if (src_mod == WINED3DSPSM_DW) {
2833 glsl_src_param_t div_param;
2834 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2835 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
2837 if (mask_size > 1) {
2838 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
2839 } else {
2840 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
2842 } else {
2843 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
2848 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
2849 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2850 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
2851 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
2853 glsl_src_param_t src0_param;
2854 glsl_sample_function_t sample_function;
2855 DWORD sampler_idx = ins->dst[0].reg.idx;
2856 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2857 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
2858 UINT mask_size;
2860 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2862 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
2863 * scalar, and projected sampling would require 4.
2865 * It is a dependent read - not valid with conditional NP2 textures
2867 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2868 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
2870 switch(mask_size)
2872 case 1:
2873 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2874 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
2875 break;
2877 case 2:
2878 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2879 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
2880 break;
2882 case 3:
2883 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
2884 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
2885 break;
2887 default:
2888 FIXME("Unexpected mask size %u\n", mask_size);
2889 break;
2893 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
2894 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2895 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
2897 glsl_src_param_t src0_param;
2898 DWORD dstreg = ins->dst[0].reg.idx;
2899 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2900 DWORD dst_mask;
2901 unsigned int mask_size;
2903 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
2904 mask_size = shader_glsl_get_write_mask_size(dst_mask);
2905 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2907 if (mask_size > 1) {
2908 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
2909 } else {
2910 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
2914 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
2915 * Calculate the depth as dst.x / dst.y */
2916 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
2918 glsl_dst_param_t dst_param;
2920 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2922 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
2923 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
2924 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
2925 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
2926 * >= 1.0 or < 0.0
2928 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
2929 dst_param.reg_name, dst_param.reg_name);
2932 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
2933 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
2934 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
2935 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
2937 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
2939 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2940 DWORD dstreg = ins->dst[0].reg.idx;
2941 glsl_src_param_t src0_param;
2943 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2945 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
2946 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
2949 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
2950 * Calculate the 1st of a 2-row matrix multiplication. */
2951 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
2953 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2954 DWORD reg = ins->dst[0].reg.idx;
2955 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2956 glsl_src_param_t src0_param;
2958 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2959 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2962 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
2963 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
2964 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
2966 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
2967 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2968 DWORD reg = ins->dst[0].reg.idx;
2969 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2970 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
2971 glsl_src_param_t src0_param;
2973 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2974 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
2975 current_state->texcoord_w[current_state->current_row++] = reg;
2978 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
2980 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2981 DWORD reg = ins->dst[0].reg.idx;
2982 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
2983 glsl_src_param_t src0_param;
2984 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
2985 glsl_sample_function_t sample_function;
2987 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2988 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
2990 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
2992 /* Sample the texture using the calculated coordinates */
2993 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
2996 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
2997 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
2998 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
3000 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3001 glsl_src_param_t src0_param;
3002 DWORD reg = ins->dst[0].reg.idx;
3003 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3004 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
3005 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3006 glsl_sample_function_t sample_function;
3008 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3009 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3011 /* Dependent read, not valid with conditional NP2 */
3012 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3014 /* Sample the texture using the calculated coordinates */
3015 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3017 current_state->current_row = 0;
3020 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3021 * Perform the 3rd row of a 3x3 matrix multiply */
3022 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
3024 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3025 glsl_src_param_t src0_param;
3026 char dst_mask[6];
3027 DWORD reg = ins->dst[0].reg.idx;
3028 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3029 SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
3031 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3033 shader_glsl_append_dst(ins->ctx->buffer, ins);
3034 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3035 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
3037 current_state->current_row = 0;
3040 /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3041 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3042 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
3044 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3045 DWORD reg = ins->dst[0].reg.idx;
3046 glsl_src_param_t src0_param;
3047 glsl_src_param_t src1_param;
3048 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3049 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3050 WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
3051 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3052 glsl_sample_function_t sample_function;
3054 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3055 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3057 /* Perform the last matrix multiply operation */
3058 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
3059 /* Reflection calculation */
3060 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
3062 /* Dependent read, not valid with conditional NP2 */
3063 shader_glsl_get_sample_function(stype, 0, &sample_function);
3065 /* Sample the texture */
3066 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3068 current_state->current_row = 0;
3071 /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3072 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3073 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
3075 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3076 DWORD reg = ins->dst[0].reg.idx;
3077 struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
3078 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3079 glsl_src_param_t src0_param;
3080 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3081 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3082 glsl_sample_function_t sample_function;
3084 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3086 /* Perform the last matrix multiply operation */
3087 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
3089 /* Construct the eye-ray vector from w coordinates */
3090 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3091 current_state->texcoord_w[0], current_state->texcoord_w[1], reg);
3092 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3094 /* Dependent read, not valid with conditional NP2 */
3095 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3097 /* Sample the texture using the calculated coordinates */
3098 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
3100 current_state->current_row = 0;
3103 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3104 * Apply a fake bump map transform.
3105 * texbem is pshader <= 1.3 only, this saves a few version checks
3107 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
3109 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
3110 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3111 glsl_sample_function_t sample_function;
3112 glsl_src_param_t coord_param;
3113 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
3114 DWORD sampler_idx;
3115 DWORD mask;
3116 DWORD flags;
3117 char coord_mask[6];
3119 sampler_idx = ins->dst[0].reg.idx;
3120 flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
3122 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3123 /* Dependent read, not valid with conditional NP2 */
3124 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3125 mask = sample_function.coord_mask;
3127 shader_glsl_write_mask_to_str(mask, coord_mask);
3129 /* with projective textures, texbem only divides the static texture coord, not the displacement,
3130 * so we can't let the GL handle this.
3132 if (flags & WINED3DTTFF_PROJECTED) {
3133 DWORD div_mask=0;
3134 char coord_div_mask[3];
3135 switch (flags & ~WINED3DTTFF_PROJECTED) {
3136 case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
3137 case WINED3DTTFF_COUNT2: div_mask = WINED3DSP_WRITEMASK_1; break;
3138 case WINED3DTTFF_COUNT3: div_mask = WINED3DSP_WRITEMASK_2; break;
3139 case WINED3DTTFF_COUNT4:
3140 case WINED3DTTFF_DISABLE: div_mask = WINED3DSP_WRITEMASK_3; break;
3142 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
3143 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3146 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
3148 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3149 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3150 coord_param.param_str, coord_mask);
3152 if (ins->handler_idx == WINED3DSIH_TEXBEML)
3154 glsl_src_param_t luminance_param;
3155 glsl_dst_param_t dst_param;
3157 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
3158 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3160 shader_addline(ins->ctx->buffer, "%s%s *= (%s * luminancescale%d + luminanceoffset%d);\n",
3161 dst_param.reg_name, dst_param.mask_str,
3162 luminance_param.param_str, sampler_idx, sampler_idx);
3166 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
3168 glsl_src_param_t src0_param, src1_param;
3169 DWORD sampler_idx = ins->dst[0].reg.idx;
3171 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3172 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3174 shader_glsl_append_dst(ins->ctx->buffer, ins);
3175 shader_addline(ins->ctx->buffer, "%s + bumpenvmat%d * %s);\n",
3176 src0_param.param_str, sampler_idx, src1_param.param_str);
3179 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
3180 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
3181 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
3183 glsl_src_param_t src0_param;
3184 DWORD sampler_idx = ins->dst[0].reg.idx;
3185 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3186 glsl_sample_function_t sample_function;
3188 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3190 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3191 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3192 "%s.wx", src0_param.reg_name);
3195 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
3196 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
3197 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
3199 glsl_src_param_t src0_param;
3200 DWORD sampler_idx = ins->dst[0].reg.idx;
3201 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3202 glsl_sample_function_t sample_function;
3204 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
3206 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3207 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3208 "%s.yz", src0_param.reg_name);
3211 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
3212 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
3213 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
3215 glsl_src_param_t src0_param;
3216 DWORD sampler_idx = ins->dst[0].reg.idx;
3217 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3218 glsl_sample_function_t sample_function;
3220 /* Dependent read, not valid with conditional NP2 */
3221 shader_glsl_get_sample_function(sampler_type, 0, &sample_function);
3222 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
3224 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3225 "%s", src0_param.param_str);
3228 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
3229 * If any of the first 3 components are < 0, discard this pixel */
3230 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
3232 glsl_dst_param_t dst_param;
3234 /* The argument is a destination parameter, and no writemasks are allowed */
3235 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
3236 if (ins->ctx->reg_maps->shader_version.major >= 2)
3238 /* 2.0 shaders compare all 4 components in texkill */
3239 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
3240 } else {
3241 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
3242 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
3243 * 4 components are defined, only the first 3 are used
3245 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
3249 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
3250 * dst = dot2(src0, src1) + src2 */
3251 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
3253 glsl_src_param_t src0_param;
3254 glsl_src_param_t src1_param;
3255 glsl_src_param_t src2_param;
3256 DWORD write_mask;
3257 unsigned int mask_size;
3259 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3260 mask_size = shader_glsl_get_write_mask_size(write_mask);
3262 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
3263 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
3264 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
3266 if (mask_size > 1) {
3267 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
3268 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
3269 } else {
3270 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
3271 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3275 static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
3276 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3277 enum vertexprocessing_mode vertexprocessing)
3279 unsigned int i;
3280 IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
3281 WORD map = reg_maps->input_registers;
3283 for (i = 0; map; map >>= 1, ++i)
3285 const char *semantic_name;
3286 UINT semantic_idx;
3287 char reg_mask[6];
3289 /* Unused */
3290 if (!(map & 1)) continue;
3292 semantic_name = input_signature[i].semantic_name;
3293 semantic_idx = input_signature[i].semantic_idx;
3294 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3296 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3298 if (semantic_idx < 8 && vertexprocessing == pretransformed)
3299 shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
3300 This->input_reg_map[i], reg_mask, semantic_idx, reg_mask);
3301 else
3302 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3303 This->input_reg_map[i], reg_mask, reg_mask);
3305 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3307 if (semantic_idx == 0)
3308 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
3309 This->input_reg_map[i], reg_mask, reg_mask);
3310 else if (semantic_idx == 1)
3311 shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
3312 This->input_reg_map[i], reg_mask, reg_mask);
3313 else
3314 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3315 This->input_reg_map[i], reg_mask, reg_mask);
3317 else
3319 shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3320 This->input_reg_map[i], reg_mask, reg_mask);
3325 /*********************************************
3326 * Vertex Shader Specific Code begins here
3327 ********************************************/
3329 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry) {
3330 glsl_program_key_t key;
3332 key.vshader = entry->vshader;
3333 key.pshader = entry->pshader;
3334 key.vs_args = entry->vs_args;
3335 key.ps_args = entry->ps_args;
3337 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
3339 ERR("Failed to insert program entry.\n");
3343 static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
3344 IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
3345 struct ps_compile_args *ps_args) {
3346 struct wine_rb_entry *entry;
3347 glsl_program_key_t key;
3349 key.vshader = vshader;
3350 key.pshader = pshader;
3351 key.vs_args = *vs_args;
3352 key.ps_args = *ps_args;
3354 entry = wine_rb_get(&priv->program_lookup, &key);
3355 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
3358 /* GL locking is done by the caller */
3359 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
3360 struct glsl_shader_prog_link *entry)
3362 glsl_program_key_t key;
3364 key.vshader = entry->vshader;
3365 key.pshader = entry->pshader;
3366 key.vs_args = entry->vs_args;
3367 key.ps_args = entry->ps_args;
3368 wine_rb_remove(&priv->program_lookup, &key);
3370 GL_EXTCALL(glDeleteObjectARB(entry->programId));
3371 if (entry->vshader) list_remove(&entry->vshader_entry);
3372 if (entry->pshader) list_remove(&entry->pshader_entry);
3373 HeapFree(GetProcessHeap(), 0, entry->vuniformF_locations);
3374 HeapFree(GetProcessHeap(), 0, entry->puniformF_locations);
3375 HeapFree(GetProcessHeap(), 0, entry);
3378 static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map,
3379 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3380 const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
3382 unsigned int i, j;
3383 const char *semantic_name_in, *semantic_name_out;
3384 UINT semantic_idx_in, semantic_idx_out;
3385 DWORD *set;
3386 DWORD in_idx;
3387 unsigned int in_count = vec4_varyings(3, gl_info);
3388 char reg_mask[6], reg_mask_out[6];
3389 char destination[50];
3390 WORD input_map, output_map;
3392 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
3394 if (!output_signature)
3396 /* Save gl_FrontColor & gl_FrontSecondaryColor before overwriting them. */
3397 shader_addline(buffer, "vec4 front_color = gl_FrontColor;\n");
3398 shader_addline(buffer, "vec4 front_secondary_color = gl_FrontSecondaryColor;\n");
3401 input_map = reg_maps_in->input_registers;
3402 for (i = 0; input_map; input_map >>= 1, ++i)
3404 if (!(input_map & 1)) continue;
3406 in_idx = map[i];
3407 if (in_idx >= (in_count + 2)) {
3408 FIXME("More input varyings declared than supported, expect issues\n");
3409 continue;
3411 else if (map[i] == ~0U)
3413 /* Declared, but not read register */
3414 continue;
3417 if (in_idx == in_count) {
3418 sprintf(destination, "gl_FrontColor");
3419 } else if (in_idx == in_count + 1) {
3420 sprintf(destination, "gl_FrontSecondaryColor");
3421 } else {
3422 sprintf(destination, "IN[%u]", in_idx);
3425 semantic_name_in = input_signature[i].semantic_name;
3426 semantic_idx_in = input_signature[i].semantic_idx;
3427 set[map[i]] = input_signature[i].mask;
3428 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3430 if (!output_signature)
3432 if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_COLOR))
3434 if (semantic_idx_in == 0)
3435 shader_addline(buffer, "%s%s = front_color%s;\n",
3436 destination, reg_mask, reg_mask);
3437 else if (semantic_idx_in == 1)
3438 shader_addline(buffer, "%s%s = front_secondary_color%s;\n",
3439 destination, reg_mask, reg_mask);
3440 else
3441 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3442 destination, reg_mask, reg_mask);
3444 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_TEXCOORD))
3446 if (semantic_idx_in < 8)
3448 shader_addline(buffer, "%s%s = gl_TexCoord[%u]%s;\n",
3449 destination, reg_mask, semantic_idx_in, reg_mask);
3451 else
3453 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3454 destination, reg_mask, reg_mask);
3457 else if (shader_match_semantic(semantic_name_in, WINED3DDECLUSAGE_FOG))
3459 shader_addline(buffer, "%s%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
3460 destination, reg_mask, reg_mask);
3462 else
3464 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3465 destination, reg_mask, reg_mask);
3467 } else {
3468 BOOL found = FALSE;
3470 output_map = reg_maps_out->output_registers;
3471 for (j = 0; output_map; output_map >>= 1, ++j)
3473 if (!(output_map & 1)) continue;
3475 semantic_name_out = output_signature[j].semantic_name;
3476 semantic_idx_out = output_signature[j].semantic_idx;
3477 shader_glsl_write_mask_to_str(output_signature[j].mask, reg_mask_out);
3479 if (semantic_idx_in == semantic_idx_out
3480 && !strcmp(semantic_name_in, semantic_name_out))
3482 shader_addline(buffer, "%s%s = OUT[%u]%s;\n",
3483 destination, reg_mask, j, reg_mask);
3484 found = TRUE;
3487 if(!found) {
3488 shader_addline(buffer, "%s%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
3489 destination, reg_mask, reg_mask);
3494 /* This is solely to make the compiler / linker happy and avoid warning about undefined
3495 * varyings. It shouldn't result in any real code executed on the GPU, since all read
3496 * input varyings are assigned above, if the optimizer works properly.
3498 for(i = 0; i < in_count + 2; i++) {
3499 if (set[i] && set[i] != WINED3DSP_WRITEMASK_ALL)
3501 unsigned int size = 0;
3502 memset(reg_mask, 0, sizeof(reg_mask));
3503 if(!(set[i] & WINED3DSP_WRITEMASK_0)) {
3504 reg_mask[size] = 'x';
3505 size++;
3507 if(!(set[i] & WINED3DSP_WRITEMASK_1)) {
3508 reg_mask[size] = 'y';
3509 size++;
3511 if(!(set[i] & WINED3DSP_WRITEMASK_2)) {
3512 reg_mask[size] = 'z';
3513 size++;
3515 if(!(set[i] & WINED3DSP_WRITEMASK_3)) {
3516 reg_mask[size] = 'w';
3517 size++;
3520 if (i == in_count) {
3521 sprintf(destination, "gl_FrontColor");
3522 } else if (i == in_count + 1) {
3523 sprintf(destination, "gl_FrontSecondaryColor");
3524 } else {
3525 sprintf(destination, "IN[%u]", i);
3528 if (size == 1) {
3529 shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
3530 } else {
3531 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
3536 HeapFree(GetProcessHeap(), 0, set);
3539 /* GL locking is done by the caller */
3540 static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
3541 IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const struct wined3d_gl_info *gl_info)
3543 GLhandleARB ret = 0;
3544 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
3545 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
3546 IWineD3DDeviceImpl *device;
3547 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
3548 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
3549 unsigned int i;
3550 const char *semantic_name;
3551 UINT semantic_idx;
3552 char reg_mask[6];
3553 const struct wined3d_shader_signature_element *output_signature;
3555 shader_buffer_clear(buffer);
3557 shader_addline(buffer, "#version 120\n");
3559 if(vs_major < 3 && ps_major < 3) {
3560 /* That one is easy: The vertex shader writes to the builtin varyings, the pixel shader reads from them.
3561 * Take care about the texcoord .w fixup though if we're using the fixed function fragment pipeline
3563 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
3564 if (((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W)
3565 && ps_major == 0 && vs_major > 0 && !device->frag_pipe->ffp_proj_control)
3567 shader_addline(buffer, "void order_ps_input() {\n");
3568 for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
3569 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
3570 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
3571 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", i);
3574 shader_addline(buffer, "}\n");
3575 } else {
3576 shader_addline(buffer, "void order_ps_input() { /* do nothing */ }\n");
3578 } else if(ps_major < 3 && vs_major >= 3) {
3579 WORD map = vs->baseShader.reg_maps.output_registers;
3581 /* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
3582 output_signature = vs->output_signature;
3584 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3585 for (i = 0; map; map >>= 1, ++i)
3587 DWORD write_mask;
3589 if (!(map & 1)) continue;
3591 semantic_name = output_signature[i].semantic_name;
3592 semantic_idx = output_signature[i].semantic_idx;
3593 write_mask = output_signature[i].mask;
3594 shader_glsl_write_mask_to_str(write_mask, reg_mask);
3596 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
3598 if (semantic_idx == 0)
3599 shader_addline(buffer, "gl_FrontColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3600 else if (semantic_idx == 1)
3601 shader_addline(buffer, "gl_FrontSecondaryColor%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3603 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3605 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3607 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
3609 if (semantic_idx < 8)
3611 if (!((GLINFO_LOCATION).quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
3612 write_mask |= WINED3DSP_WRITEMASK_3;
3614 shader_addline(buffer, "gl_TexCoord[%u]%s = OUT[%u]%s;\n",
3615 semantic_idx, reg_mask, i, reg_mask);
3616 if (!(write_mask & WINED3DSP_WRITEMASK_3))
3617 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
3620 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3622 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3624 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
3626 shader_addline(buffer, "gl_FogFragCoord = OUT[%u].%c;\n", i, reg_mask[1]);
3629 shader_addline(buffer, "}\n");
3631 } else if(ps_major >= 3 && vs_major >= 3) {
3632 WORD map = vs->baseShader.reg_maps.output_registers;
3634 output_signature = vs->output_signature;
3636 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
3637 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3638 shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
3640 /* First, sort out position and point size. Those are not passed to the pixel shader */
3641 for (i = 0; map; map >>= 1, ++i)
3643 if (!(map & 1)) continue;
3645 semantic_name = output_signature[i].semantic_name;
3646 shader_glsl_write_mask_to_str(output_signature[i].mask, reg_mask);
3648 if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
3650 shader_addline(buffer, "gl_Position%s = OUT[%u]%s;\n", reg_mask, i, reg_mask);
3652 else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
3654 shader_addline(buffer, "gl_PointSize = OUT[%u].x;\n", i);
3658 /* Then, fix the pixel shader input */
3659 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3660 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
3662 shader_addline(buffer, "}\n");
3663 } else if(ps_major >= 3 && vs_major < 3) {
3664 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
3665 shader_addline(buffer, "void order_ps_input() {\n");
3666 /* The vertex shader wrote to the builtin varyings. There is no need to figure out position and
3667 * point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
3668 * read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
3670 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
3671 &ps->baseShader.reg_maps, NULL, NULL);
3672 shader_addline(buffer, "}\n");
3673 } else {
3674 ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
3677 ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3678 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
3679 GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer->buffer, NULL));
3680 checkGLcall("glShaderSourceARB(ret, 1, &buffer->buffer, NULL)");
3681 GL_EXTCALL(glCompileShaderARB(ret));
3682 checkGLcall("glCompileShaderARB(ret)");
3684 return ret;
3687 /* GL locking is done by the caller */
3688 static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info,
3689 GLhandleARB programId, char prefix)
3691 const local_constant *lconst;
3692 GLint tmp_loc;
3693 const float *value;
3694 char glsl_name[8];
3696 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
3697 value = (const float *)lconst->value;
3698 snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
3699 tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
3700 GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
3702 checkGLcall("Hardcoding local constants");
3705 /* GL locking is done by the caller */
3706 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
3707 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *This,
3708 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
3710 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3711 const struct wined3d_gl_info *gl_info = context->gl_info;
3712 CONST DWORD *function = This->baseShader.function;
3713 struct shader_glsl_ctx_priv priv_ctx;
3715 /* Create the hw GLSL shader object and assign it as the shader->prgId */
3716 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
3718 memset(&priv_ctx, 0, sizeof(priv_ctx));
3719 priv_ctx.cur_ps_args = args;
3720 priv_ctx.cur_np2fixup_info = np2fixup_info;
3722 shader_addline(buffer, "#version 120\n");
3724 if(GL_SUPPORT(ARB_SHADER_TEXTURE_LOD) && reg_maps->usestexldd) {
3725 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
3727 if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
3728 /* The spec says that it doesn't have to be explicitly enabled, but the nvidia
3729 * drivers write a warning if we don't do so
3731 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
3734 /* Base Declarations */
3735 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3737 /* Pack 3.0 inputs */
3738 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
3740 shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
3743 /* Base Shader Body */
3744 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
3746 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
3747 if (reg_maps->shader_version.major < 2)
3749 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
3750 shader_addline(buffer, "gl_FragData[0] = R0;\n");
3753 if (args->srgb_correction)
3755 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
3756 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
3757 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
3758 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
3759 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
3760 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
3762 /* Pixel shader < 3.0 do not replace the fog stage.
3763 * This implements linear fog computation and blending.
3764 * TODO: non linear fog
3765 * NOTE: gl_Fog.start and gl_Fog.end don't hold fog start s and end e but
3766 * -1/(e-s) and e/(e-s) respectively.
3768 if (reg_maps->shader_version.major < 3)
3770 switch(args->fog) {
3771 case FOG_OFF: break;
3772 case FOG_LINEAR:
3773 shader_addline(buffer, "float fogstart = -1.0 / (gl_Fog.end - gl_Fog.start);\n");
3774 shader_addline(buffer, "float fogend = gl_Fog.end * -fogstart;\n");
3775 shader_addline(buffer, "float Fog = clamp(gl_FogFragCoord * fogstart + fogend, 0.0, 1.0);\n");
3776 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3777 break;
3778 case FOG_EXP:
3779 /* Fog = e^(-gl_Fog.density * gl_FogFragCoord) */
3780 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
3781 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3782 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3783 break;
3784 case FOG_EXP2:
3785 /* Fog = e^(-(gl_Fog.density * gl_FogFragCoord)^2) */
3786 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
3787 shader_addline(buffer, "Fog = clamp(Fog, 0.0, 1.0);\n");
3788 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, Fog);\n");
3789 break;
3793 shader_addline(buffer, "}\n");
3795 TRACE("Compiling shader object %u\n", shader_obj);
3796 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3797 GL_EXTCALL(glCompileShaderARB(shader_obj));
3798 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3800 /* Store the shader object */
3801 return shader_obj;
3804 /* GL locking is done by the caller */
3805 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
3806 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *This,
3807 const struct vs_compile_args *args)
3809 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3810 const struct wined3d_gl_info *gl_info = context->gl_info;
3811 CONST DWORD *function = This->baseShader.function;
3812 struct shader_glsl_ctx_priv priv_ctx;
3814 /* Create the hw GLSL shader program and assign it as the shader->prgId */
3815 GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
3817 shader_addline(buffer, "#version 120\n");
3819 memset(&priv_ctx, 0, sizeof(priv_ctx));
3820 priv_ctx.cur_vs_args = args;
3822 /* Base Declarations */
3823 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
3825 /* Base Shader Body */
3826 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
3828 /* Unpack 3.0 outputs */
3829 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
3830 else shader_addline(buffer, "order_ps_input();\n");
3832 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
3833 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
3834 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
3835 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
3837 if(args->fog_src == VS_FOG_Z) {
3838 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
3839 } else if (!reg_maps->fog) {
3840 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
3843 /* Write the final position.
3845 * OpenGL coordinates specify the center of the pixel while d3d coords specify
3846 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3847 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
3848 * contains 1.0 to allow a mad.
3850 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
3851 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
3852 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
3854 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
3856 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
3857 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
3858 * which is the same as z = z * 2 - w.
3860 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3862 shader_addline(buffer, "}\n");
3864 TRACE("Compiling shader object %u\n", shader_obj);
3865 GL_EXTCALL(glShaderSourceARB(shader_obj, 1, (const char**)&buffer->buffer, NULL));
3866 GL_EXTCALL(glCompileShaderARB(shader_obj));
3867 print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
3869 return shader_obj;
3872 static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
3873 struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
3874 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
3876 UINT i;
3877 DWORD new_size;
3878 struct glsl_ps_compiled_shader *new_array;
3879 struct glsl_pshader_private *shader_data;
3880 struct ps_np2fixup_info *np2fixup = NULL;
3881 GLhandleARB ret;
3883 if(!shader->backend_priv) {
3884 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3886 shader_data = shader->backend_priv;
3888 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3889 * so a linear search is more performant than a hashmap or a binary search
3890 * (cache coherency etc)
3892 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3893 if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
3894 if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
3895 return shader_data->gl_shaders[i].prgId;
3899 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
3900 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3901 if (shader_data->num_gl_shaders)
3903 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3904 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3905 new_size * sizeof(*shader_data->gl_shaders));
3906 } else {
3907 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3908 new_size = 1;
3911 if(!new_array) {
3912 ERR("Out of memory\n");
3913 return 0;
3915 shader_data->gl_shaders = new_array;
3916 shader_data->shader_array_size = new_size;
3919 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3921 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
3922 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
3924 pixelshader_update_samplers(&shader->baseShader.reg_maps,
3925 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
3927 shader_buffer_clear(buffer);
3928 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
3929 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3930 *np2fixup_info = np2fixup;
3932 return ret;
3935 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
3936 const DWORD use_map) {
3937 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
3938 return stored->fog_src == new->fog_src;
3941 static GLhandleARB find_glsl_vshader(const struct wined3d_context *context,
3942 struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
3943 const struct vs_compile_args *args)
3945 UINT i;
3946 DWORD new_size;
3947 struct glsl_vs_compiled_shader *new_array;
3948 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
3949 struct glsl_vshader_private *shader_data;
3950 GLhandleARB ret;
3952 if(!shader->backend_priv) {
3953 shader->backend_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
3955 shader_data = shader->backend_priv;
3957 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
3958 * so a linear search is more performant than a hashmap or a binary search
3959 * (cache coherency etc)
3961 for(i = 0; i < shader_data->num_gl_shaders; i++) {
3962 if(vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
3963 return shader_data->gl_shaders[i].prgId;
3967 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
3969 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
3970 if (shader_data->num_gl_shaders)
3972 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
3973 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
3974 new_size * sizeof(*shader_data->gl_shaders));
3975 } else {
3976 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
3977 new_size = 1;
3980 if(!new_array) {
3981 ERR("Out of memory\n");
3982 return 0;
3984 shader_data->gl_shaders = new_array;
3985 shader_data->shader_array_size = new_size;
3988 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
3990 shader_buffer_clear(buffer);
3991 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
3992 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
3994 return ret;
3997 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
3998 * It sets the programId on the current StateBlock (because it should be called
3999 * inside of the DrawPrimitive() part of the render loop).
4001 * If a program for the given combination does not exist, create one, and store
4002 * the program in the hash table. If it creates a program, it will link the
4003 * given objects, too.
4006 /* GL locking is done by the caller */
4007 static void set_glsl_shader_program(const struct wined3d_context *context,
4008 IWineD3DDeviceImpl *device, BOOL use_ps, BOOL use_vs)
4010 IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
4011 IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
4012 const struct wined3d_gl_info *gl_info = context->gl_info;
4013 struct shader_glsl_priv *priv = device->shader_priv;
4014 struct glsl_shader_prog_link *entry = NULL;
4015 GLhandleARB programId = 0;
4016 GLhandleARB reorder_shader_id = 0;
4017 unsigned int i;
4018 char glsl_name[8];
4019 struct ps_compile_args ps_compile_args;
4020 struct vs_compile_args vs_compile_args;
4022 if (vshader) find_vs_compile_args((IWineD3DVertexShaderImpl *)vshader, device->stateBlock, &vs_compile_args);
4023 if (pshader) find_ps_compile_args((IWineD3DPixelShaderImpl *)pshader, device->stateBlock, &ps_compile_args);
4025 entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
4026 if (entry) {
4027 priv->glsl_program = entry;
4028 return;
4031 /* If we get to this point, then no matching program exists, so we create one */
4032 programId = GL_EXTCALL(glCreateProgramObjectARB());
4033 TRACE("Created new GLSL shader program %u\n", programId);
4035 /* Create the entry */
4036 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
4037 entry->programId = programId;
4038 entry->vshader = vshader;
4039 entry->pshader = pshader;
4040 entry->vs_args = vs_compile_args;
4041 entry->ps_args = ps_compile_args;
4042 entry->constant_version = 0;
4043 entry->np2Fixup_info = NULL;
4044 /* Add the hash table entry */
4045 add_glsl_program_entry(priv, entry);
4047 /* Set the current program */
4048 priv->glsl_program = entry;
4050 /* Attach GLSL vshader */
4051 if (vshader)
4053 GLhandleARB vshader_id = find_glsl_vshader(context, &priv->shader_buffer,
4054 (IWineD3DVertexShaderImpl *)vshader, &vs_compile_args);
4055 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4056 char tmp_name[10];
4058 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
4059 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id, programId);
4060 GL_EXTCALL(glAttachObjectARB(programId, reorder_shader_id));
4061 checkGLcall("glAttachObjectARB");
4062 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4063 * is destroyed
4065 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id));
4067 TRACE("Attaching GLSL shader object %u to program %u\n", vshader_id, programId);
4068 GL_EXTCALL(glAttachObjectARB(programId, vshader_id));
4069 checkGLcall("glAttachObjectARB");
4071 /* Bind vertex attributes to a corresponding index number to match
4072 * the same index numbers as ARB_vertex_programs (makes loading
4073 * vertex attributes simpler). With this method, we can use the
4074 * exact same code to load the attributes later for both ARB and
4075 * GLSL shaders.
4077 * We have to do this here because we need to know the Program ID
4078 * in order to make the bindings work, and it has to be done prior
4079 * to linking the GLSL program. */
4080 for (i = 0; map; map >>= 1, ++i)
4082 if (!(map & 1)) continue;
4084 snprintf(tmp_name, sizeof(tmp_name), "attrib%u", i);
4085 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
4087 checkGLcall("glBindAttribLocationARB");
4089 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4092 /* Attach GLSL pshader */
4093 if (pshader)
4095 GLhandleARB pshader_id = find_glsl_pshader(context, &priv->shader_buffer,
4096 (IWineD3DPixelShaderImpl *)pshader, &ps_compile_args, &entry->np2Fixup_info);
4097 TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
4098 GL_EXTCALL(glAttachObjectARB(programId, pshader_id));
4099 checkGLcall("glAttachObjectARB");
4101 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4104 /* Link the program */
4105 TRACE("Linking GLSL shader program %u\n", programId);
4106 GL_EXTCALL(glLinkProgramARB(programId));
4107 print_glsl_info_log(&GLINFO_LOCATION, programId);
4109 entry->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
4110 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
4111 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
4112 entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4114 for (i = 0; i < MAX_CONST_I; ++i) {
4115 snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
4116 entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4118 entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
4119 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
4120 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
4121 entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4123 for (i = 0; i < MAX_CONST_I; ++i) {
4124 snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
4125 entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
4128 if(pshader) {
4129 char name[32];
4131 for(i = 0; i < MAX_TEXTURES; i++) {
4132 sprintf(name, "bumpenvmat%u", i);
4133 entry->bumpenvmat_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4134 sprintf(name, "luminancescale%u", i);
4135 entry->luminancescale_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4136 sprintf(name, "luminanceoffset%u", i);
4137 entry->luminanceoffset_location[i] = GL_EXTCALL(glGetUniformLocationARB(programId, name));
4140 if (ps_compile_args.np2_fixup) {
4141 if (entry->np2Fixup_info) {
4142 entry->np2Fixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "PsamplerNP2Fixup"));
4143 } else {
4144 FIXME("NP2 texcoord fixup needed for this pixelshader, but no fixup uniform found.\n");
4149 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
4150 entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
4151 checkGLcall("Find glsl program uniform locations");
4153 if (pshader
4154 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4155 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
4157 TRACE("Shader %d needs vertex color clamping disabled\n", programId);
4158 entry->vertex_color_clamp = GL_FALSE;
4159 } else {
4160 entry->vertex_color_clamp = GL_FIXED_ONLY_ARB;
4163 /* Set the shader to allow uniform loading on it */
4164 GL_EXTCALL(glUseProgramObjectARB(programId));
4165 checkGLcall("glUseProgramObjectARB(programId)");
4167 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
4168 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4169 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
4170 * vertex shader with fixed function pixel processing is used we make sure that the card
4171 * supports enough samplers to allow the max number of vertex samplers with all possible
4172 * fixed function fragment processing setups. So once the program is linked these samplers
4173 * won't change.
4175 if (vshader) shader_glsl_load_vsamplers(gl_info, device->texUnitMap, programId);
4176 if (pshader) shader_glsl_load_psamplers(gl_info, device->texUnitMap, programId);
4178 /* If the local constants do not have to be loaded with the environment constants,
4179 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4180 * later
4182 if(pshader && !((IWineD3DPixelShaderImpl*)pshader)->baseShader.load_local_constsF) {
4183 hardcode_local_constants((IWineD3DBaseShaderImpl *) pshader, gl_info, programId, 'P');
4185 if(vshader && !((IWineD3DVertexShaderImpl*)vshader)->baseShader.load_local_constsF) {
4186 hardcode_local_constants((IWineD3DBaseShaderImpl *) vshader, gl_info, programId, 'V');
4190 /* GL locking is done by the caller */
4191 static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum tex_types tex_type)
4193 GLhandleARB program_id;
4194 GLhandleARB vshader_id, pshader_id;
4195 static const char *blt_vshader[] =
4197 "#version 120\n"
4198 "void main(void)\n"
4199 "{\n"
4200 " gl_Position = gl_Vertex;\n"
4201 " gl_FrontColor = vec4(1.0);\n"
4202 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
4203 "}\n"
4206 static const char *blt_pshaders[tex_type_count] =
4208 /* tex_1d */
4209 NULL,
4210 /* tex_2d */
4211 "#version 120\n"
4212 "uniform sampler2D sampler;\n"
4213 "void main(void)\n"
4214 "{\n"
4215 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
4216 "}\n",
4217 /* tex_3d */
4218 NULL,
4219 /* tex_cube */
4220 "#version 120\n"
4221 "uniform samplerCube sampler;\n"
4222 "void main(void)\n"
4223 "{\n"
4224 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
4225 "}\n",
4226 /* tex_rect */
4227 "#version 120\n"
4228 "#extension GL_ARB_texture_rectangle : enable\n"
4229 "uniform sampler2DRect sampler;\n"
4230 "void main(void)\n"
4231 "{\n"
4232 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
4233 "}\n",
4236 if (!blt_pshaders[tex_type])
4238 FIXME("tex_type %#x not supported\n", tex_type);
4239 tex_type = tex_2d;
4242 vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
4243 GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
4244 GL_EXTCALL(glCompileShaderARB(vshader_id));
4246 pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
4247 GL_EXTCALL(glShaderSourceARB(pshader_id, 1, &blt_pshaders[tex_type], NULL));
4248 GL_EXTCALL(glCompileShaderARB(pshader_id));
4250 program_id = GL_EXTCALL(glCreateProgramObjectARB());
4251 GL_EXTCALL(glAttachObjectARB(program_id, vshader_id));
4252 GL_EXTCALL(glAttachObjectARB(program_id, pshader_id));
4253 GL_EXTCALL(glLinkProgramARB(program_id));
4255 print_glsl_info_log(&GLINFO_LOCATION, program_id);
4257 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4258 * is destroyed
4260 GL_EXTCALL(glDeleteObjectARB(vshader_id));
4261 GL_EXTCALL(glDeleteObjectARB(pshader_id));
4262 return program_id;
4265 /* GL locking is done by the caller */
4266 static void shader_glsl_select(const struct wined3d_context *context, BOOL usePS, BOOL useVS)
4268 IWineD3DDeviceImpl *device = ((IWineD3DSurfaceImpl *)context->surface)->resource.wineD3DDevice;
4269 const struct wined3d_gl_info *gl_info = context->gl_info;
4270 struct shader_glsl_priv *priv = device->shader_priv;
4271 GLhandleARB program_id = 0;
4272 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
4274 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4276 if (useVS || usePS) set_glsl_shader_program(context, device, usePS, useVS);
4277 else priv->glsl_program = NULL;
4279 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vertex_color_clamp : GL_FIXED_ONLY_ARB;
4281 if (old_vertex_color_clamp != current_vertex_color_clamp) {
4282 if (GL_SUPPORT(ARB_COLOR_BUFFER_FLOAT)) {
4283 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
4284 checkGLcall("glClampColorARB");
4285 } else {
4286 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4290 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4291 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4292 GL_EXTCALL(glUseProgramObjectARB(program_id));
4293 checkGLcall("glUseProgramObjectARB");
4295 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4296 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
4297 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
4298 if (priv->glsl_program && priv->glsl_program->np2Fixup_info)
4300 shader_glsl_load_np2fixup_constants((IWineD3DDevice *)device, usePS, useVS);
4304 /* GL locking is done by the caller */
4305 static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
4306 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4307 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4308 struct shader_glsl_priv *priv = This->shader_priv;
4309 GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
4311 if (!*blt_program) {
4312 GLint loc;
4313 *blt_program = create_glsl_blt_shader(gl_info, tex_type);
4314 loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
4315 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4316 GL_EXTCALL(glUniform1iARB(loc, 0));
4317 } else {
4318 GL_EXTCALL(glUseProgramObjectARB(*blt_program));
4322 /* GL locking is done by the caller */
4323 static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
4324 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4325 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4326 struct shader_glsl_priv *priv = This->shader_priv;
4327 GLhandleARB program_id;
4329 program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
4330 if (program_id) TRACE("Using GLSL program %u\n", program_id);
4332 GL_EXTCALL(glUseProgramObjectARB(program_id));
4333 checkGLcall("glUseProgramObjectARB");
4336 static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
4337 const struct list *linked_programs;
4338 IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
4339 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4340 struct shader_glsl_priv *priv = device->shader_priv;
4341 const struct wined3d_context *context;
4342 const struct wined3d_gl_info *gl_info;
4343 IWineD3DPixelShaderImpl *ps = NULL;
4344 IWineD3DVertexShaderImpl *vs = NULL;
4346 /* Note: Do not use QueryInterface here to find out which shader type this is because this code
4347 * can be called from IWineD3DBaseShader::Release
4349 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4351 if(pshader) {
4352 struct glsl_pshader_private *shader_data;
4353 ps = (IWineD3DPixelShaderImpl *) This;
4354 shader_data = ps->backend_priv;
4355 if(!shader_data || shader_data->num_gl_shaders == 0)
4357 HeapFree(GetProcessHeap(), 0, shader_data);
4358 ps->backend_priv = NULL;
4359 return;
4362 context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4363 gl_info = context->gl_info;
4365 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
4367 ENTER_GL();
4368 shader_glsl_select(context, FALSE, FALSE);
4369 LEAVE_GL();
4371 } else {
4372 struct glsl_vshader_private *shader_data;
4373 vs = (IWineD3DVertexShaderImpl *) This;
4374 shader_data = vs->backend_priv;
4375 if(!shader_data || shader_data->num_gl_shaders == 0)
4377 HeapFree(GetProcessHeap(), 0, shader_data);
4378 vs->backend_priv = NULL;
4379 return;
4382 context = ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
4383 gl_info = context->gl_info;
4385 if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
4387 ENTER_GL();
4388 shader_glsl_select(context, FALSE, FALSE);
4389 LEAVE_GL();
4393 linked_programs = &This->baseShader.linked_programs;
4395 TRACE("Deleting linked programs\n");
4396 if (linked_programs->next) {
4397 struct glsl_shader_prog_link *entry, *entry2;
4399 ENTER_GL();
4400 if(pshader) {
4401 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, pshader_entry) {
4402 delete_glsl_program_entry(priv, gl_info, entry);
4404 } else {
4405 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs, struct glsl_shader_prog_link, vshader_entry) {
4406 delete_glsl_program_entry(priv, gl_info, entry);
4409 LEAVE_GL();
4412 if(pshader) {
4413 UINT i;
4414 struct glsl_pshader_private *shader_data = ps->backend_priv;
4416 ENTER_GL();
4417 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4418 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4419 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4420 checkGLcall("glDeleteObjectARB");
4422 LEAVE_GL();
4423 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4424 HeapFree(GetProcessHeap(), 0, shader_data);
4425 ps->backend_priv = NULL;
4426 } else {
4427 UINT i;
4428 struct glsl_vshader_private *shader_data = vs->backend_priv;
4430 ENTER_GL();
4431 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4432 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4433 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4434 checkGLcall("glDeleteObjectARB");
4436 LEAVE_GL();
4437 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4438 HeapFree(GetProcessHeap(), 0, shader_data);
4439 vs->backend_priv = NULL;
4443 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
4445 const glsl_program_key_t *k = key;
4446 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
4447 const struct glsl_shader_prog_link, program_lookup_entry);
4448 int cmp;
4450 if (k->vshader > prog->vshader) return 1;
4451 else if (k->vshader < prog->vshader) return -1;
4453 if (k->pshader > prog->pshader) return 1;
4454 else if (k->pshader < prog->pshader) return -1;
4456 if (k->vshader && (cmp = memcmp(&k->vs_args, &prog->vs_args, sizeof(prog->vs_args)))) return cmp;
4457 if (k->pshader && (cmp = memcmp(&k->ps_args, &prog->ps_args, sizeof(prog->ps_args)))) return cmp;
4459 return 0;
4462 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
4464 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries) + constant_count * sizeof(*heap->positions);
4465 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
4467 if (!mem)
4469 ERR("Failed to allocate memory\n");
4470 return FALSE;
4473 heap->entries = mem;
4474 heap->entries[1].version = 0;
4475 heap->positions = (unsigned int *)(heap->entries + constant_count + 1);
4476 heap->size = 1;
4478 return TRUE;
4481 static void constant_heap_free(struct constant_heap *heap)
4483 HeapFree(GetProcessHeap(), 0, heap->entries);
4486 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
4488 wined3d_rb_alloc,
4489 wined3d_rb_realloc,
4490 wined3d_rb_free,
4491 glsl_program_key_compare,
4494 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
4495 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4496 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4497 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
4498 SIZE_T stack_size = wined3d_log2i(max(GL_LIMITS(vshader_constantsF), GL_LIMITS(pshader_constantsF))) + 1;
4500 if (!shader_buffer_init(&priv->shader_buffer))
4502 ERR("Failed to initialize shader buffer.\n");
4503 goto fail;
4506 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
4507 if (!priv->stack)
4509 ERR("Failed to allocate memory.\n");
4510 goto fail;
4513 if (!constant_heap_init(&priv->vconst_heap, GL_LIMITS(vshader_constantsF)))
4515 ERR("Failed to initialize vertex shader constant heap\n");
4516 goto fail;
4519 if (!constant_heap_init(&priv->pconst_heap, GL_LIMITS(pshader_constantsF)))
4521 ERR("Failed to initialize pixel shader constant heap\n");
4522 goto fail;
4525 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
4527 ERR("Failed to initialize rbtree.\n");
4528 goto fail;
4531 priv->next_constant_version = 1;
4533 This->shader_priv = priv;
4534 return WINED3D_OK;
4536 fail:
4537 constant_heap_free(&priv->pconst_heap);
4538 constant_heap_free(&priv->vconst_heap);
4539 HeapFree(GetProcessHeap(), 0, priv->stack);
4540 shader_buffer_free(&priv->shader_buffer);
4541 HeapFree(GetProcessHeap(), 0, priv);
4542 return E_OUTOFMEMORY;
4545 /* Context activation is done by the caller. */
4546 static void shader_glsl_free(IWineD3DDevice *iface) {
4547 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4548 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4549 struct shader_glsl_priv *priv = This->shader_priv;
4550 int i;
4552 ENTER_GL();
4553 for (i = 0; i < tex_type_count; ++i)
4555 if (priv->depth_blt_program[i])
4557 GL_EXTCALL(glDeleteObjectARB(priv->depth_blt_program[i]));
4560 LEAVE_GL();
4562 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
4563 constant_heap_free(&priv->pconst_heap);
4564 constant_heap_free(&priv->vconst_heap);
4565 HeapFree(GetProcessHeap(), 0, priv->stack);
4567 HeapFree(GetProcessHeap(), 0, This->shader_priv);
4568 This->shader_priv = NULL;
4571 static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) {
4572 /* TODO: GL_EXT_bindable_uniform can be used to share constants across shaders */
4573 return FALSE;
4576 static void shader_glsl_get_caps(WINED3DDEVTYPE devtype,
4577 const struct wined3d_gl_info *gl_info, struct shader_caps *pCaps)
4579 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
4580 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support based
4581 * on the version of NV_vertex_program.
4582 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
4583 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
4584 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
4585 * of native instructions, so use that here. For more info see the pixel shader versioning code below.
4587 if ((gl_info->supported[NV_VERTEX_PROGRAM2] && !gl_info->supported[NV_VERTEX_PROGRAM3])
4588 || gl_info->ps_arb_max_instructions <= 512)
4589 pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
4590 else
4591 pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
4592 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (pCaps->VertexShaderVersion >> 8) & 0xff, pCaps->VertexShaderVersion & 0xff);
4593 pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
4595 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
4596 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
4597 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
4598 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
4599 * in max native instructions. Intel and others also offer the info in this extension but they
4600 * don't support GLSL (at least on Windows).
4602 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
4603 * of instructions is 512 or less we have to do with ps2.0 hardware.
4604 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
4606 if ((gl_info->supported[NV_FRAGMENT_PROGRAM] && !gl_info->supported[NV_FRAGMENT_PROGRAM2])
4607 || (gl_info->ps_arb_max_instructions <= 512))
4608 pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
4609 else
4610 pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
4612 pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
4614 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
4615 * Direct3D minimum requirement.
4617 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
4618 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
4620 * The problem is that the refrast clamps temporary results in the shader to
4621 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
4622 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
4623 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
4624 * offer a way to query this.
4626 pCaps->PixelShader1xMaxValue = 8.0;
4627 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
4629 pCaps->VSClipping = TRUE;
4632 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
4634 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
4636 TRACE("Checking support for fixup:\n");
4637 dump_color_fixup_desc(fixup);
4640 /* We support everything except YUV conversions. */
4641 if (!is_yuv_fixup(fixup))
4643 TRACE("[OK]\n");
4644 return TRUE;
4647 TRACE("[FAILED]\n");
4648 return FALSE;
4651 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
4653 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
4654 /* WINED3DSIH_ADD */ shader_glsl_arith,
4655 /* WINED3DSIH_BEM */ shader_glsl_bem,
4656 /* WINED3DSIH_BREAK */ shader_glsl_break,
4657 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
4658 /* WINED3DSIH_BREAKP */ NULL,
4659 /* WINED3DSIH_CALL */ shader_glsl_call,
4660 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
4661 /* WINED3DSIH_CMP */ shader_glsl_cmp,
4662 /* WINED3DSIH_CND */ shader_glsl_cnd,
4663 /* WINED3DSIH_CRS */ shader_glsl_cross,
4664 /* WINED3DSIH_DCL */ NULL,
4665 /* WINED3DSIH_DEF */ NULL,
4666 /* WINED3DSIH_DEFB */ NULL,
4667 /* WINED3DSIH_DEFI */ NULL,
4668 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
4669 /* WINED3DSIH_DP3 */ shader_glsl_dot,
4670 /* WINED3DSIH_DP4 */ shader_glsl_dot,
4671 /* WINED3DSIH_DST */ shader_glsl_dst,
4672 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
4673 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
4674 /* WINED3DSIH_ELSE */ shader_glsl_else,
4675 /* WINED3DSIH_ENDIF */ shader_glsl_end,
4676 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
4677 /* WINED3DSIH_ENDREP */ shader_glsl_end,
4678 /* WINED3DSIH_EXP */ shader_glsl_map2gl,
4679 /* WINED3DSIH_EXPP */ shader_glsl_expp,
4680 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
4681 /* WINED3DSIH_IF */ shader_glsl_if,
4682 /* WINED3DSIH_IFC */ shader_glsl_ifc,
4683 /* WINED3DSIH_LABEL */ shader_glsl_label,
4684 /* WINED3DSIH_LIT */ shader_glsl_lit,
4685 /* WINED3DSIH_LOG */ shader_glsl_log,
4686 /* WINED3DSIH_LOGP */ shader_glsl_log,
4687 /* WINED3DSIH_LOOP */ shader_glsl_loop,
4688 /* WINED3DSIH_LRP */ shader_glsl_lrp,
4689 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
4690 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
4691 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
4692 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
4693 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
4694 /* WINED3DSIH_MAD */ shader_glsl_mad,
4695 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
4696 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
4697 /* WINED3DSIH_MOV */ shader_glsl_mov,
4698 /* WINED3DSIH_MOVA */ shader_glsl_mov,
4699 /* WINED3DSIH_MUL */ shader_glsl_arith,
4700 /* WINED3DSIH_NOP */ NULL,
4701 /* WINED3DSIH_NRM */ shader_glsl_map2gl,
4702 /* WINED3DSIH_PHASE */ NULL,
4703 /* WINED3DSIH_POW */ shader_glsl_pow,
4704 /* WINED3DSIH_RCP */ shader_glsl_rcp,
4705 /* WINED3DSIH_REP */ shader_glsl_rep,
4706 /* WINED3DSIH_RET */ shader_glsl_ret,
4707 /* WINED3DSIH_RSQ */ shader_glsl_rsq,
4708 /* WINED3DSIH_SETP */ NULL,
4709 /* WINED3DSIH_SGE */ shader_glsl_compare,
4710 /* WINED3DSIH_SGN */ shader_glsl_map2gl,
4711 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
4712 /* WINED3DSIH_SLT */ shader_glsl_compare,
4713 /* WINED3DSIH_SUB */ shader_glsl_arith,
4714 /* WINED3DSIH_TEX */ shader_glsl_tex,
4715 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
4716 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
4717 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
4718 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
4719 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
4720 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
4721 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
4722 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
4723 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
4724 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
4725 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
4726 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
4727 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
4728 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
4729 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
4730 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
4731 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
4732 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
4733 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
4734 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
4735 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
4738 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
4739 SHADER_HANDLER hw_fct;
4741 /* Select handler */
4742 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
4744 /* Unhandled opcode */
4745 if (!hw_fct)
4747 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
4748 return;
4750 hw_fct(ins);
4752 shader_glsl_add_instruction_modifiers(ins);
4755 const shader_backend_t glsl_shader_backend = {
4756 shader_glsl_handle_instruction,
4757 shader_glsl_select,
4758 shader_glsl_select_depth_blt,
4759 shader_glsl_deselect_depth_blt,
4760 shader_glsl_update_float_vertex_constants,
4761 shader_glsl_update_float_pixel_constants,
4762 shader_glsl_load_constants,
4763 shader_glsl_load_np2fixup_constants,
4764 shader_glsl_destroy,
4765 shader_glsl_alloc,
4766 shader_glsl_free,
4767 shader_glsl_dirty_const,
4768 shader_glsl_get_caps,
4769 shader_glsl_color_fixup_supported,